Understanding About Virtual Reality


The concept of virtual reality is built on a natural combination of two words: virtual and real. The first means "almost" or "conceptually", which refers to experiences that are closer to reality through the use of technology. The software creates and presents a virtual world experienced by users who wear hardware such as glasses, headphones and special gloves. Together, users can see and interact with the virtual world as if from within.

To understand Virtual Reality, let's draw parallels to real world observations. We understand our environment through our senses and our bodily perceptual mechanisms. The senses include taste, touch, smell, sight and hearing, as well as awareness and spatial balance. The input collected by these senses is processed by our brains to make interpretations of the objective environment around us. Virtual Reality tries to create an illusory environment that can be presented to our senses with artificial information, making our minds believe that it is (almost) true.

What is Virtual Reality?

Virtual Reality (VR) refers to a computer-generated simulation in which a person can interact in an artificial three-dimensional environment using electronic devices, such as special glasses with screens or gloves equipped with sensors. In this simulated artificial environment, users can experience a realistic experience.
Augmented reality (AR) differs from VR, in that AR enhances the real world with graphic overlays and doesn't create a fully immersive experience.


  • Virtual Reality (VR) creates immersive artificial worlds that seem very real, through the use of technology.
  • Through the Virtual Reality viewer, users can look up, down, or in any direction, as if they were actually there.
  • Virtual Reality has many use cases, including entertainment and games, or acting as a sales, education, or training tool.

 Virtual Reality Use Cases

The simplest example of VR is a three-dimensional (3D) film. Using special 3D glasses, one gets an immersive experience of being part of the film with a presence on the spot. Leaves falling from trees appear to float right in front of the viewer, or a shot of a car speeding over a cliff makes the viewer feel the depth of the abyss and may give some viewers the feeling of falling. In essence, the light and sound effects of 3D movies make our sense of sight and hearing believe that they are all happening right in front of us, even though nothing exists in physical reality. 


Technological advances have allowed further improvements beyond standard 3D glasses. Now one can find a VR headset to explore even more. Aided by a computer system, a person can now play "real" tennis (or some other sport) live in their living room by holding a sensor-mounted racket to play a simulated computer-controlled game. The VR headset that players wear on their eyes gives the illusion of being on a tennis court. They move and try to attack depending on the speed and direction of the incoming ball and hit it with a sensor mounted racket. Shot accuracy is rated by the game controller computer,

Other uses of this VR technology involve training and simulation. For example, those looking to get a SIM can get hands-on experience driving on the highway using a VR setup which involves handling car parts such as steering wheel, brakes and accelerators. This offers the benefit of the experience without the possibility of causing an accident, so that students can develop a certain level of expertise in driving before actually getting on the road.

Real estate sellers can also use a VR-assisted home or apartment guide to give the feel of the property without actually being on location with a potential buyer.

Other growing uses include training astronauts to undertake space travel, exploring the intricacies of miniature objects, and enabling medical students to practice operations on computer-generated subjects.

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