Virtual Reality- Fit or Fat? - Startxlabs | Web Development | App Development | Digital Solution

Virtual Reality- Fit or Fat?

22 Aug 2022


Virtual Reality- Fit or Fat?

The pleasure of using your imagination to draw a fine, delicate line is somewhat beautiful! Hallucination, on the other hand, is experiencing things that are not real, whereas imagination is experiencing things that have never been thought of before. How do you feel about imagining a location that was created from your thoughts and constructing your own tiny world? Unfeasible, yes? Fortunately, the exciting idea of virtual reality technology has allowed individuals to see the immersive setting.


Quit rubbing your skull and read this blog to know more )!

Overview of Virtual Reality

Since many of you may be frequent readers, you must be aware of the developing field of virtual reality. For those who are unaware of this quickly developing technology, virtual reality (VR) is an immersive experience that uses earphones, head-mounted displays, etc. Virtual Reality is a fully immersive computer-simulated environment that gives a user the feeling of being in that environment instead of the one they’re actually in. A lot of video games have already developed the technology to put the user in an interactive world in the driver’s seat of a car, on the battlefield in a first-person shooter, or even in your own little town. Your perspective of reality remains unaltered, nevertheless. You are simply a spectator overseeing the events that are happening in that world. There are a few important elements that are essential for the development of the immersive experience required for virtual reality in order for your brain to comprehend a virtual environment. While there are different display methods, one of the most popular ways to experience virtual reality is through a headset. To make what you see appear three-dimensional, headset gadgets employ stereoscopic displays. However, stereoscopic displays do not create an immersive experience. In some ways, it makes images more dimensional just the way our eyes perceive this world. Therefore, if you tilt your head to the left, the display will depict whatever is to your left in that context. Besides vision, certain VR experiences will also include other sensor stimulation like sound and even tactile feedback for touch. Last but not least, there must be some degree of virtual interaction in order to actually change how people perceive our world. User control over navigation should be possible to some extent in true interactivity. So one is able to walk forward, backward, or turn through space in the virtual environment so that one doesn’t feel like he’s just watching an elaborate 3D movie, in fact living it. When we are able to freely move within that environment and even interact with things in it, our brains can truly perceive that the world is real and thus this is what we refer to as “Virtual reality”. Virtual reality has a lot of practical purposes outside of gaming and has been used for training simulators for soldiers, pilots, and doctors. But it is pretty cool for gaming too. Virtual reality has seen somewhat of a resurrection lately, thanks to exceedingly improved technology and hardware. Devices like the Oculus Rift have advanced the VR experience by including superior graphics, improved latency, and a wider range of motion. Reduced cost of components is also allowing virtual reality devices to become more affordable for consumers. Users may come across an unreasonable bargain since they are operating in a different reality. 


2019 has seen a substantial increase in virtual reality (VR). Our life, our social interactions, and the way we work might all be altered by this technology. With advancements like Ready Player One that give us a real-world perspective, VR is a totally immersive computer-generated universe. The developments in VR are also fascinating. More than 85% of virtual reality headsets sold in 2016 were mobile-based, with Samsung Gear VR and Google Daydream being the most widely used examples. Due to the increasing popularity of VR technology over the past several years, it has received global attention. Due to this, a number of firms are entering the industry to guide VR towards widespread acceptance. Additionally, The market for virtual reality headsets is predicted to develop more quickly, and investments from digital behemoths like “Google” are anticipated to enhance display technology. Moreover, the market is anticipated to get more competitive in the years to come and is estimated to reach USD 30 billion by 2026 as a result of the key companies’ growing spending on research and development.

Technology has greatly aided artists in their ability to portray their thoughts by allowing them to turn reality into imagination. One of the best examples is museums that have incorporated VR technology to enhance visitors’ experiences seeing art.

We will look into these in detail ahead.

1.)VR in Museums: The Study of Art and Techno

While VR is thriving in a variety of businesses, it has had a significant impact on the fields of art. Museums are organizations, devoted to the preservation of artifacts and other tangible reminders of history, culture, and the arts. Today, museums are embracing technology through a variety of means, including applications, headgear, and more. As a result, both VR and Augmented Reality are becoming important to the culture of art.


2.)Trends in Virtual Reality

Virtual reality is a technology that can generate a reality that is similar to our own, rather than merely a different one. One of the most immersive technologies is virtual reality (VR), which is applied by donning a headset that generates a 360-degree simulation. The dynamics of the firm are also anticipated to alter as a result of the emerging VR trends.


3. Enhancing VR and AI

Lists of VR trends are never complete without Artificial Intelligence; together, they have the power to fundamentally alter the course of human history. Both of them, nevertheless, are still in their infancy and have only sometimes made minor appearances. As an illustration, Instagram and Snapchat both use AI and VR in their functionality.


4.)Training and Education

Education and training are becoming more and more expensive. Employers will be able to provide their staff the greatest training possible without exposing them to unnecessary risk thanks to VR technology. As one illustration, Walmart has trained its customer support staff using 17,000 Oculus Go headsets. In light of this, the American army has begun providing soldiers with real-time information on their surroundings using Microsoft HoloLens technology.


5.)Tourism and Travel

 With virtual reality, consumers may now visit the globe while remaining at home. You may go to any of your favorite locations by watching an immersive film without even bringing a suitcase. It provides an option to its customers to try it before actually buying it. 

6.)Players in the Market

In 2016, over 89 million VR headsets were sold worldwide, with mobile-based VR headsets accounting for 98 percent of those sales. Additionally, because of the relatively low cost of the headgear, Google Cardboard commands the majority of the market. The following are a few of the well-known companies operating in the market:

One of the most widely used VR systems is Oculus Rift. Over 355,000 Oculus Rifts were sold in 2012, the year it was initially introduced as a starting project. Later, in 2014, Facebook bought the VR firm. The headgear was initially designed to provide a better gaming experience, but the company is now concentrating on broadening its applicability to corporate use. Oculus asserts that the technology is more powerful and modern, and its adoption will have a significant positive impact on the industrial and advertising industries.

 Since its release, Google cardboard has dominated the market, accounting for 84 million units as of 2016. The VR, which was created as an experiment to allow people to experience virtual reality, was built from cardboard, as the name implies.

 In September 2014, Samsung and Oculus built the Samsung Gear VR. The goal of Gear VR was to create a more user-friendly system that is portable, wireless, and powered by Samsung smartphones. Additionally, Samsung VR equipment’s greatest revenue ever in 2016 was above USD 2 million.


Sony has paired the popular PlayStation gaming system with a VR headset. Around 4.2 million PlayStation VR headsets were purchased globally in 2019, outpacing HTC Vice and Oculus Rift.


7.)VR’s potential

VR will undoubtedly have a significant influence on our daily lives in the future, as we can already observe. With significant companies entering the market, VR development will probably move more quickly. By 2020, the combined market for virtual, augmented, and mixed reality will be worth USD 150 billion.

In-demand VR equipment will eventually include standalone headsets and an Increase in virtual dressing rooms. The usage of virtual people in social interactions will be driven by VR, and the appearance of headsets will resemble that of sunglasses helping in overcoming phobias and fears.


 VR is already meeting consumer needs and has a great deal of potential to influence how people study and grow in the future. A person may now feel the true lifelike experience at a fraction of the expense thanks to virtual simulation. Virtual reality development is still ongoing, but we still have great hopes for what the future of VR holds.



Author: Akash Upadhyay

Share this blog