Introduction of virtual reality Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data”. Here the word visualization…
Introduction
of virtual reality
Virtual Reality is a way for humans to
visualize, manipulate and interact with computers and extremely complex data”.
Here
the word visualization refers to the computer-generated outputs such as
computer graphics, simulations, and other such as the CAD models. Here the
outputs may be animations that can be controlled easily by scripts. Here the
human can directly interact and manipulate with these animations.
The most difficult thing in the Virtual
Reality is to produce the interaction between Virtual world and the human but
not the production of the Virtual world. The type of Virtual Reality in which
the human is actually immersed into the Virtual world is called the immersive
Virtual Reality. In such a type of Virtual Reality the human is completely
isolated from the outside world and he is placed an entirely computer-generated
world.
The
applications being developed for Virtual Reality are wide range utilities.
Among them the real time applications occupy the prominent place.
Types of Virtual Reality Systems
There are different types of Virtual Reality
systems are:
(a) Immersive Systems
The highest priority is being given to the
immersive systems. As we have already mentioned the immersive systems rules out
the entire real world and places the human in a completely computer-generated
animation world.
(b) Window on World (WoW)
It is
a normal Virtual world that has been developed on a desktop PC. The most common
form of the WoW are computer games that uses 3d simulation of the real worlds.
Here the user has to peep into the Virtual world using a monitor placed on his
desktop.
(c) Video Mapping
This
is a technique used to map the motion of a human using special electronic
device like cameras. Here the input to the computer is the motion of the human
and the output is the 2d graphical image of the human showing his human.
(d) Tele presence
This is another technique in Virtual Reality
where we use some remote sensors placed somewhere in the Virtual world that
maps the human actions and correlates them to the actions that has to be done
by the objects in the Virtual world. This type of Virtual Reality is being used
by the fire fighters in some critical conditions. Special Robots fixed with
this type of sensors help them a lot.
(e) Mixed Reality
This is a technique combining the Virtual
Reality systems and the telepresence. Here the inputs to both the telepresence
and Virtual Reality systems are fed as inputs. The fighters see the maps
generated by the computers and correlate them with the data available with
them. The surgeons correlate the images taken by the CAT scans and the ones
taken by the computers.
Today’s virtual reality technologies build
upon ideas that date back to the 1800s, almost to the very beginning of
practical photography. In 1838, the first stereoscope was invented, using twin
mirrors to project a single image. That eventually developed into the
View-Master, patented in 1939 and still produced today.
The use of the term “virtual reality,”
however, was first used in the mid-1980s when Jaron Lanier, founder of VPL
Research, began to develop the gear, including goggles and gloves, needed to
experience what he called “virtual reality.”
Even before that, however, technologists were
developing simulated environments. One milestone was the Sensorama in 1956.
Morton Heilig’s background was in the Hollywood motion picture industry. He
wanted to see how people could feel like they were “in” the movie. The
Sensorama experience simulated a real city environment, which you “rode”
through on a motorcycle. Multisensory stimulation let you see the road, hear
the engine, feel the vibration, and smell the motor’s exhaust in the designed
“world.”
Heilig also patented a head-mounted display
device, called the Telesphere Mask, in 1960. Many inventors would build upon
his foundational work.
By 1965, another inventor, Ivan Sutherland,
offered “the Ultimate Display,” a head-mounted device that he suggested would
serve as a “window into a virtual world.”
The 1970s and 1980s were a heady time in the
field. Optical advances ran parallel to projects that worked on haptic devices
and other instruments that would allow you to move around in the virtual space.
At NASA Ames Research Center in the mid-1980s, for example, the Virtual
Interface Environment Workstation (VIEW) system combined a head-mounted device
with gloves to enable the haptic interaction.
Today’s current virtual reality gear owes a
debt of gratitude to the pioneering inventors of the past six decades who paved
the way for the low-cost, high-quality devices which are easily accessible. Be
sure to visit the VR flight simulators at The Franklin Institute to experience
a virtual environment yourself!
Hardware used in virtual reality
One of the basic goals of a virtual reality
system is to supply your senses with information from the computer-generated
reality in much the same way as you experience the real world. Since most
people have two eyes, a natural way to see the world requires not one computer
display, but two. A common way to produce a realistic 3D view of a virtual
world is to place a small computer monitor in front of each eye. Each monitor
displays the perspective that the corresponding eye would see in an actual
environment. Such a system is called a binocular head-mounted display (HMD).
Most people also have two
ears. This is the main reason for the appeal of stereophonic sound. Just as two
visual perspectives make a 3D view, two audio perspectives can make a 3D
soundscape. However, with free-standing stereo speakers the left and right
sounds are mixed: both ears hear sound from both speakers. By using headphones
and presenting the correct acoustical perspectives to each ear, many of the
spatial aspects of sounds can be preserved. HMDs often have headphones built
into them.
Additional displays can be
used to engage other senses in VR. Since there is not much of a demand for such
things as smell or taste generators, you generally have be creative and figure
out your own way of catering to more senses than just vision and hearing.
A standard personal computer can be equipped
to run simple virtual environments. The processing speed of the computer will
determine the maximum complexity of the virtual environment you can build. In
order to maintain a decent illusion of reality, the spatial aspects of the
sensory displays must be recalculated and updated more than 20 times each
second. In order to figure out how much complexity can be included in your
virtual environment, you need to be able to describe the speed of your computer
in VR terms.
Most of 3D
graphics is based on building objects out of triangles or other simple
polygons. For computing visuals, a convenient metric is the number of polygons
your computer system can draw in one second. Since the computer must draw
separate views for 2 eyes at least 20 times each second, you must divide the
number of polygons per second by 40 to determine the maximum number of polygons
that may be simultaneously visible in your virtual world. Thus, a computer that
can draw 50,000 polygons per second will be able to support a virtual
environment containing a maximum of:
50,000 polygons per second
------------------------------ = 1,250 polygons
2 eyes * 20 views per second
Since 1,250
polygons is not very many from which to build a whole world, and since the
polygon drawing speed quoted by hardware and software manufacturers is often
optimistic, you generally need to either design very simple worlds, or get
extra graphics hardware to help out your computer.
