What is Virtual Reality (VR)?
Virtual reality (VR) is a technology that allows a user to carry out actions in a simulated three-dimensional (3D) digital environment, yet feel as if they are immersed in a physical environment. This environment is created using 3D modeling or prototyping software that can render realistic animations, scenes, and objects.
A VR environment is experienced through sensory stimuli provided by a computer. The user’s actions influence what happens in the digital environment. Users typically interact with the artificial environment by wearing a haptic glove or VR headset. Unlike traditional gaming headsets, VR headsets have a head-mounted display (HMD) that includes a small screen positioned over each eye.
Immersive environments in virtual reality mean the user feels as if they were in the real world – they experience and manipulate the environment. For example, they can look and move around the simulated world and interact with objects. In contrast, augmented reality (AR) technology integrates digital information into the user’s real-world environment.
Key Takeaways
- VR technology allows users to carry out actions in a simulated three-dimensional (3D) digital environment.
- VR systems offer adaptive environments, realistic visuals, and multi-sensory feedback.
- Users typically interact with VR environments by wearing haptic gloves or VR headsets.
- The first head-mounted display system was developed in 1968 by Ivan Sutherland.
- Oculus Quest 2, Valve Index, and Meta Quest 3 are examples of fully-immersive VR.
History of VR
The first significant development in the history of VR is credited to Sir Charles Wheatstone in 1838 with the construction of the first stereoscope. The earliest example of a modern approach to VR is the Sensorama machine, introduced in 1962 by Morton Heilig, followed by the first head-mounted display or immersive simulations, developed by Harvard Professor, Ivan Sutherland in 1968.
How Does Virtual Reality Work?
There is no universal standard for what constitutes a virtual reality experience, so opinions differ depending on the field in question and the mode used.
That said, virtual reality generally follows key principles:
- The environment should appear life-sized from the user’s perspective unless the desired effect intentionally deviates from this.
- The system must track the user’s motions, especially head and eye movements, to react and change the display and initiate related events.
Jonathan Steuer, a well-known Ph.D. in communication theory and research, proposed that the effectiveness of VR has two components:
- Depth of information: Refers to the quality and amount of data the user is fed by the virtual environment. This could be achieved through display resolution, graphics quality, sound quality, haptic feedback, and complexity of the environment.
- Breadth of information: Refers to how many senses are being stimulated by the virtual environment. The most basic should be audio and visual, while advanced systems should include stimulation of all five senses.
These components are mentioned in Dr. Steuer’s article “Defining virtual realities: Dimensions determining telepresence” and are often cited in academic and industry literature.
Virtual Reality Features
- Adaptive environments
- Eye-tracking sensors
- High frame rate and low latency
- High-resolution display
- Immersive experience
- Interactive environment
- Realistic visuals
- Real-time feedback
- Motion tracking
- Multi-sensory feedback
- Positional tracking
Types of Virtual Reality
Three primary types of virtual reality simulations include non-immersive, semi-immersive, and fully-immersive.
Non-immersive VR | Semi-immersive VR | Fully-immersive VR |
---|---|---|
Minimal immersion using standard computer setups (display, keyboard, mouse). Used in traditional gaming and simulations with basic audio/visuals. | Moderate immersion with large screens and head tracking. Used in training simulations and gaming with enhanced audio/visuals and a larger field of view. | Maximum immersion with HMDs, advanced sound, and sensory feedback. Engages multiple senses for realistic experiences in gaming and simulations. |
Examples: Microsoft Flight Simulator, The Sims | Examples: SimX Medical Training | Examples: Meta Quest 2/3, Valve Index |
VR Use Cases
Many consumers define virtual reality as a gaming technology, but what is virtual reality used for beyond gaming? While gaming and entertainment are the most common VR applications, it is widely used in industries like automotive and healthcare. In the automotive sector, VR helps car manufacturers to prototype user experiences (UX) and test new models’ functionality and design. In healthcare, VR allows professionals to use realistic 3D training simulations.
Examples of VR usage by market share include:
- Gaming
- Entertainment
- Automotive
- Retail
- Healthcare
- Education
- Aerospace and defense
- Manufacturing
Virtual Reality Pros and Cons
Pros
- Cost-effective for training and testing purposes
- Engineers can visualize designs before production
- Immersive gaming and entertainment experiences
- Improves user experience in many applications
Cons
- Cybersickness/motion sickness
- High cost of VR devices
- Isolation and social disconnect
- Technology is still experimental
Future of Virtual Reality
The future of virtual reality is expected to grow significantly as technology advances, creating immersive metaverse experiences. Consumer spending on AR/VR is projected to reach $72 billion this year, highlighting the growth in VR adoption. Virtual reality device sales, currently at 10.8 million units, is expected to reach 23.8 million by 2025.
Hyper-realism, which mimics real-world physical sensations like smell and temperature, is also gaining traction. Another emerging trend is the integration of artificial intelligence (AI) in VR, resulting in more personalized and responsive virtual environments by analyzing user behavior.
The Bottom Line
The VR definition refers to a simulated 3D digital environment where users feel as if they are immersed in a physical space. While often associated with gaming, VR is widely used in industries like automotive, education, and healthcare. Fully-immersive VR offers the most realistic experience by engaging multiple senses through devices like haptic feedback.
VR is a cost-effective tool for training simulations and product testing. However, disadvantages include high device costs and potential issues, including cybersickness (i.e., motion sickness while using electronic screens) and social isolation.
FAQs
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References
- Defining Virtual Reality: Dimensions Determining Telepresence (Papers.cumincad)
- Virtual Reality Medical Simulation | SimX (Simxvr)
- Virtual Reality (VR) in the Automotive – Guide with Examples (Wear-studio)
- Virtual Reality Statistics: The Ultimate List in 2024 (Academyofanimatedart)