Virtual Reality - A phrase that many have been dreaming of since the invention of computer technologies and a fantasy that seems close to real thanks to modern day technologies.
We've become fascinated with the idea of exploring unique digital worlds that are separate from our own for a long time, and many companies today are toying with these new worlds through a variety of headsets and devices; with some of the big names including Facebook's Oculus Rift, the HTC Vive and Sony's console-oriented PlayStation VR.
(Sony's PlayStation VR - released in 2016)
The world of Virtual Reality technology and engagement is a vast ocean, and there are several audiences out there that have a keen eye on the prospect of VR. For gamers, there is a thrill in being part of a horrifying experience like Capcom's 'Resident Evil VII: Biohazard," or amusement to be found in light and casual simulation games such as 'Job Simulator.'
Believe it or not, but it's not just gamers who have taken a fascination with this new outlook of technology. Many believe that there are many more applications for virtual reality and how people will engage with this new technology. Cnet breaks down these audiences into 8 separate ways in which this VR technology will impact society on their VR 101 breakdown. These range from architectural design, education and simulation as well as virtual tours from the comfort of your room. I believe VR could have significant impacts through the applications of simulation and education, as it could very well be a practical tool that could allow for preparation in virtual experiences before moving on to the real-world applications. For example, consider a simulation where a doctor in training is performing a surgery on the patient, and the controller that they are using feels like a knife in one's hand and they are able to precisely stitch together an open wound on the body. By the time they are a fully trained doctor, several past virtual experiences would have given him the knowledge and understanding needed to perform his job to the best of his abilities.
To me, there are several hurdles that are required of VR technology for it to become an integral part of our lives like how we use and interact with our smartphones. Firstly, is the issue of cost. Most of the big name headsets; i.e. Oculus Rift, Vive and PSVR are very expensive units, often costing more than $500 Australian, meaning that this sort of technology is not accessible to those who would be living on tight budgets. There are ways to bypass it such as the Google Cardboard and Samsung VR headsets, which can be in the affordable range, but for now, VR is not a technology that is easily attainable for everyone in the population.
Secondly, is VR technology really the step forward for us as humans? In my first article, I wrote about how we've become very attached to how we use our smartphones in our daily lives. What if in the next twenty or so years, these VR headsets have become an essential part of our lives like the smartphone; and how do we engage with each other as a result? Could they be a potential health and safety hazard because of weight the headset that could affect our stance and posture? How do we draw the line in realising what is real from the fictional, and how do we interact with the real world once taken out of the virtual world?
Lastly - How will we adapt to this new technology, and how will it adapt to us?
Of all the new technologies born in the 21st century, Virtual Reality has a lot to live up to with several expectations and ideas being flung around it. We've seen that it's been proven a solid testing ground in gaming, but now the question rises, can it go beyond the living room entertainment and become a vital tool for us to grow as humans?
James Byron - 18/04/2017
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