Virtual reality (VR) refers to a computer-generated environment that simulates a realistic or imaginary world. The user can interact with this virtual environment using specialized equipment such as a VR headset, gloves or hand-held controllers, and move around within the space. This technology is a professional comprehensive information technology that surpasses multimedia technology, architectural animation and network technology in the 21st century. In a sense, it is the latest development of integrated computer multimedia, graphics, artificial intelligence, network processing and other technologies. (Zhang, 2005). The first recorded implementation of a digital VR system appeared in the 1966, in the form of a flight simulator designed for training purposes for the United States air force (Page, 2000). The flight simulator allowed the student to be immersed in a full-motion system that replicated movements of an actual aircraft without ever leaving the ground. Incorporated this technology help pave the way for various flight scenarios without any risks or costs of an actual flight.
Immersive experience: VR technology provides a highly immersive experience that can make users feel like they are actually present in a virtual environment, allowing for a more engaging and interactive experience.
Educational benefits: VR technology can be used in education to create interactive learning experiences and simulations that can enhance learning and understanding of complex concepts.
Therapeutic benefits: VR has been shown to have therapeutic benefits, particularly in the treatment of anxiety disorders and phobias, as it can provide a safe and controlled environment for exposure therapy.
Entertainment: VR technology can be used for gaming and entertainment, providing a unique and immersive experience for users.
Remote collaboration: VR technology can be used for remote collaboration, allowing people to work together in a virtual space, regardless of their physical location.
Cost-effective training: VR can provide cost-effective training for high-risk or expensive procedures, such as medical training, where mistakes can have serious consequences.
Visualization and Design: VR technology can be used in architectural design and visualization, allowing architects and designers to create virtual models of buildings and spaces, giving clients a better understanding of the final product.
Cost: VR technology can be expensive to purchase, and the equipment needed to run VR systems can be costly. This can make it difficult for many people to access VR technology.
Motion sickness: VR technology can cause motion sickness, especially for people who are sensitive to motion. This can make VR uncomfortable or even unusable for some users.
Limited mobility: VR requires users to be physically active and move around in a designated space. This can be difficult for people with limited mobility, making VR inaccessible for some users.
Social isolation: VR can be an isolating experience, as users are often completely immersed in a virtual world and disconnected from the real world and other people.
Health risks: Spending prolonged periods in VR can lead to eye strain, headaches, and other health risks associated with prolonged screen time.
Technical glitches: VR systems can be prone to technical glitches, such as freezing or crashing. This can be frustrating for users and disrupt their experience.
Lack of physical interaction: In VR, physical interaction is limited to the controller or hand gestures. This lack of physical interaction can make the experience less immersive and less realistic.
Resources
Page, R. (2000). Brief history of flight simulation. Proceedings of the SimTecT 2000 (pp. 1–11).
http://doi.org/10.1.1.132.5428.
Zhang Zhanlong, Luo Ciyong, He Wei. Overview of Virtual Reality Technology (2005).
Computer Simulation, 2005 (03): 1-3+7.
Group Members
Adam Michel
Kristi Jones