The Present and The Future of VR Technologies
People dreamed about the virtual reality technology even half a century ago. In the middle of the last century, humanity took the first steps to realize this idea.
Several years ago large corporations like Tesla, Google, Amazon and others began to talk about virtual reality. Now there is little doubt that VR is the future of humanity.
Usually, when discussing VR, most people think of computer games or the use of this technology in cinema, that is, in the field of entertainment. VR-rides were one of the most accessible (for the mass consumer) applications of this technology until very recently. However, virtual reality actually offers many more opportunities for application.
VR and computer games
Computer gaming seems to be one of the most obvious uses for this technology. But in practice, the interest in VR games remains quite low. Some think that the reason is the prohibitive cost of VR gadgets, others — that the matter is in the low quality of virtual reality. One of the first games in the MMO genre with the VR technology was Eve: Valkyrie, a spacecraft simulator. Most players were disappointed — too many graphic bugs, too few maps and locations.
As a result, developers are now afraid to make large VR projects and only produce small experimental products.
Most experts agree that VR will not replace two-dimensional cinema. In order for the artistic intent to be understood by the viewer, he must follow the camera and the director through the storyline. Therefore, VR cinema is being developed only in the format of sensations or experiences, such as a parachute jump, a trip through the jungle, or a swim with sharks. These films with virtual reality are freely available on YouTube already now.
Historical reconstruction can be called one of the subtypes of film impressions. Thanks to virtual reality, it is possible not only to recreate the battles and locations of the past with the help of modern computer graphics, but also to enable modern people to become, as it were, participants of historical events that took place centuries ago and experience them.
As an example, here is a reconstruction of a 1941 battle, recreated by the Wargaming game studio.
VR in education
A lot can be said about the use of virtual reality in education. It allows you to create believable airplane pilot, doctor simulators or even military ones. It can make the learning process as close to reality as possible, and thus help future specialists not to panic and better cope with stressful situations in practice. Virtual reality can help pupils in technical studies, for example, in experiment demonstration.
VR for the Military
The virtual reality technology has been used in the American army for training soldiers since 2012. They allow soldiers to gain experience closest to real military action so that, once on the battlefield, they are not shocked. Scientists believe that such training reduces the risk of developing “the Vietnamese syndrome”.
Virtual reality can also be used in everyday life, for example, in making online purchases. Virtual fitting rooms allow customers to “try on” a thing and see how it will look on a body with set parameters.
In the near future, VR may also become indispensable in real estate sales. You will no longer need to make measurements and try to imagine in your mind how the new sofa will look in the room, you can see it with your own eyes.
Virtual Reality parks
The organization of VR-rides in practice is cheaper than installing the usual ones. There is no need to buy a lot of equipment and scenery, make mock dinosaurs and monsters to create an atmosphere, just a few Oculus Rifts or Microsoft HoloLenses. In the US, such parks can be found in almost all major cities. In essence, they are one big room with a maze and several obstacles. The rest of the scenery is drawn in virtual reality. The most famous project is The Void park. It consists of several empty rooms. The participants wear glasses and headphones, a backpack with a gaming laptop is behind their backs, and there are body vests that provide a recoil effect if an enemy hits the player. Players enter the room in twos or threes, the sensors installed inside fix their positions and reproduce this information in their helmets, so that players can see each other in virtual reality.