Virtual Reality

August 28, 2017

 

 

What was once a dream of mankind to have an ‘Experience Theatre’ that could encompass all human senses has now pondered its way into all departments of life, more commonly known as Virtual Reality. The ability of a device to trick your mind into making you believe that the artificial world which surrounds you, is real seems fascinating, which is exactly what virtual reality has done. While the primary use of VR remains gaming, it is currently used for space and army training due to its ability to replicate scenarios which otherwise are difficult to produce and is soon expected to find itself as a major stakeholder of the health industry as part of anxiety disorder treatment and pain management. Production companies such as Skybound and Fox-Search Light Productions are using this technology in order to produce interactive films. Currently research is being carried out to use virtual reality as a means to alter an individual’s emotions and physiological state.   

 

All advanced VR shows depend on innovation created for smartphones which include gyroscopes and motion sensors for the head, hand, and body positions; little HD screens for stereoscopic presentations; and little, lightweight and quick processors. These parts prompted relative reasonableness for autonomous VR designers, and prompt the 2012 Oculus Rift kick starter offering the main freely created VR headset.  

 

Autonomous generation of VR pictures and video has expanded by the advancement of omnidirectional cameras, otherwise called 360-degree cameras or VR cameras, which have the ability to record in all directions, although usually at highly compressed formats or low-resolutions for internet spilling. Conversely, photogrammetry is progressively used to consolidate a few high-determination photos for the formation of detailed point 3D items and situations in VR applications.

 

While VR seems to be the future and a perfect multifunctioning technology it does not come without its drawbacks, the most notable one being the health concerns associated with it often referred to as virtual reality sickness or cyber-sickness. In most severe cases this can include seizures, general discomfort (headache, nausea, dizziness etc.), repetitive stress injuries and developmental issues in children. Even though VR is the ‘big thing’ one must be cautious while using it.  

 

From the start VR has had a very strong impact on the market, having shipped closed to 100 million devices and with a market worth $1.9 billion; however the future seems to be brighter. The expected value of the market of virtual reality is approximately $22.4 billion by 2020, making this technology from something which someone would want to a ‘must-need’. Facebook CEO, Mark Zukerburg considers virtual reality to be the future expecting the demand to increase and is working on his own form of VR. Intel has initiated its own headset project known as ‘Project Alloy’. The rise in the market of this technology can be estimated for the fact that in China alone over 200 start-ups are working on virtual technology. Already we are able to see small glimpses of the future as we observe the opening of the first VR cinema in Amsterdam, and HTC’s ‘VR for Netflix’ campaign.

 

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