Virtual Reality (VR)

Why Trust Techopedia

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.

Advertisements

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.

What is Virtual Reality (VR)?

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:

  1. 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.
  2. 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

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

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:

  1. Gaming
  2. Entertainment
  3. Automotive
  4. Retail
  5. Healthcare
  6. Education
  7. Aerospace and defense
  8. 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

What is virtual reality in simple terms?

What does VR stand for?

What does VR actually do?

Is virtual reality good or bad for you?

What is an example of a virtual reality?

Who created VR?

When was virtual reality created?

Advertisements

Related Terms

Vangie Beal
Technology Expert
Vangie Beal
Technology Expert

Vangie Beal is a digital literacy instructor based in Nova Scotia, Canada, who has recently joined Techopedia. She’s an award-winning business and technology writer with 20 years of experience in the technology and web publishing industry. Since the late ’90s, her byline has appeared in dozens of publications, including CIO, Webopedia, Computerworld, InternetNews, Small Business Computing, and many other tech and business publications. She is an avid gamer with deep roots in the female gaming community and a former Internet TV gaming host and games journalist.