Virtual Reality

In a ‘Virtual Reality’ a person can interact and explore a three-dimensional, computer generated environment, while inside they become immersed in virtual with the ability to manipulate objects or perform a series of actions (Virtual Reality Society, 2018) The purpose of having such a technology is most notably for entertainment value, it gives its users the ability to escape through the likes of video games and immersive films. There are also serious applications in which VR, as an example it can be utilized for education and training purposes for in fields such as medicine or for military purposes.
History and Technology of Virtual Reality
The earliest concepts of a virtual reality date back to 1929, when a device called the “Link Trainer” the first flight simulator was created. Edward Links Design was used for the initial training and skill improvement of over 500,000 U.S military pilots. It was a completely electromechanical device that intended to mimic turbulence and disturbances of a real-life fighter jet (Virtual Reality Society, 2018). The self-proclaimed “Father of Virtual Reality” known as the Sensorama Machine was invented in 1957 by Morton Heilig. It was a “simulator for one to four people that provides the illusion of reality using a 3-D motion picture with smell, stereo sound, vibrations of the seat, and wind in the hair to create the illusion” (Mortonheilig.com, 2018). Morton Heilig continued to map the path for VR with his next invention, the Telesphere Mask, the first example of a head-mounted display (HMD), which provided a stereoscopic 3D and wide vision with stereo sound. In 1961, engineers at Philco Corporation developed the first precursor to the HMD as we know it today called the Headsight. The first VR / AR head mounted display that was connected to a computer and not a camera was created in 1968 by Ivan Sutherland and his student Bob Sproull called Sword of Damocles). After all these years and inventions there was still no name for the research area until 1987 where the term Virtual reality was coined/ popularised by Jaron Lanier, the founder of the visual programming lab (VPL). During the 90’s both Sega and Nintendo, the top gaming companies at the time played their hand at entering the VR world, but unfortunately resulted in little success. Modern day development is where Virtual reality has really made rapid advancements, with major technology companies such as Sony, HTC, Oculus, Samsung and Google all creating their own versions of VR headsets. Such an advancement has been made possible due to the capabilities of modern day technology and VR has been hailed as the future of gaming (Virtual Reality Society, 2018). While all these companies’ devices generally have similar design, the way in which they project imaging in front of our eyes varies greatly (Charara, 2018). The HTC Vive and the Oculus Rift provide PC-based operation, companies such as Google and Samsung have developed more affordable, smartphone-based headsets, and Sony have managed to bring Virtual reality to consoles. For Virtual reality to generate a completely immerse environment it must incorporate the features of Motion tracking, Head tracking and eye tracking, these combined generate what appears to be a life size, 3D virtual environment without boundaries. (Charara, 2018)
Impact of Virtual Reality on Society
Armstrong (2017) defines emerging technologies as those that are not fully formed and usually never fully develop into a final state. On the other hand, disruptive technologies have a greater impact. The potential of technology and specifically the virtual word is endless, and therefore why I chose this topic to research. Some of the areas outside entertainment in which VR can be utilized in society include, Training and education, Medicine and healthcare and Business. Virtual reality is used in many areas of healthcare including diagnosis, treatment, e.g. surgery, rehab and counselling. It is also utilized to train the next generation of doctors, paramedics and other medical personnel and the benefits from doing so have been evident (Virtual Reality Society, 2018). The benefits of using Virtual Reality as a training tool has Little/no risk, it is undertaken in safe and controlled areas, with Realistic scenarios. It Can be done remotely thus saving time and money, while Simplifying complex problems/situations, being Innovative and enjoyable and Suitable for different learning styles (Virtual Reality Society, 2018). Virtual reality can be a tool used in Business as well with the potential to benefit in everything from training to sales and even recruitment (The Telegraph, 2018) . However, With such technology there are always concerns and for VR they stem from the same concerns that come with Video games, these being related to human behaviour and motivations regarding desensitisation, Addiction and the unknown, long term health risks. Desensitisation means that the person is no longer affected by extreme acts of behaviour such as violence and fails to show empathy or compassion as a result (Virtual Reality Society, 2018). Due to the high level of immersion in video games there is a concern that the violence may be replicated in real life. In virtual reality there are certain games that involve high levels of violence or military training exercises of simulated combat scenarios which as a result incorporates killing. People can become addicted to virtual reality games and consequently, are unable to differentiate between real and virtual life. Virtual-reality sickness (also known as cybersickness) is a known side-effect experienced by some when using VR. Symptoms are similar to those of motion sickness, including nausea, disorientation, pallor, headaches, sweating and even vomiting. It’s widely thought that this is caused by a conflict taking place within the brain (Sciencefocus.com, 2018). But concerning its long-term effects, there just isn’t the precedent or research available to know of the potential effects on our brains. But as a whole it is evident that its potential far out ways the concerns and its development will only grow in the future.