Wednesday, 11 October 2017

VR, it can become so much more


An omnidirectional treadmill simulator

In the early 90s, video game companies rushed to take benefit from the first VR buzz generated by the work of NASA and a select few universities. Some companies were even releasing their own virtual reality headsets. When virtual reality games first arrived around this time, they were a disappointment to the majority of the audience.



It is easy to understand their disappointment if you let your imagination run wild about the potential of virtual reality. To help with this, think about every captivating book, film or a video game that you have ever experienced. VR technologies could bring many of these fantasy worlds into your living room. If you think a step further, experience is all about our senses, and advanced virtual reality can create sounds, physical sensations and even scents to enrich our entertainment experiences to completely new extents.



Presently, improved technology has enabled possibilities for VR to develop due to the rising investment into VR for its societal benefits, such as with healthcare and education. VR can be used in tomography to view a computer-generated “scan” of human bodyparts. Once better developed, this method can be used in better determining treatment to patients. Whilst in education, all kinds of models from human bodies to celestial bodies can be more vividly and engagingly examined for benefit of the mankind. Yay!

It’s been over 2 decades since the first VR technologies had been adapted into games, and technologies. Entertainment- focused projects have been undertaken in the past years in utilizing VR. Popular open-world games like Fallout 4 and Skyrim are getting their VR-adaptation releases this year.

However, we are still far from reaching the full value of VR with these adaptations. My further blog posts will explore latest -and potential advances of sense-related tech towards hopefully rejuvenating your hype around evolving VR technologies.


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