There has been an explosion of manufacturers
producing 3D graphics accelerator cards for personal computers. These cards (as
of September 1996) perform in the 500,000-2 Million polygon per second range,
and vary greatly in cost from $300 to $20,000 (and the cost does not necessarily
correspond to performance!).
There are also several
manufacturers producing 3D sound cards. These sound cards allow you to give a
moderately good sense of position to a small number (1-4) of independent sound
sources.
The tracking system measures position and
orientation. From the position and orientation of your head, the computer can
determine how to display the virtual world so that it seems your are in it as
opposed to watching it on television. When you turn your head the head tracker
senses the change in position, and adjusts the displays accordingly.
The head tracker needs to be
capable of taking a measurement of position and orientation at least 20 times
every second. There also must be no more than a 1/20th of a second delay
between when the measurements are taken, and when the visual display is
updated. Any slower than this, and the eyes and inner-ear give your brain
conflicting information about which direction your head is pointing. This is
similar to what happens on a small boat in rough waters: It can make you
seasick, or in VR terms, simulator-sick.
1. Healthcare
The most important way VR is modernizing
healthcare is through training. VR facilitates an environment to learn and grow
outside in real-world situations.
With VR, specialists who need to perform very
precise operations can practice without being in the midst of an emergency.
And practitioners who need to get familiar
with the hospital environment can do so without the extra stress involved.
The technology is also being used in
cognitive behavior therapy where patients with phobias and anxieties work through
their problems in a controlled environment.
2. Entertainment
The entertainment industry was one of the
first to incorporate VR and still remains one of the strongest examples of how
it can be applied. If you look at online and/or console gaming, you will see
that VR has a strong presence in this industry.
Similarly, VR is being introduced to cinemas
and theme parks to simulate movie-like adventures and let people experience
their favorite cinematographic masterpieces.
3. Automotive
VR helps car manufacturers in analyzing road
scenarios and the behavior of cars. The simulated situations allow them to
analyze and make changes to the prototypes before developing a new model.
Virtual reality is widely used in the
development of smart cars that will flood the market in the future. Cars learn
how to drive, turn, and stop using artificial intelligence (AR) and virtual
reality.
4. Education
Even though education is believed to be a
rather slow industry to pick up new trends and technologies, VR has already
shown a lot of promise.
For adults, it means that any industry can
provide professional training to their employees. But for younger students, VR
is part of educational games, field trips, and in general experiencing the
world.
5. Space & Military
Given that these two industries have to
operate in rather dangerous environments that can’t be easily accessed, VR
provides conditions for making things as close to reality as possible for
training.
VR enables trainees to go through preparation
with minimal risks and even helps soldiers suffering from battlefield trauma to
overcome these conditions and prepare for new or unexpected situations.
6. Architecture
Using VR, architects can not only envision
what they’re building but understand how it feels as well. This allows them to
experience the space before it is built and make real-time changes to deliver
customer satisfaction.
7. Digital Marketing
While most people don’t like commercials,
experiencing the use of a product close-up can actually be an entertaining and
enlightening experience. There are a variety of applications of VR in digital
marketing.
For example, retailers can show potential
customers how a product will look in their home. Or nonprofits can create more
empathetic messaging for political issues.
8. Occupational Safety
Occupational safety and health (OSH) is a
concern for workplaces with machinery or natural hazards.
These workplace dangers can be addressed in a
simulated environment so workers can learn how to respond to them effectively
without being hurt.
9. Social Science and Psychology
Much of this industry relies on VR so that a
patient can embody someone else and imagine reality from a different
perspective or worldview. Immersive environments can leave positive impacts on
future social interactions.
10. Tourism
Try a holiday before you buy it. No,
seriously. One pointed virtual reality application is tourism.
You can go on guided virtual tours of hotels,
landmarks, restaurants, and whatever else you may want to visit on your next
vacation. And then when you do go, you know you won't be disappointed.
1) Virtual reality creates a
realistic world
2) It enables user to explore places.
3) Through Virtual Reality user can experiment
with an artificial environment.
4) Virtual Reality make the education more
easily and comfort.
Disadvantages of
Virtual
The global virtual reality market size was
valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual
growth rate (CAGR) of 15.0% from 2022 to 2030. Virtual Reality (VR) is a
digitally produced experience that simulates a three-dimensional environment in
the real world. The technology provides viewers with an immersive experience
using VR gadgets such as gloves, headsets or glasses, and bodysuits. Virtual
Reality has revolutionized the gaming and entertainment sectors by allowing
users to immerse themselves in a highly simulated environment. Furthermore, the
growing use of this technology in instructional training, such as for teaching
engineers, mechanics, pilots, field workers, defense warriors, and technicians
in the manufacturing and oil and gas sectors, is propelling the market growth.
Apart from educational and training purposes,
virtual reality is widely adopted for various other applications. For instance,
the technology allows engineers to experiment with a vehicle's design and
construction at the concept stage before beginning on costly prototypes in the
automobile industry. With VR exposure therapy, the technology is also used for
treating people with mental health issues. Furthermore, tourism companies use
VR technology to enable potential clients or customers to take a virtual tour
of monuments, iconic destinations, restaurants, and hotels.
During the COVID-19 outbreak, several
industries were shut down temporarily and lockdowns were imposed to arrest the
spread of the virus, in turn impacting business operations across regions.
However, the increasing need for businesses to continue their activities online
resulted in an increased demand for VR. Companies have shifted to virtual
platforms to continue their ongoing business activities, such as attending
meetings and formulating policies and strategies. Additionally, VR technology
is evolving as a promising tool for virtual events. Event planners provide
visitors with engaging and diverse experiences by hosting the event on a
virtual platform and presenting it as a virtual reality experience. As a
result, the growing popularity of virtual events is encouraging market growth.
