Virtual Reality Research

Description: Research in virtual reality refers to the study and development of technologies that allow the creation of simulated environments in which users can interact immersively. This discipline combines elements of computer science, graphic design, psychology, and ergonomics to provide experiences that simulate reality or create entirely new worlds. Virtual reality (VR) is characterized by its ability to immerse the user in a three-dimensional environment, using devices such as headsets, gloves, and controllers that allow for natural interaction. Research in this field aims to improve the quality of simulations, the usability of devices, and the effectiveness of applications across various areas. The relevance of this research lies in its potential to transform multiple sectors, from education and medicine to entertainment and professional training, offering new ways of learning and experiencing that were previously unimaginable.

History: Virtual reality has its roots in the 1960s when Ivan Sutherland developed the first stereoscopic display system. In 1987, Jaron Lanier popularized the term ‘virtual reality’ and founded VPL Research, which created the first commercial VR devices. Over the years, the technology has evolved significantly, with advancements in graphics, processing, and input devices. In the 2010s, VR began to gain massive popularity with the release of devices like Oculus Rift and HTC Vive, leading to an increase in research and development in this field.

Uses: Virtual reality is used in a variety of fields, including education, where it allows for interactive simulations for hands-on learning; medicine, for training healthcare professionals and exposure therapy; entertainment, in video games and immersive experiences; and architecture, to visualize projects in 3D before construction. It is also applied in psychological research and physical rehabilitation.

Examples: An example of the use of virtual reality in education is the ‘Google Expeditions’ program, which allows students to explore historical and scientific sites in 3D. In medicine, ‘Osso VR’ is used to train healthcare professionals in various medical procedures. In the entertainment sector, ‘Beat Saber’ is a popular virtual reality game that combines music and exercise. In architecture, companies like ‘IrisVR’ allow architects to present their designs in virtual environments.

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