New trends in gaming industry revolving around 3D technologies are letting us a sneak peek into the future of entertainment, but also in the future per se. Oculus Rift and Virtuix Omni gaming systems are giving us a sense in which direction this will move on in the future. Presently two companies are leading the market of 3D virtual reality games – Sony with its Project Morpheus and Oculus VR, recently acquired by Facebook. But, more serious competitors, like Google, Samsung, Apple and Magic Leap, are getting ahead with their developments of devices, programs and apps in the domain of virtual reality. Dell could be attributing these efforts with their mood-sensing app. All of these projects will not necessarily contribute to the gaming industry, but will create a milestone for how we perceive reality.

Computer simulations are the on the same track. Some of the best known in the world, like Siemens’ PLM Software are able to run simulations which can take into account data, such as fluid dynamics, material fatigue, electromagnetic properties, and radiation. NASA was using this software through all design and simulation preparations of Curiosity’s mission to Mars, oculus-rift before any part of the rover hit the production stage. It was all previously tested in virtual world. Many big enterprising projects toady, and many more in the future, will be relying on similar simulation technologies in order to validate ideas and concepts, cut costs, and introduce improvements to original designs.

Application in education
One seemingly obscure potential of virtual reality is its application in the education process. But, this might, in fact, be the most substantial one. Video games like MinecraftEdu and SimCityEDU are already part of the school curriculum. Obvious benefits of the learning process in the semi-virtual or the virtual environment can be observed in NASA’s Virtual Reality Lab at Johnson Space Center in Huston, Texas. This is the best example of how virtual reality can be used to train people performing jobs which require great skills and which involve operating expensive equipment, or working in hazardous environment. Applying these technologies in the education can add to promoting more profession-oriented and hands-on approach to learning, aiding students’ motivation along the way. For most vocations, the procreation of the future working environment, where students can get into contact with what will be expected of them in real life, can be beneficial in the interim period of acclimatization to their respective professional careers. The biggest impediments to such approach would most certainly not be traditional teaching principles , but strictly financial reasons, at least until this technology becomes cheaper.

Instead of conclusion
Reality is often too cruel for us to put up with, so we often resort to fantasy, a virtual world colored from our own palette. That’s why we are all spellbound by VRS (Virtual Reality Simulator) technology, and its potential to create parallel worlds where we can role-play our lives. By creating an authentic experience, VR could offer us an opportunity to explore oceans, climb peaks and jump out of a planes without any equipment, training, even courage, for that matter. If existing and future computer and mobile apps could be integrated in VR, add to that Internet of Things (IoT), and we’ll have a whole world at arm’s reach.

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