Report Attribute |
Details |
Market size value in 2022 |
USD 28.42 billion |
Revenue forecast in 2030 |
USD 87.00 billion |
Growth rate |
CAGR of 15.0% from 2022
to 2030 |
Base year for estimation |
2021 |
Historical data |
2018 - 2020 |
Forecast period |
2022 - 2030 |
Quantitative units |
Revenue in USD Million
and CAGR from 2022 to 2030 |
Report coverage |
Revenue forecast, company
ranking, competitive landscape, growth factors, and trends |
Segments covered |
Device, technology,
component, application, region |
Regional scope |
North America; Europe;
Asia Pacific; South America; MEA |
Country scope |
U.S.; Canada; Mexico;
U.K.; Germany; France; China; Japan; India; Brazil |
Key companies profiled |
Alphabet Inc.; Barco;
CyberGlove Systems, Inc.; Meta; HTC Corporation; Microsoft; Samsung; Sensics,
Inc.; Sixense Enterprises, Inc. (Penumbra, Inc.); Ultraleap Limited |
Customization scope |
Free report customization
(equivalent to up to 8 analyst working days) with purchase. Addition or
alteration to country, regional & segment scope. |
Pricing and purchase
options |
Avail
customized purchase options to meet your exact research needs. Explore
purchase options |
This report forecasts revenue growth at the global, regional, and
country levels and provides an analysis of the latest industry trends and
opportunities in each of the sub-segments from 2018 to 2030. For the purpose of
this study, Grand View Research has segmented the global virtual reality market
report on the basis of device, technology, component, application, and region:
· Device Outlook
(Revenue, USD Million, 2018 - 2030)
· Head-mounted Display
(HMD)
· Gesture-tracking
Device (GTD)
· Projectors &
Display Wall (PDW)
· Technology Outlook
(Revenue, USD Million, 2018 - 2030)
· Semi & Fully Immersive
· Non-immersive
· Component Outlook
(Revenue, USD Million, 2018 - 2030)
· Hardware
· Software
· Application Outlook
(Revenue, USD Million, 2018 - 2030)
· Aerospace &
Defense
· Consumer
· Commercial
· Enterprise
· Healthcare
· Others
· Regional Outlook
(Revenue, USD Million, 2018 - 2030)
· North America
· U.S.
· Canada
· Mexico
· Europe
· U.K.
· Germany
· France
· Asia Pacific
· China
· Japan
· India
· South America
· Brazil
· Middle East &
Africa
Yesterday Virtual Reality was a science fiction fantasy.
Today it is a research topic in laboratories and amusement parks. Tomorrow it
will certainly replace our televisions and computers. There are already a lot
of organizations deemed towards the development of the Virtual Reality. Many
researches are being done to find more and more applications of Virtual
Reality. In the forth coming days the web sites developed using Virtual Reality
will replace the entire present web industry. Even a virtual Jurassic Park may
be developed in USA in a short span of days. Let’s hope for a bright future of
this emerging technology.
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.
CONCLUSION
The technology is being developed rapidly and
shows considerable potential. The ability of Virtual Reality to produce
realistic worlds of data, objects and environments, with which the users can
interact and manipulate in a realistic and an intuitive manner, opens up a vast
wealth of possibilities for work-related applications. The concept of Virtual
Reality provides an innovative mix of entertainment, education and
State-of-Art. Virtual reality technology will transport guests to different
worlds.
From waterbeds to gyroscopes and hydraulic
units, a variety of platforms will provide a new kind of travel; into
Cyberspace; into virtual worlds where one can swim with the dolphins and
experience intense sensory stimulation. As movement of people is becoming more
and more costly with time, the scope of Virtual Reality is growing. Working in many
fields like medicine, rocket launching, massive constructions, it is very
important to be more precise and accurate and here Virtual Reality provides a
solution by providing a platform which makes it possible by using the
applications of Virtual Reality.
Bibliography
Abbeel P, Ng AY (2004) Apprenticeship learning via
inverse reinforcement learning. Proceedings of the twenty-_rst
international conference on Machine learning, 1.
Ak_sin Z, Deo S, J_onasson JO, Ramdas K (2020)
Learning from many: Partner exposure and team familiarity in uid
teams. Management Science .
Argote L (2012) Organizational learning: Creating,
retaining and transferring knowledge (Springer Science & Business
Media).
Arvan M, Fahimnia B, Reisi M, Siemsen E (2019)
Integrating human judgement into quantitative forecasting methods:
A review. Omega 86:237{252.
Bastani O, Pu Y, Solar-Lezama A (2018) Veri_able
reinforcement learning via policy extraction. Advances in neural
information processing systems,
2494{2504.
For Any query Reach us at
shahidsarari111@gmail.com
Introduction
of virtual reality
Virtual Reality is a way for humans to
visualize, manipulate and interact with computers and extremely complex data”.
Here
the word visualization refers to the computer-generated outputs such as
computer graphics, simulations, and other such as the CAD models. Here the
outputs may be animations that can be controlled easily by scripts. Here the
human can directly interact and manipulate with these animations.
The most difficult thing in the Virtual
Reality is to produce the interaction between Virtual world and the human but
not the production of the Virtual world. The type of Virtual Reality in which
the human is actually immersed into the Virtual world is called the immersive
Virtual Reality. In such a type of Virtual Reality the human is completely
isolated from the outside world and he is placed an entirely computer-generated
world.
The
applications being developed for Virtual Reality are wide range utilities.
Among them the real time applications occupy the prominent place.
Types of Virtual Reality Systems
There are different types of Virtual Reality
systems are:
(a) Immersive Systems
The highest priority is being given to the
immersive systems. As we have already mentioned the immersive systems rules out
the entire real world and places the human in a completely computer-generated
animation world.
(b) Window on World (WoW)
It is
a normal Virtual world that has been developed on a desktop PC. The most common
form of the WoW are computer games that uses 3d simulation of the real worlds.
Here the user has to peep into the Virtual world using a monitor placed on his
desktop.
(c) Video Mapping
This
is a technique used to map the motion of a human using special electronic
device like cameras. Here the input to the computer is the motion of the human
and the output is the 2d graphical image of the human showing his human.
(d) Tele presence
This is another technique in Virtual Reality
where we use some remote sensors placed somewhere in the Virtual world that
maps the human actions and correlates them to the actions that has to be done
by the objects in the Virtual world. This type of Virtual Reality is being used
by the fire fighters in some critical conditions. Special Robots fixed with
this type of sensors help them a lot.
(e) Mixed Reality
This is a technique combining the Virtual
Reality systems and the telepresence. Here the inputs to both the telepresence
and Virtual Reality systems are fed as inputs. The fighters see the maps
generated by the computers and correlate them with the data available with
them. The surgeons correlate the images taken by the CAT scans and the ones
taken by the computers.
