As technology is progressing, so are the new ways of entertainment. Entertainment technology helps people not relax and enjoy some free time. It is the discipline of using manufactured or created parts. In order to enhance or make possible any type of entertainment experiences. The latest technology has changed the ways of daily entertainment. Today we will discuss what is virtual reality and how it is a part of entertainment technology?
Virtual reality (VR), is the extensive use of computer modeling and simulation. It enables a person to interact with an artificial three-dimensional (3-D) visual or another sensory environment. This experience is through electronic devices. For instance, devices like special glasses with a screen or gloves fitted with sensors. In this simulated artificial environment, the user can have a realistic-feeling experience.
It is not like traditional interfaces. VR places the user inside an experience. Instead of viewing a screen in front of them, users are occupied. They are able to interact with 3D worlds. That is done by simulating as many senses as possible, such as vision, hearing, touch, and even smell. The computer is transformed into a gatekeeper to this artificial world. But only limits to near-real VR experiences are the availability of content and cheap computing power.
The term virtual reality was introduced in 1987 by Jaron Lanier. He is the person whose research and engineering contributed several products to the VR industry. There has been a common thread linking early VR research and technology development. It was in the United States. And that was the role of the federal government. These departments include particularly the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration (NASA).
Projects funded by these agencies proved results. Also, they were studied at university-based research laboratories. The results showed an extensive pool of talented personnel in numerous fields. Some important fields such as computer graphics, simulation, and networked environments. Moreover, they established links between academic, military, and commercial work.
Understanding Virtual Reality:
The idea of virtual reality is based on the characteristic mixture of two words. The virtual and the reality. They both mean “almost/ nearly” or “theoretically/ conceptually”. This leads to an encounter that is close to reality using technology. Programming makes and presents virtual worlds that are seen by clients. Only if they wear equipment gadgets like goggles, earphones, and extraordinary gloves. Together, the client can see and connect with the virtual world as if they are inside that world.
To understand virtual reality, we should draw a comparison with true perceptions. We comprehend our environmental factors through our senses and the insight systems of our bodies. Senses include taste, touch, smell, sight, and hearing. Similarly, we have spatial mindfulness and balance.
The information sources assembled by these senses are prepared by our minds. As a result, we make understandings of the target world around us. Computer-generated reality tries to establish a fake climate that can be introduced to our senses. It has almost similar data. As a result, causing our brains to trust it is (very nearly) a reality.
In a typical VR format, a user wears a helmet. The helmet has optical screen views. Moreover, it includes animated images of a simulated environment. Also, the feeling of “being there” is called telepresence. It is affected by motion sensors that pick up the user’s movements. Then it adjusts the view on the screen accordingly. This all happens usually in real-time; the instant the user’s movement takes place.
Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives. They are convincingly related to his head turnings and steps. Wearing data gloves equipped with force-feedback devices provide the sensation of touch/ Consequently, the user can even pick up and manipulate objects that he sees in the virtual environment.
Virtual Reality Technology:
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.
In an era of emerging hardware and software options, the future of wearables is unfolding. But it is still unknown. Concepts such as the HTC Vive Pro Eye, Oculus Quest, and PlayStation VR are leading the way. Similarly, there are also other players like Google, Apple, Samsung, and Lenovo. Others are also included who may surprise the industry with new levels of engagement and usability. Whoever comes out ahead wins. The simplicity of buying a helmet-sized device that can work in a living room, office, or factory floor has made HMDs center stage. Especially when it comes to Virtual Reality technologies.
Virtual Reality Use Cases
The simplest example of VR is a three-dimensional (3D) movie. All you need is just 3D glasses. Then you can get the brilliant experience of being a part of the movie with a live presence. For instance, a leaf falling from a tree appears to fly right in front of the viewer. Or the view of a speeding car going over a hill makes the viewer feel the gap’s depth. While some viewers may feel that they are about to fall.
The light and sound effects of a 3D movie are essential. They make our vision and hearing senses believe that it’s all happening right in front of us. Even though nothing exists in physical reality.
Technological advances have enabled further enhancement beyond standard 3D glasses. One can now find VR headsets to explore even more. With computer systems, one can now play “real” tennis. Or they can play any other sports right in their living room. It is possible by holding sensor-fitted racquets for playing within a computer-controlled game simulation.
The VR headset that players wear on their eyes gives the image of being on a tennis court. They move and try to strike depending upon the speed and direction of the incoming ball. Consequently, they strike it with the sensor-fitted racquets. The results of the game are assessed by the game-controlling computer. Results are then shown within the VR game accordingly. It shows whether the ball was hit too hard and went out of bounds. Or was hit too soft and was stopped by the net.
Other uses of this VR technology involve training and simulation. For example, those wanting to get a driver’s license. Such people can get a better experience of road driving. They can use a VR setup that involves handling car parts like the steering wheel, brake, and accelerator. It offers the benefit of experience without the possibility of causing an accident. So, people can gain a certain level of expertise in driving before actually being on the road.
Virtual reality is another form of entertainment technology. It gives people an experience to be a part of the artificial world. Moreover, it enables us to interact with a 3-D world. Many companies and fields have started to use virtual reality for product testing. There has been a deep connection between technology and VR.