Virtual reality !

in science •  last year

It's funny sometimes to take a look back and read books and articles written in the 1950s at the dawn of the space age. Our parents and grandparents were so optimistic about the future of their children, in which we imagined flying cars, floating cities, teleportation and settlements on the moon.  

Unfortunately, we have not reached this point yet, despite the many technological advances made between that time and now. Of course, our lives have improved in different ways, which they would not have imagined: the Internet, the collective resource of all the world's knowledge, is now accessible at the fingertips and in the pockets of billions of people. The advances in medicine have literally eradicated diseases that at one time decimated nations, on the leisure side, we can now enjoy realistic and immersive games that transport us to totally new worlds.

It is in game technology that we have observed the first real emergence of virtual reality. Of course, it has been conceptualized and undertaken for years, but it is only in the last few years that we have seen virtual reality helmets made accessible to everyone. Certainly, at a price close to 800 $ and sometimes more, it is not an expense of any kind, but the fact remains that this completely revolutionary technology for games is now available for the uninitiated.

It is in the world of video games that we saw for the first time virtual reality reinventing a technology or an experience. The Oculus Rift and HTC Vive are market leaders in virtual reality helmets, providing gamers with an immersive and interactivity experience that was previously thought impossible. The gaming computers and the cost associated with the operation of the devices make them still quite expensive, but they are there and they have completely changed the game with regard to games, that is incontestable.

However, the world of video games is not the only one to be sure of being reinvented by virtual reality technology as it improves. The practical applications of virtual reality in everyday life, apart from recreation and games, are astounding, Oculus, for example, is convinced that the future of virtual reality lies in social networks. Of course, knowing that the company belongs to Facebook, it seems difficult to say anything else, but it also means that it is best placed to achieve this.

This could involve the introduction of a social aspect to ordinarily fairly ordinary activities. Social networks have now become so ubiquitous, especially as a visual medium allowing people to display their privacy (Snapchat, Instagram), that they could insinuate themselves into other domains through virtual reality. Let's take an example like online casinos, with casino games in their simplest form, without worrying about croupiers and other players, the need for the social aspect for these games is growing, knowing that the tables "live with real croupiers" that transmit the images of the dealer and the players through webcams are now among the most popular games.

Imagine the association of virtual reality with this activity, then do the same with other activities such as online shopping. In the near future, it will be possible to call an assistant in a virtual shop when you shop online, as if you were going shopping around the corner!

 

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Virtual reality has been an intriguing subject for me since last 2-3 years. It has a great potential in so many fields. Real estate, education, gaming, to count a few. I wonder when we will arrive at the age shown in "Ready Player One" book. Great article by the way. Following you for more. :)