Today’s virtual reality technologies build
upon ideas that date back to the 1800s, almost to the very beginning of
practical photography. In 1838, the first stereoscope was invented, using twin
mirrors to project a single image. That eventually developed into the
View-Master, patented in 1939 and still produced today.
The use of the term “virtual reality,”
however, was first used in the mid-1980s when Jaron Lanier, founder of VPL
Research, began to develop the gear, including goggles and gloves, needed to
experience what he called “virtual reality.”
Even before that, however, technologists were
developing simulated environments. One milestone was the Sensorama in 1956.
Morton Heilig’s background was in the Hollywood motion picture industry. He
wanted to see how people could feel like they were “in” the movie. The
Sensorama experience simulated a real city environment, which you “rode”
through on a motorcycle. Multisensory stimulation let you see the road, hear
the engine, feel the vibration, and smell the motor’s exhaust in the designed
“world.”
Heilig also patented a head-mounted display
device, called the Telesphere Mask, in 1960. Many inventors would build upon
his foundational work.
By 1965, another inventor, Ivan Sutherland,
offered “the Ultimate Display,” a head-mounted device that he suggested would
serve as a “window into a virtual world.”
The 1970s and 1980s were a heady time in the
field. Optical advances ran parallel to projects that worked on haptic devices
and other instruments that would allow you to move around in the virtual space.
At NASA Ames Research Center in the mid-1980s, for example, the Virtual
Interface Environment Workstation (VIEW) system combined a head-mounted device
with gloves to enable the haptic interaction.
Today’s current virtual reality gear owes a
debt of gratitude to the pioneering inventors of the past six decades who paved
the way for the low-cost, high-quality devices which are easily accessible. Be
sure to visit the VR flight simulators at The Franklin Institute to experience
a virtual environment yourself!
Hardware used in virtual reality
One of the basic goals of a virtual reality
system is to supply your senses with information from the computer-generated
reality in much the same way as you experience the real world. Since most
people have two eyes, a natural way to see the world requires not one computer
display, but two. A common way to produce a realistic 3D view of a virtual
world is to place a small computer monitor in front of each eye. Each monitor
displays the perspective that the corresponding eye would see in an actual
environment. Such a system is called a binocular head-mounted display (HMD).
Most people also have two
ears. This is the main reason for the appeal of stereophonic sound. Just as two
visual perspectives make a 3D view, two audio perspectives can make a 3D
soundscape. However, with free-standing stereo speakers the left and right
sounds are mixed: both ears hear sound from both speakers. By using headphones
and presenting the correct acoustical perspectives to each ear, many of the
spatial aspects of sounds can be preserved. HMDs often have headphones built
into them.
Additional displays can be
used to engage other senses in VR. Since there is not much of a demand for such
things as smell or taste generators, you generally have be creative and figure
out your own way of catering to more senses than just vision and hearing.
A standard personal computer can be equipped
to run simple virtual environments. The processing speed of the computer will
determine the maximum complexity of the virtual environment you can build. In
order to maintain a decent illusion of reality, the spatial aspects of the
sensory displays must be recalculated and updated more than 20 times each
second. In order to figure out how much complexity can be included in your
virtual environment, you need to be able to describe the speed of your computer
in VR terms.
Most of 3D
graphics is based on building objects out of triangles or other simple
polygons. For computing visuals, a convenient metric is the number of polygons
your computer system can draw in one second. Since the computer must draw
separate views for 2 eyes at least 20 times each second, you must divide the
number of polygons per second by 40 to determine the maximum number of polygons
that may be simultaneously visible in your virtual world. Thus, a computer that
can draw 50,000 polygons per second will be able to support a virtual
environment containing a maximum of:
50,000 polygons per second
------------------------------ = 1,250 polygons
2 eyes * 20 views per second
Since 1,250
polygons is not very many from which to build a whole world, and since the
polygon drawing speed quoted by hardware and software manufacturers is often
optimistic, you generally need to either design very simple worlds, or get
extra graphics hardware to help out your computer.
There has been an explosion of manufacturers
producing 3D graphics accelerator cards for personal computers. These cards (as
of September 1996) perform in the 500,000-2 Million polygon per second range,
and vary greatly in cost from $300 to $20,000 (and the cost does not necessarily
correspond to performance!).
There are also several
manufacturers producing 3D sound cards. These sound cards allow you to give a
moderately good sense of position to a small number (1-4) of independent sound
sources.
The tracking system measures position and
orientation. From the position and orientation of your head, the computer can
determine how to display the virtual world so that it seems your are in it as
opposed to watching it on television. When you turn your head the head tracker
senses the change in position, and adjusts the displays accordingly.
The head tracker needs to be
capable of taking a measurement of position and orientation at least 20 times
every second. There also must be no more than a 1/20th of a second delay
between when the measurements are taken, and when the visual display is
updated. Any slower than this, and the eyes and inner-ear give your brain
conflicting information about which direction your head is pointing. This is
similar to what happens on a small boat in rough waters: It can make you
seasick, or in VR terms, simulator-sick.
1. Healthcare
The most important way VR is modernizing
healthcare is through training. VR facilitates an environment to learn and grow
outside in real-world situations.
With VR, specialists who need to perform very
precise operations can practice without being in the midst of an emergency.
And practitioners who need to get familiar
with the hospital environment can do so without the extra stress involved.
The technology is also being used in
cognitive behavior therapy where patients with phobias and anxieties work through
their problems in a controlled environment.
2. Entertainment
The entertainment industry was one of the
first to incorporate VR and still remains one of the strongest examples of how
it can be applied. If you look at online and/or console gaming, you will see
that VR has a strong presence in this industry.
Similarly, VR is being introduced to cinemas
and theme parks to simulate movie-like adventures and let people experience
their favorite cinematographic masterpieces.
3. Automotive
VR helps car manufacturers in analyzing road
scenarios and the behavior of cars. The simulated situations allow them to
analyze and make changes to the prototypes before developing a new model.
Virtual reality is widely used in the
development of smart cars that will flood the market in the future. Cars learn
how to drive, turn, and stop using artificial intelligence (AR) and virtual
reality.
