Description: Reality refers to the state of things as they actually exist, as opposed to an idealistic or notional idea of them. In the context of the metaverse and virtual reality, reality is redefined and expanded, as these technologies seek to create immersive environments that simulate or complement the experience of the physical world. Reality, in this sense, encompasses not only the tangible and observable but also the virtual and digital, where users can interact with elements that do not exist in the physical world. This duality between the real and the virtual raises questions about perception, identity, and social interaction, blurring the lines between what is ‘real’ and what is ‘simulated.’ Thus, reality becomes a dynamic and multifaceted concept that adapts to technological innovations and human experiences, reflecting the complexity of our existence in an increasingly digitized world.
History: The concept of reality has evolved throughout history, from early philosophical reflections by Plato and Aristotle to contemporary theories about perception and existence. With the advent of technology, especially in the 20th century, reality began to be explored through mediums such as photography, film, and more recently, virtual reality and the metaverse. In 1968, Ivan Sutherland developed the first virtual reality system, known as ‘The Sword of Damocles,’ marking the beginning of a new era in human-computer interaction. Since then, virtual reality has advanced significantly, with milestones such as the creation of commercial virtual reality devices in the 1990s and the rise of metaverse platforms in the 2020s.
Uses: Reality, in the context of the metaverse and virtual reality, is used in various applications, including entertainment, education, professional training, therapy, and simulations. In entertainment, video games and immersive experiences allow users to explore virtual worlds. In education, virtual reality is used to create interactive learning environments that enhance understanding of complex concepts. In the professional realm, it is employed to train employees in high-risk situations without compromising their safety. Additionally, in therapy, virtual reality is used to treat phobias and anxiety disorders through controlled exposure to feared situations.
Examples: Concrete examples of virtual reality use include the video game ‘Beat Saber,’ which allows players to interact with a 3D musical environment, and platforms like ‘Oculus Venues,’ which offer live event experiences in a virtual setting. In the educational realm, ‘Google Expeditions’ allows students to take virtual field trips to historical and scientific locations. In therapy, programs like ‘VR Therapy’ use virtual environments to help patients confront their fears in a safe setting.