Virtual Reality
Imagine that you are able to travel to your favourite place in the world or view the Earth from space or experience a roller coaster while all just sitting in your seat at home. These are some of the things we are able to do with virtual reality technology.
Virtual reality (VR) refers to a computer-generated simulation in which a person can interact within an artificial three-dimensional environment using electronic devices, such as special goggles with a screen or gloves fitted with sensors.
Games, surgery and flight simulators are the most well known uses of virtual reality but other, lesser well known applications include: Visualisations, e.g. geographical. Study and treatment of addictions. Weather forecasting.
Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training).
There are 3 primary categories of virtualreality simulations used today: non-immersive, semi-immersive, and fully-immersive simulations.
Non-immersive systems, as the name suggests, are the least immersive implementation of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or window by utilising a standard high resolution monitor.
Semi-immersive -This type of VR is mainly used for educational and training purposes and the experience is made possible with graphical computing and large projector systems. In this example, the instruments in front of the pilot are real and the windows are screens displaying virtual content.
Fully-immersive simulations give users the most realistic simulation experience, complete with sight and sound. To experience and interact with fully-immersive virtual reality, the user needs the proper VR glasses or a head mount display (HMD). VR headsets provide high-resolution content with a wide field of view. The display typically splits between the user’s eyes, creating a stereoscopic 3D effect, and combines with input tracking to establish an immersive, believable experience. This type of VR has been commonly adapted for gaming and other entertainment purposes, but usage in other sectors, namely education, is increasing now as well. The possibilities for VR usage are endless.