4. Education
Even though education is believed to be a
rather slow industry to pick up new trends and technologies, VR has already
shown a lot of promise.
For adults, it means that any industry can
provide professional training to their employees. But for younger students, VR
is part of educational games, field trips, and in general experiencing the
world.
5. Space & Military
Given that these two industries have to
operate in rather dangerous environments that can’t be easily accessed, VR
provides conditions for making things as close to reality as possible for
training.
VR enables trainees to go through preparation
with minimal risks and even helps soldiers suffering from battlefield trauma to
overcome these conditions and prepare for new or unexpected situations.
6. Architecture
Using VR, architects can not only envision
what they’re building but understand how it feels as well. This allows them to
experience the space before it is built and make real-time changes to deliver
customer satisfaction.
7. Digital Marketing
While most people don’t like commercials,
experiencing the use of a product close-up can actually be an entertaining and
enlightening experience. There are a variety of applications of VR in digital
marketing.
For example, retailers can show potential
customers how a product will look in their home. Or nonprofits can create more
empathetic messaging for political issues.
8. Occupational Safety
Occupational safety and health (OSH) is a
concern for workplaces with machinery or natural hazards.
These workplace dangers can be addressed in a
simulated environment so workers can learn how to respond to them effectively
without being hurt.
9. Social Science and Psychology
Much of this industry relies on VR so that a
patient can embody someone else and imagine reality from a different
perspective or worldview. Immersive environments can leave positive impacts on
future social interactions.
10. Tourism
Try a holiday before you buy it. No,
seriously. One pointed virtual reality application is tourism.
You can go on guided virtual tours of hotels,
landmarks, restaurants, and whatever else you may want to visit on your next
vacation. And then when you do go, you know you won't be disappointed.
1) Virtual reality creates a
realistic world
2) It enables user to explore places.
3) Through Virtual Reality user can experiment
with an artificial environment.
4) Virtual Reality make the education more
easily and comfort.
Disadvantages of
Virtual
The global virtual reality market size was
valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual
growth rate (CAGR) of 15.0% from 2022 to 2030. Virtual Reality (VR) is a
digitally produced experience that simulates a three-dimensional environment in
the real world. The technology provides viewers with an immersive experience
using VR gadgets such as gloves, headsets or glasses, and bodysuits. Virtual
Reality has revolutionized the gaming and entertainment sectors by allowing
users to immerse themselves in a highly simulated environment. Furthermore, the
growing use of this technology in instructional training, such as for teaching
engineers, mechanics, pilots, field workers, defense warriors, and technicians
in the manufacturing and oil and gas sectors, is propelling the market growth.
Apart from educational and training purposes,
virtual reality is widely adopted for various other applications. For instance,
the technology allows engineers to experiment with a vehicle's design and
construction at the concept stage before beginning on costly prototypes in the
automobile industry. With VR exposure therapy, the technology is also used for
treating people with mental health issues. Furthermore, tourism companies use
VR technology to enable potential clients or customers to take a virtual tour
of monuments, iconic destinations, restaurants, and hotels.
During the COVID-19 outbreak, several
industries were shut down temporarily and lockdowns were imposed to arrest the
spread of the virus, in turn impacting business operations across regions.
However, the increasing need for businesses to continue their activities online
resulted in an increased demand for VR. Companies have shifted to virtual
platforms to continue their ongoing business activities, such as attending
meetings and formulating policies and strategies. Additionally, VR technology
is evolving as a promising tool for virtual events. Event planners provide
visitors with engaging and diverse experiences by hosting the event on a
virtual platform and presenting it as a virtual reality experience. As a
result, the growing popularity of virtual events is encouraging market growth.
Report Attribute |
Details |
Market size value in 2022 |
USD 28.42 billion |
Revenue forecast in 2030 |
USD 87.00 billion |
Growth rate |
CAGR of 15.0% from 2022
to 2030 |
Base year for estimation |
2021 |
Historical data |
2018 - 2020 |
Forecast period |
2022 - 2030 |
Quantitative units |
Revenue in USD Million
and CAGR from 2022 to 2030 |
Report coverage |
Revenue forecast, company
ranking, competitive landscape, growth factors, and trends |
Segments covered |
Device, technology,
component, application, region |
Regional scope |
North America; Europe;
Asia Pacific; South America; MEA |
Country scope |
U.S.; Canada; Mexico;
U.K.; Germany; France; China; Japan; India; Brazil |
Key companies profiled |
Alphabet Inc.; Barco;
CyberGlove Systems, Inc.; Meta; HTC Corporation; Microsoft; Samsung; Sensics,
Inc.; Sixense Enterprises, Inc. (Penumbra, Inc.); Ultraleap Limited |
Customization scope |
Free report customization
(equivalent to up to 8 analyst working days) with purchase. Addition or
alteration to country, regional & segment scope. |
Pricing and purchase
options |
Avail
customized purchase options to meet your exact research needs. Explore
purchase options |
This report forecasts revenue growth at the global, regional, and
country levels and provides an analysis of the latest industry trends and
opportunities in each of the sub-segments from 2018 to 2030. For the purpose of
this study, Grand View Research has segmented the global virtual reality market
report on the basis of device, technology, component, application, and region:
· Device Outlook
(Revenue, USD Million, 2018 - 2030)
· Head-mounted Display
(HMD)
· Gesture-tracking
Device (GTD)
· Projectors &
Display Wall (PDW)
· Technology Outlook
(Revenue, USD Million, 2018 - 2030)
· Semi & Fully Immersive
· Non-immersive
· Component Outlook
(Revenue, USD Million, 2018 - 2030)
· Hardware
· Software
· Application Outlook
(Revenue, USD Million, 2018 - 2030)
· Aerospace &
Defense
· Consumer
· Commercial
· Enterprise
· Healthcare
· Others
· Regional Outlook
(Revenue, USD Million, 2018 - 2030)
· North America
· U.S.
· Canada
· Mexico
· Europe
· U.K.
· Germany
· France
· Asia Pacific
· China
· Japan
· India
· South America
· Brazil
· Middle East &
Africa
Yesterday Virtual Reality was a science fiction fantasy.
