Friday, November 4, 2011

Virtual Reality

Virtual reality, in its most base definition, is the use of computing technology to simulate real events, place, people, or environments. To date, we haven’t really created virtual reality technology like that in Neuromancer, but I’d say we are on our way there. Tron (the original version, not the recent remake) is considered to be the first movie that toyed with the idea of virtual reality, back in 1982. It’s really interesting that in the less than three decades we have even conceived of virtual reality technology, we have come so far. I’d like to talk about a few of the more advanced forms of VR technology currently out there right now.

The US Military uses virtual reality to train people. One of the bigger implementations of virtual reality as this kind of mechanism is its use in aircraft pilot training. The Air Force currently uses flight simulation to give their training pilots a “taste” of what flying is like before they really get into the air. This is potentially lifesaving, in that it can let flight instructors know what weaknesses a trainee may have before they actually get behind the joystick and fly a real plane. The problem with this type of training is that it cannot yet approach the realism of actually flying a plane. Consider yourself in a math class, taking a math test. If you know that test is a practice version, chances are high that you won’t put forth as much effort on it as you would if it were a final exam. The test itself might have the same questions, but the stakes of the test are different. This same principle applies in the context of virtual reality as a flight training mechanism.


Perhaps a less immediately significant use for virtual reality technology is in the gaming industry. We’ve discussed the huge uses of VR technology in gaming in class, but I’d like to explore what’s already out there. As most of you probably know, Xbox 360 and Wii both have motion sensing technology (the Wii is based around it entirely, whereas the Xbox has an optional Kinect feature). One of the biggest limitations of virtual reality technology in gaming is its inability to project images as actual size. Most of us, unfortunately, do not have access to a room that is made up entirely of screens on all four sides, the floor and ceiling. This is what I picture when I think of the future of virtual reality gaming: a room made up of nothing but screens, and a suit for the player of the game to wear. His or her movements will determine how the avatar in-game moves. I’m personally really looking forward to the advent of technology this complex, but I am unsure as to when we can expect it. Sooner than later, hopefully!

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