Future Tech

Virtual reality is “the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.” (1). Typically VR  utilizes  devices such as headset, gloves, etc. with its applications.  VR works by providing the user an “illusion of “being there” (telepresence) is effected by motion sensors that pick up the user’s movements and adjust the view on the screen accordingly, usually in real time (the instant the user’s movement takes place).” (2). When it comes to hardware needed for VR, you will need a few items such as: both a good CPU (processor) and GPU (graphics card), RAM “8- 16 GB” (3), and a lot of storage.  As for software, it will depend on what headset you purchase.  I, myself, have an Oculus which I can use with Steam software.  VR is available to the public, however, the concept started way back 50’s and 60’s “especially in 3-D interactive computer graphics and vehicle/flight simulation” (4) for the armed forces.  “The term virtual reality was coined in 1987 by Jaron Lanier…” (5) VR continued to evolve over the years across different industries such as education and training (whether it be driving, flying, medical procedures/surgery) to entertainment.  In essence, it can help train multiple people for different jobs and some of those even life saving.  Along with the good there are some drawback such as: social isolation, desensitization, addiction, motion, sickness, nausea, and eye strain to name a few. (6) However, one example of adaptation which can benefit society is the advancement in the medical field for performing surgeries which as I said, can be lifesaving.  If we didn’t have VR, medical surgeries are liable to be more risky without the opportunity to train within a virtual environment.

  1. https://www.britannica.com/technology/virtual-reality/Education-and-training
  2. https://www.britannica.com/technology/virtual-reality/Education-and-training
  3. https://cursa.app/en/page/hardware-required-for-virtual-reality
  4. https://www.britannica.com/technology/virtual-reality/Education-and-training
  5. https://www.britannica.com/technology/virtual-reality/Education-and-training
  6. https://www.cisin.com/coffee-break/9-ethical-issues-with-vr-we-need-to-fix.html#

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