Reality beyond Empathy Observing the growth of virtual reality and ITs Influence on industries

Pokemon Go is the prime example augmented reality's success.

Over decades of trials, virtual reality has had its ups and downs but the technology is showing itself as a facilitator for professionals and the public. While this immersive technology benefits many, there is still concern on whether we are ready for this much virtual reality.

The technology has shown itself in different areas and with virtual gear being released, its popularity continues to spread.

The film and gaming industries are known for using virtual technology for entertainment purposes but they are not the only industries using this reality to benefit the public.

The medical field is using this technology to help medical students participate in real-time surgeries, which allows them to observe the whole process without being in the way. Virtual reality is helping people in many aspects and people are receiving this technology well.

Home developers are using virtual technology to help buyers build or renovate their "perfect" home. These developers create a virtual tour of the possible home for prospects to observe. If the possible buyers, want to change the look of the home, the developers can move objects around to help the buyers decide.

A virtual model of a building at a university.

However, this technology was not always an interest of the public. The discovery of virtual reality dates back to before the creation of digital technology. Artists of the Greek avant- garde displayed early knowledge of the technology through their 360 degree paintings

As the idea of this technology progressed throughout history, milestones were recorded such as Morton Heilig's creation of the "Sensorama," and the first VR mounted display. Surprisingly, virtual gear and other devices created in the 90s did not succeed.

Professionals interested in the field at the time said, the reason virtual reality failed then is because the idea and technology of virtual reality was ahead of its time.

A look into virtual reality in the 90s.

Virtual and augmented reality are popular and people are showing interest in the technology. Although, there are concerns that this much virtual imagery will have a negative affect on the human eye and mind. Some people say that the growth of virtual reality will lead to "too much" VR, which would have a negative effect on people.

" People will become addicted to it, just like they become addicted to the Internet, social media and reading for that matter."

Freeman says that this technology is not a good or bad thing. He says, "I am simply trying to give this new reality form and expose the ontological issues it raises."

An issue that concerns him is, " if artists and activists choose not to pursue what virtual reality becomes.", By doing this, the technology will fall into the wrong hands, "pornographers, propagandist and profiteers."

With any new invention, there are always pros and cons but the growth of technology seems to be doing more good than bad. Professionals of different industries see potential in the technology and intend to use it.

The future of virtual reality still has many unanswered questions, on its affect on people and other concerns. For now, people might need to adjust because this medium is expanding and will be with us for a while.

Credits:

Created with images by stux - "pokemon pokemon go pocket monster" • MilitaryHealth - "advance3" • Tony Crider - "iMedia Floor Plan in OpenSim" • ✖ Daniel Rehn - "The Haçienda club in Second Life (2007)"

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