What is virtual reality?
Virtual reality is defined as an application that will allow the user to interact and navigate in real-time with a three-dimensional environment, which is generated by a computer.
Virtual reality began to be used and integrated into the leisure sector in 1959 with the production of a device allowing to view a film in three dimensions, with parallel stimulation of the senses (vibrations, smells, etc.), hence the name "Sensorama". The first virtual reality headset was developed in 1961 by Philco. This headset made it possible to see from a distance through a video camera. The technology and the investment of researchers thus progressed until 1998 when a large part of virtual reality (VR) interfaces began to be accessible to the general public. Nowadays, we can observe different models of virtual reality headsets by different companies, as well as games adapted to a large part of the population.
Here are some examples of equipment used in virtual reality:
- Virtual reality headsets accessible to the public (Oculus Rift, HTC Vive, e-Magin, Vuzix)
- HMD Head Mounted Display used in laboratory
- Desktop VR is used in the laboratory, but also in engineering, industrial design, architecture
- Immersive table with 3D glasses
- Immersive vault / C-Automatic Virtual Environment with use of a vault with projection on the walls, floor, and ceiling and use of 3D glasses.
Materials to support virtual reality:
- Odor generator
- Virtual gloves
- Location sensors
- Force feedback system (Cyberpsychologie U.Q.O. Laboratory).
What is virtual reality used for?
Of course, there are several uses for virtual reality, including virtual reality (VR) video games, but also more diverse uses, such as the use of virtual reality for cybersexuality, flight or combat simulations in military, architecture, and 2D design or psychotherapeutic treatment in cyberpsychology. We will talk more about cyberpsychology here.
What are the necessary factors for virtual reality to work?
- A system that represents reality well: interactions and an environment that reflects physical reality by stimulating the senses, in the same way, to help forget that it is a virtual reality, ex: multiple simulations of senses, tracking head movements, multiple interactions, and having good sensors.
- Ease of interaction so that the immersion allows the user to walk around and interact with virtual reality
- Control is up to the user, he has an immediate virtual reality response that responds well to his actions, giving a natural appearance.
- The realism of the objectives ensures continuity, consistency, connection, and full attention to the objective.
- Social factors that make it possible to interact with virtual humans or other users involved.
- The duration of the immersion, which must be long enough to allow the user to become familiar with the tasks and the environment, thus promoting better adaptation and immersion.
- The user's internal factors must first be identified to see their possible level of immersion and help them increase their immersive presence (CYPSY25: Cyberpsychology, Cybertherapy, and Social Networking Conference).
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