Newsletter | 人类距离“虚拟现实打破现实生活的壁垒”还有多久?

发布时间:2021-05-08

Virtual reality is constantly evolving and pushing the boundaries of what we understand about the world around us – and it always has.


PART 1 

What is Virtual Reality

When we talk about Virtual Reality (VR), many of us think of science fiction films like 'Minority Report'. However, the truth is that nowadays, this technology completely blends in with our daily lives. Video games, medicine, education... Virtual Reality is here to stay. But what is it exactly?


Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. This environment is perceived through a device known as a Virtual Reality headset or helmet.


VR allows us to immerse ourselves in video games as if we were one of the characters, learn how to perform heart surgery or improve the quality of sports training to maximise performance.


Although this may seem extremely futuristic, its origins are not as recent as we might think. In fact, many people consider that one of the first Virtual Reality devices was called Sensorama, a machine with a built-in seat that played 3D movies, gave off odours and generated vibrations to make the experience as vivid as possible.


The invention dates back as far as the mid-1950s. Subsequent technological and software developments over the following years brought with them a progressive evolution both in devices and in interface design.


Differences with Augmented Reality

Despite being a technology that originated decades ago, many people are still unfamiliar with the concept of Virtual Reality. It is also quite common to confuse the term Virtual Reality with augmented reality.


The main difference between the two is that VR builds the world in which we immerse ourselves through a specific headset. 


It is fully immersive and everything we see is part of an environment artificially constructed through images, sounds, etc. On the other hand, in augmented reality (AR), our own world becomes the framework within which objects, images or similar are placed. Everything we see is in a real environment and it may not be strictly necessary to wear a headset. The clearest and most mainstream example of this concept is Pokémon Go.


However, there is also a combination of both realities called mixed reality. This hybrid technology makes it possible, for example, to see virtual objects in the real world and build an experience in which the physical and the digital are practically indistinguishable.


PART 2 

History & Applications

What is the very real history of virtual reality?


Virtual reality has come a long way in the last 50 years, but it’s still considered an emerging tech.


1957

Virtual reality technology was invented in 1957 by Morton Heilig. His multimedia device called the Sensorama is considered one of the earliest VR systems. However, the term ‘virtual reality’ was coined much later in 1987 by researcher Jaron Lanier.

1982

The movie Tron brought the concept of virtual reality to the masses. Geared at gamers, the characters were immersed in a fully virtual environment that simulated a video game.

1991

The Virtuality Group released a series of games and arcade machines bringing VR to the general public. Players would wear a pair of virtual reality goggles and play immersive games in real-time.

2000

SAS cube was introduced as the first PC based cubic room. The SAS library eventually led to the Virtools VRPack.

2010

Palmer Luckey designed a prototype for what would become the Oculus Rift virtual reality headset.


Facebook bought Oculus VR for around $3 billion in 2014, just after the first shipment of kits went out via the Kickstarter campaign – there was a lawsuit filed against Facebook and Oculus for taking company secrets.

2016 until now

Hundreds of companies were developing virtual reality products. Most of the headsets had dynamic binaural audio, but the haptic interfaces were still lacking.


Which sectors is Virtual Reality actually being used in today?



Medicine, culture, education and architecture are some of the areas that have already taken advantage of this technology. From guided museum visits to the dissection of a muscle, VR allows us to cross boundaries that would otherwise be unimaginable.

PART 3

What is the Future of Virtual Reality


Virtual Reality is one of the technologies with the highest projected potential for growth. According to the latest forecasts from IDC Research (2018), investment in VR and AR will multiply 21-fold over the next four years, reaching 15.5 billion euros by 2022.


In addition, both technologies will be key to companies' digital transformation plans and their spending in this area will exceed that of the consumer sector by 2019. It is, therefore expected that by 2020 over half of the larger European companies will have a VR and RA strategy.


Nowadays, the market is demanding applications that go beyond leisure, tourism or marketing and are more affordable for users. Virtual interfaces also need to be improved to avoid defects such as clipping, which makes certain solid objects appear as though they can be passed through. Or to minimise the effects that VR produces in people, among them motion sickness, which consists of a dizziness induced by the mismatch between the movement of our body and what is being seen in the virtual world.


The big technology companies are already working to develop headsets that do not need cables and that allow images to be seen in HD. They are developing Virtual Reality headsets in 8K and with much more powerful processors.


There is even talk that in the next few years they could integrate Artificial Intelligence. The latest 5G standard can also provide very interesting scenarios for the evolution of VR. This standard will allow more devices and large user communities to be connected. In addition, its almost imperceptible latency will make it possible for consumers to receive images in real time, almost as if they were seeing them with their own eyes.


All this means that Virtual Reality is no longer science fiction. It is integrated into our present and, in the coming years, it will lead to advances that will shape the future.