Virtual Reality

Glossary

Virtual Reality- the world or the state of things as they actually exist, as opposed to an idealistic or notional idea of them.

Immersive- generating a three-dimensional image that appears to surround the user.

Capability- power or ability.

Simulator-a machine with a similar set of controls designed to provide a realistic imitation of the operation of a vehicle, aircraft, or other complex system, used for training purposes.

Aerospace-the branch of technology and industry concerned with both aviation and spaceflight.

What is Virtual Reality?

Virtual Reality, or Virtual Environment, is a new trend that has exploded in popularity in the last few years. This highly advanced system is capable of making life like anything appear right in front of you all through the lenses of this system. Though Virtual Reality is becoming popular amongst younger generations, most people don’t fully understand what VR truly is. In an article by Virtual Reality Society called “Virtual Reality”, stated, “Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person.” By Immersing the user in this computer generated realm, they can interact and do about as they please. In an article called Virtual Reality by Chris Woodford states, “Virtual reality means experiencing things through our computers that don't really exist.” By implementing this new technology, people can experience things that they may not in the real world due to the “Virtual Environment”. All of this technology seems futuristic, but what is Virtual Reality’s main purpose?

This is Samsungs "Gear VR". One of the more commonly known ones.

What is Virtual Reality's main purpose besides video games?

From soldiers fighting on the battlefield or cops on the streets or even an athlete training, VR serves just about any service. The concept of VR is to act as a simulator or training mechanism so people doing services or anything of that nature, they would be able to react to different situations. An article by Simon Parker, author of “How VR is training the perfect soldier” states, “Plextek, an electronics design consultancy in the UK has been making training simulations for the British government's Ministry of Defence since the late 1980s. The company specialises in building training programmes for army medics.” Advancing these training programs would create for a more prepared and more accurate soldier. These systems allow the soldiers to look through a lens that puts them in a virtual environment. VR systems are also making its mark on sports. Author Jane Zorowitz of “It Just Got Real” claims, virtual-reality technology is quickly entering the sports world, and it’s revolutionizing the way coaches conduct practice and train both young and veteran players. Things that would only have lived in someone’s imagination 20-25 years ago are now becoming realities.” From football to basketball to baseball, coaches are able to conduct practices through these systems. Though it isn’t as common, it’s a rising trend for virtual reality in the sports world. It seems as though virtual reality can do most anything, but what other benefits would Virtual Reality offer?

Surgeons may go through operation training through vr.

How can patients receiving medical help benefit from Virtual Reality?

People who may have high stress or suffer from PTSD could benefit from Virtual Environment training. This training helps the patients enter a state of mind of peace and tranquility through the power of a Virtual reality headset. Ronald Katona, 3+ Years of Developing mobile Apps at ThinkMobiles, author of the article, “ How Will Virtual Reality Change The Healthcare Industry?” stated, “Here, our “doctor” prescribes to pick up the app, where you can hide in the huts, which are made of snow or other materials. The environment places the patients in condition where one, simply gets pleasure from sightseeing. This effectively helps to calm down and distract the patients from quite unpleasant burning sensation throughout the body.” This form of therapy is slow to emerge, but is becoming a very useful in the medical field. Another useful way VR is improving the medical field is by allowing expert physicians experience a more in depth feel on how the elderly feel. An article by The Medical Futurist titled “5 Ways Medical VR Is Already Changing Healthcare” claims, “Embodied Labs created “We Are Alfred” by using VR technology to show young medical students what ageing means. Everyone can be the hypothetical Alfred for 7 minutes, and experience how it feels like to live as a 74 year-old man with audio-visual impairments.” These is just a glimpse of how powerful VR systems can be. By giving physician the opportunity to feel a more in depth feel of patients with any illness, they can further their understanding of many unknown diseases and how to treat them properly. Though many of these systems are just emerging, how large can the overall market of VR headsets get in the near future?

How big may the market for Virtual reality become?

Virtual Reality has been its own market for a long while, but soon, a co-partner to VR, (AR) or Augmented Reality, hit the market and together sold many products. A projection of the upcoming market for the two products was shown by BI Intelligence stated, “Total revenue for virtual reality (VR) and augmented reality (AR) is projected to increase from $5.2 billion in 2016 to over $162 billion in 2020.” Virtual Reality could turn very popular in the near future. Many VR systems are sold as add ons to smartphones, but are switching to stand-alone systems which are more efficient and higher quality. In an article titled, “Forecast: VR Market Will Reach $162 Billion by 2020” by Jonathan Nafarrete, he stated, “VR/AR software revenues will also get off to a quick start, growing more than 200% year over year in 2016, but will quickly be overtaken by services revenue in the middle years of the forecast, as logistics and manufacturing demand even more enterprise-class support.” The popularity of the products are growing, but so are the prices. As more and more people become more aware of the concept of VR, the market will only grow larger due to its eye-catching appeal and fascinating power of technology. Then the question emerges. How mainstream will VR become?

To the left is the oculus Rift, created by oculus, a divison of Facebook inc.

How mainstream will Virtual Reality Become?

Virtual Reality has made a large splash in the technology world, but how mainstream could it possibly become? With a steady growing market VR has the potential to impact people's lives on a daily bases and be a common trend of entertainment. A statement from Daniel Terdiman, author of the article, “It May Take Years For Virtual Reality To Go Mainstream, Says New Report” states, “VR industry is still six to eight years away from hyper growth or a tipping point in adoption of the medium.” Though the thought of its hyper growth is projected just under 10 years, compared to most new technology it’s slightly quick to come up. Becoming mainstream has some factors that play against it though. In the article, “4 hurdles that keep virtual reality from being mainstream” by Trevor, an insider for this page, stated, “As the moving parts of the virtual reality hype machine have come together into a churning monster, comparisons have been made to failed technology trends of the past: It’s going to be like 3D TV, it’s too expensive, it’s not good enough, and we’re not ready for it.” Virtual Reality systems tend to almost act like a 3D TV and at the more expensive price. Plus, most of the market has never truly seen the fully power of these items so for it to become more mainstream, VR would need to show the market how advanced these systems truly are. Overall, the whole idea of a Virtual Reality system is quite remarkable on the technology aspect. More and more companies are trying to make the product more widely used through all of its potential consumers and one day make VR a mainstream item.

How VR might look in the near future.

This brief video will show how VR is used in todays world

WORK CITED

"A Comprehensive Overview on the State of Virtual Reality Today."Techvibes. N.p., n.d. Web. 09 Feb. 2017.

http://www.roadtovr.com/wp-content/uploads/2015/07/virtual-reality-survey-infographic-kids-and-teens-1.jpg

Huber, Lindsay. "Virtual reality will fail if gaming companies don't stop focusing on the single-user experience."The American Genius. N.p., 24 Jan. 2017. Web. 09 Feb. 2017.

Scott, Nick. "Virtual Reality Is It Finnally Here To Stay?." Director 70.4 (2016): 48. MasterFILE Premier. Web. 6 Feb. 2017.

Taylor, Roy. "The new frontiers of virtual reality."Http://www.livemint.com/. Livemint, 21 Dec. 2016. Web. 09 Feb. 2017.

"Virtual Reality Market Global Trends, Opportunities and Forecasts to 2020 Discussed in New Research Report." M2 Presswire, Feb 01 2016, ProQuest Newsstand, https://search.proquest.com/docview/1761400356?accountid=42214.

Credits:

Created with images by UTKnightCenter - "Virtual Reality Demonstrations" • Pexels - "augmented reality bicycle bike" • Informedmag - "Virtual Reality Tech Headset Gaming"

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