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Virtual reality

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Article Genealogy
Parent: Ivan Sutherland Hop 4
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Virtual reality
NameVirtual reality
RelatedAugmented reality, Mixed reality

Virtual reality. Virtual reality is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of this technology extend beyond entertainment into areas such as medical training, architectural design, and flight simulation. The development of modern systems has been driven by advancements in computer graphics, display technology, and motion tracking.

Overview

The core objective is to create a convincing, interactive digital environment. This is achieved by presenting coordinated images, sounds, and other stimuli to the user, who may utilize specialized equipment like head-mounted displays and data gloves. Pioneering research in this field was conducted at institutions like the University of Utah and the Massachusetts Institute of Technology. Early conceptual work can be traced to devices such as the Sensorama and the Sword of Damocles.

Technology

Modern systems rely on sophisticated hardware and software. Key display devices include those manufactured by Meta, HTC, and Sony Interactive Entertainment. These headsets often incorporate OLED or LCD panels with high refresh rates to reduce latency and prevent simulator sickness. Tracking is accomplished through external sensors like the Lighthouse tracking system or internal inertial measurement units. Rendering the complex environments in real-time demands powerful graphics processing units from companies such as NVIDIA and AMD. Input is facilitated by controllers, eye tracking, and hand tracking algorithms.

Applications

Beyond gaming, this technology is transforming numerous professional fields. In healthcare, it is used for surgical simulation, exposure therapy for post-traumatic stress disorder, and pain management. The United States Department of Defense employs it for training soldiers in the Virtual Battlespace system. Industries use it for virtual prototyping, exemplified by Ford Motor Company and Boeing. In education, students can take virtual field trips to locations like the Louvre or explore historical events such as the Battle of Gettysburg. Cultural institutions like the British Museum have also created interactive experiences.

History

The conceptual foundations were laid in the mid-20th century. Morton Heilig's Sensorama in the 1960s was an early multisensory apparatus. Ivan Sutherland and his student Bob Sproull created the seminal Sword of Damocles head-mounted display at the Massachusetts Institute of Technology. The term "virtual reality" was popularized in the 1980s by Jaron Lanier, founder of VPL Research. NASA's Ames Research Center developed the Virtual Interface Environment Workstation in the late 1980s. The 1990s saw consumer attempts like the Nintendo Virtual Boy and systems from Sega. The modern era was catalyzed by the Oculus Rift Kickstarter campaign, leading to significant investment from Facebook.

Social and ethical considerations

Widespread adoption raises important questions about societal impact. Prolonged use has been associated with issues like cybersickness and potential effects on child development. Privacy concerns are significant, as headsets can collect extensive biometric data on users. There are also risks regarding the creation and distribution of harmful content, challenging existing norms and regulations. The phenomenon of the metaverse, championed by Meta Platforms, introduces complex issues of digital identity, virtual economies, and intellectual property. Furthermore, unequal access to the required technology may exacerbate the digital divide.

Category:Virtual reality Category:Human–computer interaction Category:Simulation