Today it is a research topic in laboratories and amusement parks. Tomorrow it
will certainly replace our televisions and computers. There are already a lot
of organizations deemed towards the development of the Virtual Reality. Many
researches are being done to find more and more applications of Virtual
Reality. In the forth coming days the web sites developed using Virtual Reality
will replace the entire present web industry. Even a virtual Jurassic Park may
be developed in USA in a short span of days. Let’s hope for a bright future of
this emerging technology.
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.
CONCLUSION
The technology is being developed rapidly and
shows considerable potential. The ability of Virtual Reality to produce
realistic worlds of data, objects and environments, with which the users can
interact and manipulate in a realistic and an intuitive manner, opens up a vast
wealth of possibilities for work-related applications. The concept of Virtual
Reality provides an innovative mix of entertainment, education and
State-of-Art. Virtual reality technology will transport guests to different
worlds.
From waterbeds to gyroscopes and hydraulic
units, a variety of platforms will provide a new kind of travel; into
Cyberspace; into virtual worlds where one can swim with the dolphins and
experience intense sensory stimulation. As movement of people is becoming more
and more costly with time, the scope of Virtual Reality is growing. Working in many
fields like medicine, rocket launching, massive constructions, it is very
important to be more precise and accurate and here Virtual Reality provides a
solution by providing a platform which makes it possible by using the
applications of Virtual Reality.
Bibliography
Abbeel P, Ng AY (2004) Apprenticeship learning via
inverse reinforcement learning. Proceedings of the twenty-_rst
international conference on Machine learning, 1.
Ak_sin Z, Deo S, J_onasson JO, Ramdas K (2020)
Learning from many: Partner exposure and team familiarity in uid
teams. Management Science .
Argote L (2012) Organizational learning: Creating,
retaining and transferring knowledge (Springer Science & Business
Media).
Arvan M, Fahimnia B, Reisi M, Siemsen E (2019)
Integrating human judgement into quantitative forecasting methods:
A review. Omega 86:237{252.
Bastani O, Pu Y, Solar-Lezama A (2018) Veri_able
reinforcement learning via policy extraction. Advances in neural
information processing systems,
2494{2504.
For Any query Reach us at
shahidsarari111@gmail.com
Introduction
of virtual reality
Virtual Reality is a way for humans to
visualize, manipulate and interact with computers and extremely complex data”.
Here
the word visualization refers to the computer-generated outputs such as
computer graphics, simulations, and other such as the CAD models. Here the
outputs may be animations that can be controlled easily by scripts. Here the
human can directly interact and manipulate with these animations.
The most difficult thing in the Virtual
Reality is to produce the interaction between Virtual world and the human but
not the production of the Virtual world. The type of Virtual Reality in which
the human is actually immersed into the Virtual world is called the immersive
Virtual Reality. In such a type of Virtual Reality the human is completely
isolated from the outside world and he is placed an entirely computer-generated
world.
The
applications being developed for Virtual Reality are wide range utilities.
Among them the real time applications occupy the prominent place.
Types of Virtual Reality Systems
There are different types of Virtual Reality
systems are:
(a) Immersive Systems
The highest priority is being given to the
immersive systems. As we have already mentioned the immersive systems rules out
the entire real world and places the human in a completely computer-generated
animation world.
(b) Window on World (WoW)
It is
a normal Virtual world that has been developed on a desktop PC. The most common
form of the WoW are computer games that uses 3d simulation of the real worlds.
Here the user has to peep into the Virtual world using a monitor placed on his
desktop.
(c) Video Mapping
This
is a technique used to map the motion of a human using special electronic
device like cameras. Here the input to the computer is the motion of the human
and the output is the 2d graphical image of the human showing his human.
(d) Tele presence
This is another technique in Virtual Reality
where we use some remote sensors placed somewhere in the Virtual world that
maps the human actions and correlates them to the actions that has to be done
by the objects in the Virtual world. This type of Virtual Reality is being used
by the fire fighters in some critical conditions. Special Robots fixed with
this type of sensors help them a lot.
(e) Mixed Reality
This is a technique combining the Virtual
Reality systems and the telepresence. Here the inputs to both the telepresence
and Virtual Reality systems are fed as inputs. The fighters see the maps
generated by the computers and correlate them with the data available with
them. The surgeons correlate the images taken by the CAT scans and the ones
taken by the computers.
Today’s virtual reality technologies build
upon ideas that date back to the 1800s, almost to the very beginning of
practical photography. In 1838, the first stereoscope was invented, using twin
mirrors to project a single image. That eventually developed into the
View-Master, patented in 1939 and still produced today.
The use of the term “virtual reality,”
however, was first used in the mid-1980s when Jaron Lanier, founder of VPL
Research, began to develop the gear, including goggles and gloves, needed to
experience what he called “virtual reality.”
Even before that, however, technologists were
developing simulated environments. One milestone was the Sensorama in 1956.
Morton Heilig’s background was in the Hollywood motion picture industry. He
wanted to see how people could feel like they were “in” the movie. The
Sensorama experience simulated a real city environment, which you “rode”
through on a motorcycle. Multisensory stimulation let you see the road, hear
the engine, feel the vibration, and smell the motor’s exhaust in the designed
“world.”
Heilig also patented a head-mounted display
device, called the Telesphere Mask, in 1960. Many inventors would build upon
his foundational work.
By 1965, another inventor, Ivan Sutherland,
offered “the Ultimate Display,” a head-mounted device that he suggested would
serve as a “window into a virtual world.”
The 1970s and 1980s were a heady time in the
field. Optical advances ran parallel to projects that worked on haptic devices
and other instruments that would allow you to move around in the virtual space.
At NASA Ames Research Center in the mid-1980s, for example, the Virtual
Interface Environment Workstation (VIEW) system combined a head-mounted device
with gloves to enable the haptic interaction.
Today’s current virtual reality gear owes a
debt of gratitude to the pioneering inventors of the past six decades who paved
the way for the low-cost, high-quality devices which are easily accessible. Be
sure to visit the VR flight simulators at The Franklin Institute to experience
a virtual environment yourself!
Hardware used in virtual reality
One of the basic goals of a virtual reality
system is to supply your senses with information from the computer-generated
reality in much the same way as you experience the real world. Since most
people have two eyes, a natural way to see the world requires not one computer
display, but two. A common way to produce a realistic 3D view of a virtual
world is to place a small computer monitor in front of each eye. Each monitor
displays the perspective that the corresponding eye would see in an actual
environment. Such a system is called a binocular head-mounted display (HMD).
