Virtual Reality Technology

To say that virtual reality technology has finally arrived wouldn’t quite be correct, but it’s closer than ever. Let us take a look at this new and growing advancement in our own lives.

Virtual reality technology has taken our dreams and is attempting to create them real-or at least, as real as a computer can mimic. That you can stand (or sit) in your living space and take a virtual tour of ancient Rome, or have your golf swing analyzed is only short of a scientific wonder.

Today’s scientists are working on creating the most realistic 3D simulated worlds that they could, using virtual reality technology. Computers, together with special interfacing peripherals, are capable of mimicking any environment composed into its own programs.

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Basically, the prerequisites for such a simulated environment demand the computer and its peripherals have the ability to project a 3D world that looks at real as possible to the consumer. Additionally it is essential that the programs have the ability to monitor the user’s movements, using that information to correct the environment so, to provide the user a feeling of complete immersion into his digital environment.

The degree to which a user feels completely immersed in the virtual environment is called telepresence. Along with having the ability to interact with the environment, telepresence in virtual reality technology is the standard by which this progress is measured. A thriving telepresence will give the consumer a feeling that he’s no more in his own world, and will need to collaborate and interact with his new environment.

Hence, the quality of the screen is crucial. Image resolution and audio quality are the main systems with the maximum focus on these in virtual reality technology. But there are scientists working on other sensory feedback systems. User force feedback, known as haptic systems, is the event whereupon an individual can reach out and touch a digital object and get computerized feedback which truly makes the consumer feel a corresponding feeling. This is the latest element of development in the virtual reality technology world.

For example-about that golf swing analysis we mentioned previously. Using a genuine golf club, the consumer feels it in his hands, but what he sees, when he looks at it, is going to be a digital representation of the golf club. That’s one way scientists are using haptic systems to provide the sensation of complete immersion into a 3D world.

The peripherals used in virtual reality technology become a significant element in providing the consumer the ability to interact with his 3D world. Such peripherals, like data gloves and omni-directional treadmills, body suits, headsets and joysticks are but some of the devices in common use today as part of their experience.

The fiscal implications of virtual reality technology is astonishing. Virtual reality technology isn’t limited to theater and games. With this capacity, it is going to be possible to create products almost and make changes to them without having to really construct and scrap them. Medical, educational and businesses all over the world stand to make great strides in their respective areas once the expenses of research and development are reduced through the use of virtual reality technology.

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