Virtual Reality (VR) is the use of
computer technology to create a simulated environment. Unlike traditional user
interfaces, VR places the user inside an experience. Instead of viewing a
screen in front of them, users are immersed and able to interact
with 3D worlds. By simulating as many senses as possible, such as vision,
hearing, touch, even smell, the computer is transformed into
a gatekeeper to this artificial world. The only limits to
near-real VR experiences are the availability of content and
cheap computing power.
Virtual
Reality’s most immediately-recognizable component is the head-mounted display
(HMD). Human beings are visual creatures, and display technology is often the
single biggest difference between immersive Virtual Reality systems and
traditional user interfaces. For instance, CAVE automatic virtual
environments actively display virtual content onto room-sized screens. While
they are fun for people in universities and big labs, consumer and
industrial wearables are the wild west.
With a multiplicity of emerging hardware and software options,
the future of wearables is unfolding but yet unknown. Concepts such Google
Cardboard, Samsung GearVR and Epson Movario are leading the way but there are
also players like Meta, Avegant Glyph, Daqri and Magic Leap who may surprise
the industry with new levels of immersion and usability. Whomever comes out
ahead, the simplicity of buying a helmet-sized device that can work in a
living-room, office, or factory floor has made HMDs center stage when it comes
to Virtual Reality technologies.
We have experienced Virtual Reality in our Technology class. It was very interesting and it lights the lamps up in my mind for the future use of VR Technologies in education.
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