Most people also have two
ears. This is the main reason for the appeal of stereophonic sound. Just as two
visual perspectives make a 3D view, two audio perspectives can make a 3D
soundscape. However, with free-standing stereo speakers the left and right
sounds are mixed: both ears hear sound from both speakers. By using headphones
and presenting the correct acoustical perspectives to each ear, many of the
spatial aspects of sounds can be preserved. HMDs often have headphones built
into them.
Additional displays can be
used to engage other senses in VR. Since there is not much of a demand for such
things as smell or taste generators, you generally have be creative and figure
out your own way of catering to more senses than just vision and hearing.
A standard personal computer can be equipped
to run simple virtual environments. The processing speed of the computer will
determine the maximum complexity of the virtual environment you can build. In
order to maintain a decent illusion of reality, the spatial aspects of the
sensory displays must be recalculated and updated more than 20 times each
second. In order to figure out how much complexity can be included in your
virtual environment, you need to be able to describe the speed of your computer
in VR terms.
Most of 3D
graphics is based on building objects out of triangles or other simple
polygons. For computing visuals, a convenient metric is the number of polygons
your computer system can draw in one second. Since the computer must draw
separate views for 2 eyes at least 20 times each second, you must divide the
number of polygons per second by 40 to determine the maximum number of polygons
that may be simultaneously visible in your virtual world. Thus, a computer that
can draw 50,000 polygons per second will be able to support a virtual
environment containing a maximum of:
50,000 polygons per second
------------------------------ = 1,250 polygons
2 eyes * 20 views per second
Since 1,250
polygons is not very many from which to build a whole world, and since the
polygon drawing speed quoted by hardware and software manufacturers is often
optimistic, you generally need to either design very simple worlds, or get
extra graphics hardware to help out your computer.
There has been an explosion of manufacturers
producing 3D graphics accelerator cards for personal computers. These cards (as
of September 1996) perform in the 500,000-2 Million polygon per second range,
and vary greatly in cost from $300 to $20,000 (and the cost does not necessarily
correspond to performance!).
There are also several
manufacturers producing 3D sound cards. These sound cards allow you to give a
moderately good sense of position to a small number (1-4) of independent sound
sources.
The tracking system measures position and
orientation. From the position and orientation of your head, the computer can
determine how to display the virtual world so that it seems your are in it as
opposed to watching it on television. When you turn your head the head tracker
senses the change in position, and adjusts the displays accordingly.
The head tracker needs to be
capable of taking a measurement of position and orientation at least 20 times
every second. There also must be no more than a 1/20th of a second delay
between when the measurements are taken, and when the visual display is
updated. Any slower than this, and the eyes and inner-ear give your brain
conflicting information about which direction your head is pointing. This is
similar to what happens on a small boat in rough waters: It can make you
seasick, or in VR terms, simulator-sick.
1. Healthcare
The most important way VR is modernizing
healthcare is through training. VR facilitates an environment to learn and grow
outside in real-world situations.
With VR, specialists who need to perform very
precise operations can practice without being in the midst of an emergency.
And practitioners who need to get familiar
with the hospital environment can do so without the extra stress involved.
The technology is also being used in
cognitive behavior therapy where patients with phobias and anxieties work through
their problems in a controlled environment.
2. Entertainment
The entertainment industry was one of the
first to incorporate VR and still remains one of the strongest examples of how
it can be applied. If you look at online and/or console gaming, you will see
that VR has a strong presence in this industry.
Similarly, VR is being introduced to cinemas
and theme parks to simulate movie-like adventures and let people experience
their favorite cinematographic masterpieces.
3. Automotive
VR helps car manufacturers in analyzing road
scenarios and the behavior of cars. The simulated situations allow them to
analyze and make changes to the prototypes before developing a new model.
Virtual reality is widely used in the
development of smart cars that will flood the market in the future. Cars learn
how to drive, turn, and stop using artificial intelligence (AR) and virtual
reality.
4. Education
Even though education is believed to be a
rather slow industry to pick up new trends and technologies, VR has already
shown a lot of promise.
For adults, it means that any industry can
provide professional training to their employees. But for younger students, VR
is part of educational games, field trips, and in general experiencing the
world.
5. Space & Military
Given that these two industries have to
operate in rather dangerous environments that can’t be easily accessed, VR
provides conditions for making things as close to reality as possible for
training.
VR enables trainees to go through preparation
with minimal risks and even helps soldiers suffering from battlefield trauma to
overcome these conditions and prepare for new or unexpected situations.
6. Architecture
Using VR, architects can not only envision
what they’re building but understand how it feels as well. This allows them to
experience the space before it is built and make real-time changes to deliver
customer satisfaction.
7. Digital Marketing
While most people don’t like commercials,
experiencing the use of a product close-up can actually be an entertaining and
enlightening experience. There are a variety of applications of VR in digital
marketing.
For example, retailers can show potential
customers how a product will look in their home. Or nonprofits can create more
empathetic messaging for political issues.
8. Occupational Safety
Occupational safety and health (OSH) is a
concern for workplaces with machinery or natural hazards.
These workplace dangers can be addressed in a
simulated environment so workers can learn how to respond to them effectively
without being hurt.
9. Social Science and Psychology
Much of this industry relies on VR so that a
patient can embody someone else and imagine reality from a different
perspective or worldview. Immersive environments can leave positive impacts on
future social interactions.
10. Tourism
Try a holiday before you buy it. No,
seriously. One pointed virtual reality application is tourism.
You can go on guided virtual tours of hotels,
landmarks, restaurants, and whatever else you may want to visit on your next
vacation. And then when you do go, you know you won't be disappointed.
1) Virtual reality creates a
realistic world
2) It enables user to explore places.
3) Through Virtual Reality user can experiment
with an artificial environment.
4) Virtual Reality make the education more
easily and comfort.
