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Virtual Reality: A Powerful New Technology: 1. What Is VR?
Virtual Reality: A Powerful New Technology: 1. What Is VR?
Virtual reality (VR) technology has advanced in recent years, allowing for new private and
business usage scenarios. People's perceptions of the real and virtual surroundings are altering
as a result of recent technology advancements. Virtual Reality (VR) is expected to play a
significant role in a variety of industries (Berg & Vance, 2017), including retail (Bonetti et al.,
2018), tourism (Griffin et al., 2017), education (Griffin et al., 2017). Individual entertainment
experiences having a hedonic use incentive, such as films and games, are included on the one
hand.
There are theoretical misunderstandings regarding what these technologies signify for the
marketing industry, just as there are with other cutting-edge technology (e.g. AI). As a result, in
order to grow this developing study topic, it is vital to give advice to researchers and
practitioners (Kumar et al., 2016). Our paper will illustrate the panoramic view of VR and its
applications in various fields.
1. What is VR?
A computer-generated virtual environment that can be moved through and changed by a
person in real time is referred to as virtual reality. On a head-mounted display, a computer
monitor, or a huge projection screen, a virtual environment may be viewed. The user may see,
move about, and alter the virtual world using head and hand tracking devices. VR has been
classified by several academics based on three characteristics: a technological factor
(embodiment), a human dimension (presence) and the human (interactivity) (Dix, 2017). While
researchers' understandings of presence and interactivity are mostly in agreement, the idea of
immersion has been articulated in varied ways in research (Nilsson et al., 2016), therefore it
merits additional consideration.
2. A short history of VR
Virtual reality technologies today are based on concepts that stretch back to the 1800s, almost
to the dawn of modern photography. The first stereoscope, which used twin mirrors to produce
a single image, was created in 1838. This evolved into the View-Master, which was patented in
1939 and is still in production today.
The phrase "virtual reality" was coined in the mid-1980s by Jaron Lanier, founder of VPL
Research, who began developing the necessary equipment, such as goggles and gloves, to
experience what he dubbed "virtual reality." Technologists have been working on virtual worlds
long before that. The Sensorama in 1956 was a watershed moment. Morton Heilig has a long
background in the Hollywood film industry.bb He was curious as to how people might feel as
though they were "in" the film. The Sensorama experience replicated a genuine metropolitan
area through which you "ride" a motorcycle. Multisensory stimulation allowed you to see the
road, hear the engine, feel the vibration, and smell the exhaust in the constructed "world."
Heilig patented the Telesphere Mask, which is a head-mounted display device, in 1960. Many
innovators would use his work as a starting point. Ivan Sutherland created the first HMD, The
Sword of Damocles, in the 1960s, followed by Eric Howlett's Large Expanse Extra Perspective
(LEEP) system in the 1970s (Sherman & Craig, 2018).
In the field, the 1970s and 1980s were an exciting time. Projects working on haptic devices and
other tools that would allow you to move about in virtual space ran alongside optical
developments. The Virtual Interface Environment Workstation (VIEW) system, developed at
NASA Ames Research Centre in the mid-1980s, coupled a head-mounted device with gloves to
enable haptic contact. Today's virtual reality gear owes a debt of gratitude to the six decades of
pioneering inventors who paved the way for low-cost, high-quality gadgets that are now widely
available. Visit The Franklin Institute's virtual reality flying simulators to immerse yourself in a
virtual world.
VR may be defined as follows, based on the notions of presence, interaction, and immersion:
VR makes use of immersive technology to create interactive virtual environments or virtual
worlds in which users can become emotionally invested and physically present.
3. Types of VR
The three primary forms of virtual reality simulations used today are non-immersive, semi-
immersive, and fully-immersive virtual reality simulations. Because virtual reality is now so
widely utilized in everyday life, non-immersive virtual experiences are sometimes neglected as
a virtual reality genre. This technique creates a computer-generated world while allowing the
user to remain aware of and manage their physical surroundings. Virtual reality systems that
aren't fully immersive rely on a computer or video game console, a display, and input devices
such as keyboards, mouse, and controllers. A non-immersive VR experience is best exemplified
by a video game.
Users can immerse themselves in a partially virtual environment via semi-immersive virtual
experiences. When users focus on the digital image, they will still feel as if they are in a
separate world, but they will still be able to stay linked to their actual environment. Vertical
reality depth is a word used to describe how semi-immersive technology creates realism
through 3D images. A more immersive experience is achieved by using higher detailed images.
This type of virtual reality is frequently used for educational or training reasons, and it depends
on high-resolution screens, powerful computers, projectors, or hard simulators to partially
reproduce the form and operation of real-world machinery.
Consumers get the most realistic simulation experience with fully immersive simulations, which
include both sight and sound. The customer will require VR glasses or a head mount display to
enjoy and interact with fully realistic virtual reality (HMD). High-resolution information with a
broad range of vision is available with VR headsets. The display divides between the user's eyes
to provide a stereoscopic 3D effect, and input tracking is used to create an immersive, lifelike
experience. This sort of VR has been widely adopted for gaming and other forms of
entertainment, but its use in other fields, such as education, is growing. Virtual reality has a
wide range of uses.
In conclusion, virtual reality has undoubtedly piqued people's attention in recent years. It
provides significant advantages in a variety of application domains as a new paradigm of user
interface. This article provides a short history and conceptualization of VR, distinguishes it from
related terms and acronyms, and identifies several areas of application. Hence, a number of
virtual reality applications are illustrated specifically in prominent areas such as education,
healthcare, and entertainment. The goal of this paper is to mine existing literature on virtual
reality for fresh information and to utilize that information to identify research gaps that could
be addressed in future studies.
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