CodeAspire > Blog > Virtual Reality
Virtual reality is machine-generated stimulation in which a person feels with the help of special glasses or gloves which is attached to the machine. From glasses, we can see three-dimensional images or videos and from gloves, we can feel the whole virtual world.
Major players in Virtual Reality are HTC Vive, Oculus Rift and PlayStation VR (PSVR).
Virtual reality makes a great difference in the way people experience the digital world. Even without VR today everyone is addicted to computers and smart phones. So by default, we can say that with VR that addiction is more powerful.
Graphics play the most important role in VR technology. Without it, no one can state it as a reality. Everything needs to be similar to the real world. If it is not no one is interested in watching the 2d or unreal things. Convincing Virtual Reality applications require more than just graphics. Both hearing and vision are central to a person’s sense of space. Human beings react more quickly to audio cues than to visual cues. To create truly immersive Virtual Reality experiences, accurate environmental sounds and spatial characteristics are a must. These lend a powerful sense of presence to a virtual world. To experience the binaural audio details that go into a Virtual Reality experience, put on some headphones and tinker with this audio infographic published by The Verge.
There are so many useful things we can achieve from VR technology. I always wonder how easy for students to understand complex things? How easy for a person to learn a car without getting any injury? How easy for a person to travel or experience the places where he can’t go? I think in this pandemic times we need it badly.
Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons, virtual reality allows us to take virtual risks to gain real-world experience. As the cost of virtual reality goes down and it becomes more mainstream you can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality and its cousin augmented reality could substantively change the way we interface with our digital technologies.
But even with that sort of device, we're at the beginning of a long, uncertain road—not because of what the technology can do, but because of how people could misuse it. The internet is great; how people treat each other on the internet, not so much. Apply that logic to VR, where being embodied as an avatar means you have personal boundaries that can be violated, and where specialized audio and hepatic feedback lets you hear and feel what other people are saying and doing to you, and you're looking at a potential for harassment and toxic behavior that's exponentially more visceral and traumatizing than anything on conventional social media.