Team Sarvotarzan can help you in Virtual Reality (VR) Event Management for greater exposure of your organization.
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a smartphone or tablet device giving the user the ability to view three-dimensional images.
Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user’s physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to “look around” the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens.
VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback in medical, video gaming and military training applications.
VR is most commonly used in entertainment applications such as gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990’s. Beginning in the 2010’s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development. 3D cinema has been used for sporting events, pornography, fine art, music videos, and short films. Since 2015, virtual reality has been installed onto a number of roller coasters and theme parks.
Virtual reality’s growing market presents an opportunity and an alternative channel for digital marketing. It is also seen as a new platform for e-commerce, particularly in the bid to challenge traditional brick and mortar retailers. A study revealed that the majority of goods are still purchased in physical stores. For this reason, the simulated store environment made possible by VR technology has the potential to attract more consumers since it offers an almost similar experience in the physical store without the inconvenience of being there.
In robotics, virtual reality has been used to control robots in telepresence and telerobotic systems. The technology is useful in robotics development such as in experiments that investigate how robots – through virtual articulations – can be applied as an intuitive human interface. For instance, researchers can simulate how robots are remotely controlled in different environments such as in space. Here, virtual reality not only offers insights into the manipulation and locomotion of robotic technology but also shows opportunities for inspection.
In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment. It can be used as a form of therapeutic intervention. For instance, there is the case of the virtual reality exposure therapy (VRET), a form of exposure therapy for treating anxiety disorders such as post-traumatic stress disorder (PTSD) and phobias.
Surgery training can be done through virtual reality. With the supervision of experts to provide feedback, simulated VR surgical environment provides effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur.
Virtual reality has been used in rehabilitation since the 2000’s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson’s disease. A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.
VR can simulate real workspaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied in primary education, military, astronaut training, flight simulators, and driver training. Supplementing military training with virtual training environments has been claimed to offer avenues of realism in military and healthcare training while minimizing cost. It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods.
The first fine art virtual world was created in the 1970s. As the technology developed, more artistic programs were produced throughout the 1990s, including feature films. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible. Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.