Disadvantages of
Virtual
The global virtual reality market size was
valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual
growth rate (CAGR) of 15.0% from 2022 to 2030. Virtual Reality (VR) is a
digitally produced experience that simulates a three-dimensional environment in
the real world. The technology provides viewers with an immersive experience
using VR gadgets such as gloves, headsets or glasses, and bodysuits. Virtual
Reality has revolutionized the gaming and entertainment sectors by allowing
users to immerse themselves in a highly simulated environment. Furthermore, the
growing use of this technology in instructional training, such as for teaching
engineers, mechanics, pilots, field workers, defense warriors, and technicians
in the manufacturing and oil and gas sectors, is propelling the market growth.
Apart from educational and training purposes,
virtual reality is widely adopted for various other applications. For instance,
the technology allows engineers to experiment with a vehicle's design and
construction at the concept stage before beginning on costly prototypes in the
automobile industry. With VR exposure therapy, the technology is also used for
treating people with mental health issues. Furthermore, tourism companies use
VR technology to enable potential clients or customers to take a virtual tour
of monuments, iconic destinations, restaurants, and hotels.
During the COVID-19 outbreak, several
industries were shut down temporarily and lockdowns were imposed to arrest the
spread of the virus, in turn impacting business operations across regions.
However, the increasing need for businesses to continue their activities online
resulted in an increased demand for VR. Companies have shifted to virtual
platforms to continue their ongoing business activities, such as attending
meetings and formulating policies and strategies. Additionally, VR technology
is evolving as a promising tool for virtual events. Event planners provide
visitors with engaging and diverse experiences by hosting the event on a
virtual platform and presenting it as a virtual reality experience. As a
result, the growing popularity of virtual events is encouraging market growth.
Report Attribute |
Details |
Market size value in 2022 |
USD 28.42 billion |
Revenue forecast in 2030 |
USD 87.00 billion |
Growth rate |
CAGR of 15.0% from 2022
to 2030 |
Base year for estimation |
2021 |
Historical data |
2018 - 2020 |
Forecast period |
2022 - 2030 |
Quantitative units |
Revenue in USD Million
and CAGR from 2022 to 2030 |
Report coverage |
Revenue forecast, company
ranking, competitive landscape, growth factors, and trends |
Segments covered |
Device, technology,
component, application, region |
Regional scope |
North America; Europe;
Asia Pacific; South America; MEA |
Country scope |
U.S.; Canada; Mexico;
U.K.; Germany; France; China; Japan; India; Brazil |
Key companies profiled |
Alphabet Inc.; Barco;
CyberGlove Systems, Inc.; Meta; HTC Corporation; Microsoft; Samsung; Sensics,
Inc.; Sixense Enterprises, Inc. (Penumbra, Inc.); Ultraleap Limited |
Customization scope |
Free report customization
(equivalent to up to 8 analyst working days) with purchase. Addition or
alteration to country, regional & segment scope. |
Pricing and purchase
options |
Avail
customized purchase options to meet your exact research needs. Explore
purchase options |
This report forecasts revenue growth at the global, regional, and
country levels and provides an analysis of the latest industry trends and
opportunities in each of the sub-segments from 2018 to 2030. For the purpose of
this study, Grand View Research has segmented the global virtual reality market
report on the basis of device, technology, component, application, and region:
· Device Outlook
(Revenue, USD Million, 2018 - 2030)
· Head-mounted Display
(HMD)
· Gesture-tracking
Device (GTD)
· Projectors &
Display Wall (PDW)
· Technology Outlook
(Revenue, USD Million, 2018 - 2030)
· Semi & Fully Immersive
· Non-immersive
· Component Outlook
(Revenue, USD Million, 2018 - 2030)
· Hardware
· Software
· Application Outlook
(Revenue, USD Million, 2018 - 2030)
· Aerospace &
Defense
· Consumer
· Commercial
· Enterprise
· Healthcare
· Others
· Regional Outlook
(Revenue, USD Million, 2018 - 2030)
· North America
· U.S.
· Canada
· Mexico
· Europe
· U.K.
· Germany
· France
· Asia Pacific
· China
· Japan
· India
· South America
· Brazil
· Middle East &
Africa
Yesterday Virtual Reality was a science fiction fantasy.
Today it is a research topic in laboratories and amusement parks. Tomorrow it
will certainly replace our televisions and computers. There are already a lot
of organizations deemed towards the development of the Virtual Reality. Many
researches are being done to find more and more applications of Virtual
Reality. In the forth coming days the web sites developed using Virtual Reality
will replace the entire present web industry. Even a virtual Jurassic Park may
be developed in USA in a short span of days. Let’s hope for a bright future of
this emerging technology.
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.
CONCLUSION
The technology is being developed rapidly and
shows considerable potential. The ability of Virtual Reality to produce
realistic worlds of data, objects and environments, with which the users can
interact and manipulate in a realistic and an intuitive manner, opens up a vast
wealth of possibilities for work-related applications. The concept of Virtual
Reality provides an innovative mix of entertainment, education and
State-of-Art. Virtual reality technology will transport guests to different
worlds.
From waterbeds to gyroscopes and hydraulic
units, a variety of platforms will provide a new kind of travel; into
Cyberspace; into virtual worlds where one can swim with the dolphins and
experience intense sensory stimulation. As movement of people is becoming more
and more costly with time, the scope of Virtual Reality is growing. Working in many
fields like medicine, rocket launching, massive constructions, it is very
important to be more precise and accurate and here Virtual Reality provides a
solution by providing a platform which makes it possible by using the
applications of Virtual Reality.
Bibliography
Abbeel P, Ng AY (2004) Apprenticeship learning via
inverse reinforcement learning. Proceedings of the twenty-_rst
international conference on Machine learning, 1.
Ak_sin Z, Deo S, J_onasson JO, Ramdas K (2020)
Learning from many: Partner exposure and team familiarity in uid
teams. Management Science .
Argote L (2012) Organizational learning: Creating,
retaining and transferring knowledge (Springer Science & Business
Media).
Arvan M, Fahimnia B, Reisi M, Siemsen E (2019)
Integrating human judgement into quantitative forecasting methods:
A review. Omega 86:237{252.
Bastani O, Pu Y, Solar-Lezama A (2018) Veri_able
reinforcement learning via policy extraction. Advances in neural
information processing systems,
2494{2504.
For Any query Reach us at
shahidsarari111@gmail.com