Questions might arise in one’s mind about what “VR” is really about? Well, the answer to it is really simple. According to me, it’s like a doorway to a whole new world just like Narnia. A whole new world one has never experienced or has any idea about and this world isn’t just a 2D one, it’s like ours a 3D one. The VR technology revolves around using a headset and some kind of input tracking technology. VR will make you feel like you are there mentally and physically. This makes watching a horror movie even more fun. It also brings a whole new environment for gaming enthusiasts and their eternal thirst of playing games.
History Of VR:
1838 – Stereoscopic photos & viewers
The brain processes the different two-dimensional images from each eye into a single object of three dimensions. Viewing two side by side stereoscopic images or photos through a stereoscope gave the user a sense of depth and immersion. The design principles of the Stereoscope is used today for the popular Google Cardboard and low budget VR head mounted displays for mobile phones.
1929 – Link Trainer The First Flight Simulator
In 1929 Edward Link created the “Link trainer” (patented 1931). It was the first example of a commercial flight simulator. Controlled by motors that linked to the rudder and steering column to modify the pitch and roll. A small motor-driven device mimicked turbulence and disturbances. In 2015 money this was just shy of $50,000. During World War II over 10,000 “blue box” Link Trainers were used by over 500,000 pilots for initial training and improving their skills.
1960 – The first VR Head Mounted Display
Morton Heilig’s next invention was the Telesphere Mask (patented 1960) and was the first example of a head-mounted display (HMD), albeit for the non-interactive film medium without any motion tracking. The headset provided stereoscopic 3D and wide vision with stereo sound.
1987 – Virtual reality the name was born
Even after all of this development in virtual reality, there still wasn’t an all-encompassing term to describe the field. This all changed in 1987 when Jaron Lanier, founder of the visual programming lab (VPL), coined (or according to some popularized) the term “virtual reality”. The research area now had a name. Through his company, VPL research Jaron developed a range of virtual reality gear including the Dataglove and the EyePhone head mounted display. They were the first company to sell Virtual Reality goggles (EyePhone 1 $9400; EyePhone HRX $49,000) and gloves ($9000). A major development in the area of virtual reality haptics.
1995 – Nintendo Virtual Boy
The Nintendo Virtual Boy (originally known as VR-32) was a 3D gaming console that was hyped to be the first ever portable console that could display true 3D graphics. It was first released in Japan and North America at a price of $180. But it was a commercial failure despite price drops. The reported reasons for this failure were a lack of color in graphics (games were in red and black), there was a lack of software support and it was difficult to use the console in a comfortable position. The following year they discontinued its production and sale.
And now you have the latest Kinect input VR headsets which set apart any other technology in VR industry
Applications Of VR:
- Real Estate.
Virtual Reality in gaming
Virtual reality games are becoming very popular with many teenagers who love the graphics, animations and best of all, being able to talk to others. After all, what could be better than the chance to interact with top end technology and without any adults to get in the way?
These games are available for Xbox 360, PS2 and 3 as well as the Mac and PC so whatever console you use there is a VR game for that. This is pretty cool when you think about it.
Virtual Reality in Real Estate:
Imagine experiencing a building even before it is constructed. Being able to walk through it, view it from every floor, every balcony, being able to stand on the deck and know how big or small the pool actually looks and having an ergonomic relationship with space and its elements. Imagine how efficient a building’s design would be if that was possible.
Actually, you don’t need to imagine that anymore. Access Architects have made this dream come true. Always on the forefront of introducing latest technologies, the company has set up virtual reality software with hand held motion controllers in their new office in Mumbai. It offers its clients the opportunity to experience the building they design and help improve its efficiency, in turn, saving project costs and time.
About Jay Shah:
Architect Jay Shah is Known for designing breathtaking tall buildings, state-of-the-art steel buildings, Mumbai’s first skinny tower. Designing the tallest commercial building in South Mumbai and being the first office in India to introduce virtual reality to design efficient buildings. With over 100 tall buildings designed in Mumbai, India including the tallest commercial building in South Mumbai. Jay Shah is recognized for his commitment to design excellence. He is a thought leader in technology for architecture and engineering and has pioneered the use of computing for better design and new construction materials and methodology for cost efficient and faster execution.
Virtual Reality in the military:
Virtual reality has been adopted by the military – this includes all three services (army, navy and air force). Where it is used for training purposes. This is particularly useful for training soldiers for combat situations or other dangerous settings where they have to learn how to react in an appropriate manner.
Virtual reality in film and TV
Virtual reality has featured in several film and television programs. It is often used to illustrate the concept of being trapped within the machine (or in this case, cyberspace), or as a form of advanced technology.
Examples of VR inspired films include:
- The Lawnmower Man
- The Matrix
- Tron (1982 version)
- The Thirteenth Floor
- Vanilla Sky
Virtual Reality in Sports
VR is used as a training aid in many sports such as golf, soccer, football etc. and is used as an aid to measuring athletic performance as well as analyzing technique. It also used in clothing/equipment design and as part of the drive to improve the audience’s experience.