Joel Taylor

  • San Diego, CA 92101
  • San Diego, CA 92101
Added on 17 September 2020

What is Virtual Reality?

Virtual Reality (VR) is the use of computer technology to create simulated environment. Unlike traditional user interfaces, VR places the user inside a live experience. Instead of just viewing a screen in front of them, users are immersed and are able to interact with 3D world. By pretending as numerous sanities as likely, like apparition, earshot, hint, even aroma, computer is malformed in a doorkeeper to this false ecosphere. The lone bounds to near-real Virtual Reality knowledge’s remain the obtainability of gratified and inexpensive calculating power. VR cloud be termed as “Usage of technology in generating virtual atmosphere”.

Virtual Reality’s most immediately-recognizable component is the head-mounted display (HMD).

Major platforms in Virtual Reality include HTC Vive, Oculus Rift and PlayStation VR (PSVR)

For Example:

“You can be tricked into believing that you are in Mars even though you are in earth. It blocks your current field of viewing and the device replaces it with another world”.

Augmented reality on the other hand shows you virtual objects in real world.

These are some benefits and applications of Virtual Reality –

  • Architecture – Architects will be able to see their blueprints in 3D before the structure is built. This will help them to identify and resolve any possible defects
  • Military & Defense – The training using virtual reality will let the soldiers improve their combat skills
  • Medical science – Doctors can practice surgeries using virtual reality to improve their skills and reduce the fatalities and risks.
  • Education – Virtual Reality will improvise the engagement of students in the classroom. It will create an interactive environment for students which will positively impact their way of learning new things.

The VR experiences can be divided into interactive and non-interactive ones.

  • Non-interactive VR

“This type of apps and content doesn’t allow users to interact with the VR environment. Its user is a mere spectator engulfed into a different reality and unable to affect it in any way. Examples include Oculus Dreamdeck, G2A Land, Everest VR, and others”.

  • Interactive VR

“Interactive VR application and content allows users to interact with the computer-generated reality and its objects. Examples comprise “Robo Recall, The Climb, Tilt Brush and Mindshow”.

It’s of the forthcoming comprising more than receivers plus game controllers; it resolves being considerably physical. Where VR has provided to visual wits from the beginning, researchers are expectant that it will become more advanced in the field of senses. By presenting improved touch panels, it’ll turn out to be better with all the senses.

Inopportunely, we shouldn’t suppose the business getting in the mainstream in near future. Researchers believe it’ll still consume several years beforehand virtual reality becoming typical. For instance, the industry must come together to work through the kinks. Plus, the best as well as most immersive VR gears will unfortunately be digging a big hole in the pocket.

So, we might be enthralled around the future that VR holds in the schoolroom while learning. But, it might not be the part of curriculum anytime soon.

Future of Virtual Reality:

  • Headsets going mainstream: VR, especially headsets will be determined to hit the conventional consumer market. Devices like Oculus Rift, smartphone-based Samsung Gear, Sony play station with virtual reality head mounted display will hit the market in 2016.
  • Major impact on gaming industry: Consumers are expected to spend $5.1 billion on virtual reality gaming hardware. Game developers partake global consumer of 55.8 million plus produce VR hardware of worth 38.9 million.
  • Mobile driven virtual reality: 2016 will experience increase in mobile based VR experience. Samsung gear is fetching consumers in low budget sector.
  • 360 videos: 2016 will experience new emergence in 360-degree video. This has shown great potential for users in tourism, real estate, training, medical and tourism.

To conclude with, PlayStation-VR, Vive are have been to launched into limited markets since 2016. In spite of numerous obstacles and limitations virtual reality is still foretold to be a typical business in coming future.

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Joel enjoys writing, editing and ranking keywords in search engines. His passion for business, auto, health, fitness, basketball, football, baseball and other sports has led him to write. He has been writing More


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