Virtual reality
Adapted from Wikipedia · Discoverer experience
Virtual reality (VR) is a simulated experience that uses special equipment like 3D head-mounted displays and pose tracking to make users feel like they are inside a different world. People can use VR for fun, like playing video games, or for important learning, such as training doctors, safety workers, or the military. It’s also used in businesses for things like virtual meetings.
Right now, most VR systems use either virtual reality headsets or rooms with many screens to create realistic images, sounds, and feelings. When someone wears a VR headset, they can look around, move, and interact with objects in the make-believe world. This feeling is made possible by the headset’s screen and can also include special rooms with large screens.
VR is a big part of what experts call the reality-virtuality continuum. This means it’s different from other technologies like augmented virtuality and augmented reality. VR works with auditory and video feedback and sometimes uses haptic technology to give users even more sensations.
Etymology
The word "virtual" means something that seems real but isn't physically there. People have used this idea since the 1400s. In 1938, a French writer named Antonin Artaud used the phrase "la réalité virtuelle," which means "virtual reality." The term "virtual reality" became popular in the 1980s, thanks to Jaron Lanier and the film Lawnmower Man.
Forms and methods
Further information: Immersion (virtual reality) and Reality–virtuality continuum
Virtual reality can be created in several ways. One way is through simulation-based virtual reality, like driving simulators that make you feel like you are actually driving by showing what happens based on your controls and giving you matching sounds and movements.
Another way is avatar image-based virtual reality, where people can join a virtual world either as a character or using real video of themselves.
Head-mounted displays, such as virtual reality headsets, fully immerse users by showing separate images for each eye, providing sound, and tracking head movements. These headsets often include special controls for interacting in the virtual world. Augmented reality blends digital content with the real world, showing extra images over what you actually see. Mixed reality combines real and virtual worlds to create new environments where both can interact.
History
The idea of virtual reality started with early art and inventions. In the 1950s, Morton Heilig imagined an "Experience Theatre" that could involve all senses. He built a device called the Sensorama in 1962 to try this out.
In 1968, Ivan Sutherland created one of the first head-mounted displays, called The Sword of Damocles. It was a basic way to show computer graphics in 3D.
From the 1970s to the 1990s, virtual reality was mostly used for medical training, flight simulators, car design, and military training. Artists and researchers continued to explore virtual worlds, creating early examples like the Aspen Movie Map.
The term "virtual reality" became popular in the late 1980s, thanks to Jaron Lanier. He started a company and made early VR devices. In the 1990s, the first consumer VR headsets began appearing, like Sega's VR headset and Virtuality's arcade system.
In the 2000s, interest in VR grew slowly. But around 2010, new headsets like the Oculus Rift started to change things. Big companies like Facebook, Google, and Sony began making their own VR products. Today, VR is used in many ways, from gaming to training pilots and astronauts.
Technology
See also: Immersive technology
See also: List of virtual reality headsets
Modern virtual reality headsets use technology from smartphones, like gyroscopes and motion sensors, to track where your head and hands are. They have small HD screens that show two slightly different images, one for each eye, to make the world look real. These parts have made VR more affordable, leading to independent projects like the 2012 Oculus Rift.
VR also uses special cameras called omnidirectional cameras to capture scenes from every angle. These can record 360 interactive photography and 360 video. To make virtual worlds feel real, VR needs special displays like headsets and special input devices like motion controllers and optical tracking sensors. Some VR systems even use wired gloves or omnidirectional treadmills to let users feel and move in the virtual world.
Visual immersion experience
Virtual reality creates a feeling of being inside a different world by using special displays and tracking systems. These displays need to have high resolution so that things look clear and real. The distance between tiny dots on the screen, called pixels, matters — if they are too close together, our eyes can’t see them as separate, making the image look smooth.
Another important part is how fast the screen updates, called the refresh rate. Faster updates make the experience feel more real because there is less delay between what you move and what you see on the screen. However, faster screens need more powerful computers to work well. Finally, how much of the virtual world you can see — called the field of view — also affects how immersed you feel. Your eyes can see a wide area, and good VR systems try to match that width to make the experience feel complete.
Main article: Field of view
Applications
Virtual reality is most commonly used in entertainment, such as in video games, 3D cinema, and social virtual worlds. It has also become popular in theme parks and amusement rides, adding exciting new ways to experience stories and games.
In addition to fun, virtual reality is useful for learning and training. It can help people practice skills safely, such as in medical training or learning how to operate machinery. It is also used in schools and universities to explore subjects like anatomy or geography in an interactive way. Virtual reality can even help people overcome fears or anxiety through special therapy programs.
Medical uses of VR
Virtual reality (VR) has become an important tool in medical training and education. It helps doctors and medical students practice surgeries in a safe, simulated environment before performing them on real patients. For example, studies at medical institutions in North Carolina have shown that VR training improves skills and speeds up procedures like total hip arthroplasty compared to traditional methods.
VR simulations, such as LapSim, help surgeons practice basic skills like handling instruments and following procedures. These simulations provide realistic feedback, allowing surgeons to learn without risking patient safety. Recent studies also show that VR and Augmented Reality (AR) systems can help surgeons view medical images, like CT scans, while keeping their focus on the patient during operations. This technology offers customized practice scenarios and helps measure a surgeon's performance. However, future challenges include making these simulations more realistic, integrating better AR guidance, and ensuring the technology remains affordable and widely available.
Concerts
Many famous musicians have performed concerts in virtual reality for fans around the world. In 2020, Jean Michel Jarre gave a concert in VRChat, and later that year, a new platform called FutureStages was created for virtual events. Popular artists like Justin Bieber, Foo Fighters, and Post Malone have also held concerts that fans could enjoy from their homes using virtual reality.
Other musicians such as Billie Eilish and Imagine Dragons have performed in virtual spaces too, allowing people to feel like they are part of a live show even when they are far away. These virtual concerts let fans watch performances together in a special online world.
Concerns and challenges
Virtual reality (VR) can cause some health and safety issues. Users may feel sick, get headaches, or experience eye strain, especially if they use VR for long periods. These symptoms, known as virtual reality sickness, happen because the brain receives mixed signals from what the eyes see and what the body feels. Some people might also trip or bump into things because VR headsets can block out the real world. Because of these risks, it is advised that children should not use VR headsets.
There are also privacy concerns with VR. Because VR systems track a user’s movements and reactions, they can collect a lot of personal data. This information could be used for marketing or even shared without the user’s permission. Companies are working to protect this data, but it remains a challenge, especially with global use of VR technology.
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Related articles
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