Virtual Reality | Teen Ink

Virtual Reality

March 5, 2019
By Sindi.T.G GOLD, Tiranë, Other
Sindi.T.G GOLD, Tiranë, Other
16 articles 0 photos 1 comment

Virtual Reality has been around ever since the 1980s. Yet, presently, it is quite popular among our society and is growing at full speed, with many markets working hard to develop it to the best of its abilities, in order to fit their needs and fully become part of the services they offer. It is used for healthcare and training simulators, as well as entertainment purposes. Virtual Reality is a fully immersive computer. It allows the user to be part of a different world by experiencing up to four senses: vision, hearing, touch and, sometimes, even smell. Two autofocus lenses are usually placed and are able to adjust based on individual eye movement and positioning. Furthermore, they use stereoscopic display (binocular vision) for tricking your brain into thinking it is part of a 3D environment. Every headset aims to perfect their approach to creating an immersive 3D environment (Mullis).

That being said, recently, virtual reality has become a part of the real estate business, thus allowing any potential buyer to view the property from wherever they are and whenever they want to. Through VR, the buyer will be able to have a better feel compared to a photograph, and will be able to receive the full, immersive experience, just like being there (Hastie).

 Another way VR is being used recently is in weddings. All this time, people have been capturing this special moment through photographs and standard videos. However, through the 360 degree camera provided by VR, couples can look back at that day and relive the experience. It also provides an opportunity to share it with those who couldn’t have been a part of it (O’Keeffe).

VR is additionally being used in amusement parks. An example of this is the Oriental Science Fiction Valley, a virtual reality theme park in Gyoung, China, featuring 35 VR rides. This will definitely offer a new experience for customers and will give them a chance to try out a number of unique rides that all leverage VR technology. This will also, in turn, improve business for the theme park, as it will have something different to offer from others ("Science Fiction Virtual Reality Theme Park Opens In China").

Virtual Reality, alongside entertainment purposes, is also greatly used and supported by the medical field. An example is a VR game created to track down a cure for Alzheimer's. For years, researchers have been perplexed by the disease and have tried to fully understand it. However, recently, a group of scientists produced the game “Stall Catchers.” Players watch short movies that show blood flow in the brains of mice. The goal is for them to point out “stalls,” areas of reduced blood flow caused by white blood cells gathering on the sides of the vessels, through thousands of images given to them. Players then get points for spotting “stalls” and can participate in different challenges, competing with each other as to who catches the most “stalls.” So far, the players have been right about them more than 90% of the time. It’s thought that reduced blood flow in the brain could be one of the causes of Alzheimer’s symptoms. It could take decades for scientists to find out more about this, however, with the help of “Stall Catchers” and Virtual Reality, it will take less time for them to find the answers that they are looking for (Blakemore).

Virtual Reality is also very promising in psychiatry. A team of Ukrainian developers have created the VoxBox VR app. Its purpose is to help users cope with stress and overcome it. The goal is for them to disperse a cloud of smoke by screaming, in order to reveal an image of the oceanside. Results showed that 52% of patients experienced a 10% decrease in stress levels followed by an increase in work capacity. However, further series of clinical trials are needed to make more detailed conclusions. Nevertheless, the app has had quite an impact (Campos).

Overall, virtual reality has developed rapidly and will keep doing so. It definitely has had a great impact and has surely taken over technology, health and entertainment. VR will certainly continue to expand even more and will change our world as we know it today.

 Works Cited

Blakemore, Erin. “Alzheimer's Cure Is Being Pursued with the Help of an Online Game.” The

                 Washington Post, WP Company, 6 May 2018. Accessed 19 Jan. 2019.

Campos, Guy. “VoxBox Team Offers Virtual Reality Scream Therapy for Stress.” AV Magazine,

                 AV Magazine , 15 May 2018. Accessed 17 Jan. 2019.

Hastie, Eliot. “Virtual Reality - the New Reality for One Burgeoning Group.” Real Estate

                 Business, Momentum Media, 3 May 2018. Accessed 19 Jan. 2019.

Mullis, Alex. “How Does Virtual Reality Work?” Android Authority, Android Authority, 15 July

                2016. Accessed 23 Jan. 2019.

O'Keeffe, Rebecca. “Virtual Reality for Weddings Has Landed in Ireland, and It Looks Class.”

                SHEmazing!, SHEmazing!, 30 Apr. 2018. Accessed 25 Jan. 2019.

“Science Fiction Virtual Reality Theme Park Opens in China.” Blooloop, Blooloop, 1 May 2018.

               Accessed 17 Jan. 2019.



Similar Articles

JOIN THE DISCUSSION

This article has 0 comments.