Virtual reality: May it be the future of media.

 Many of us associate Virtual Reality (VR) with science fiction films like 'Minority Report.' However, the reality is that technology nowadays is totally integrated into our daily life. Virtual Reality is here to stay in video games, medical, and education. But what precisely is it? WHAT IS VIRTUAL REALITY?

(Image credits: HP)


Virtual Reality (VR) is a computer-generated environment with realistic-looking images and objects that gives the user the feeling of being completely immersed in their surroundings. This world is viewed through the use of a Virtual Reality headset or helmet. We may learn how to do cardiac surgery by immersing ourselves in video games as if we were one of the characters. Despite the fact that Virtual Reality is a decades-old technology, many people are still unfamiliar with it. It's also not uncommon to mix up virtual reality with augmented reality. The fundamental difference between the two is that VR creates a virtual environment in which we may immerse ourselves using a headset. It's entirely immersive, and everything we see is part of an artificially manufactured environment made up of visuals, sounds, and other elements. In augmented reality (AR), on the other hand, our own environment becomes the framework inside which objects, pictures, and other media are inserted. Everything we see is in the real world, therefore wearing a headset may not be necessarily essential.

Jaron Lanier developed the term virtual reality in 1987, and his research and engineering contributed to the embryonic VR business with a variety of devices. The participation of the federal government, notably the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration, was a common thread connecting early VR research and technological development in the United States (NASA). Projects supported by these organizations and carried out in university-based research laboratories resulted in a large pool of skilled personnel in sectors like computer graphics, simulation, and networked environments, as well as establishing ties between academic, military, and commercial activity.

Training for real-life tasks has long been a popular application for virtual reality systems. The attractiveness of simulations is that they may give training that is comparable to or nearly identical to real-world experience, but at a lower cost and with greater safety. People began to spend time in virtual worlds as they got increasingly complex and immersive, for amusement, aesthetic inspiration, and socializing. Virtual locations that were created as fantasy settings, focused on the subject's behavior rather than replicating a genuine environment, were particularly favorable to entertaining.


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