Virtual reality, VR, artificial reality, electronic reality, computer model of reality (from Latin virtus - potential, possible and Latin realis - real, existing; English virtual reality, VR) - a world created by technical means (objects and subjects), transmitted to a person (visitor to this world) through his senses: sight, hearing, smell and others.
Virtual reality simulates both exposure and responses to exposure. To create a convincing complex of sensations of reality, computer synthesis of properties and reactions of virtual reality is performed in real time.
Virtual reality is used to train professions where the operation of real devices and mechanisms is associated with increased risk or associated with high costs (aircraft pilot, train driver, dispatcher, driver, etc.).
There are no devices that could reliably transmit smells, sounds, the sensation of touching the surface of an object, affect the vestibular apparatus, emulating the position of the body. Modern devices only remotely simulate all these sensations. One cannot be so sure. Modern devices are one thing, but modern devices that are affordable for an ordinary person (like a steering wheel with pedals) are another. There are devices that act directly on the nerve endings, on our brain, sending it impulses, which it receives as information from our senses. But such devices are too expensive, imperfect, and so far exist in several copies of the scientists who are working on them. An ordinary consumer is unlikely to visit the wonderful and mysterious world of the looking glass in the near future. So far, we are content with game manipulators and the reverse effect (for example, shaking the steering wheel on bumps). The maximum that an ordinary consumer can afford (for example, a car simulator) is a cockpit with 3 monitors that will simulate the driver's view in the cockpit, a steering wheel with a feedback effect and a seat with a similar function.
All virtual reality technologies are originally developed for military applications. Virtual reality provides us with tremendous opportunities. If now our soldiers, under no circumstances can take part in the battle to the death, then using virtual reality to arrange such a fight is easy. Here you need a qualitative effect on the senses or a direct connection with the brain. After all, everything must be real, so that the soldier would appreciate it as a real fight, where there is no room for error. The slightest mistake and in the future a fighter in a real battle can do stupid things out of habit, getting used to the fact that after death he simply takes off his suit and goes on to train. Only in virtual reality can you train not only the body, but also the spirit, resistance to emotions, fears. From a medical point of view, virtual reality also opens up vast possibilities. Let's say you were bitten by a dog in childhood, and now you are afraid of these animals, I think the case is quite common. As you know, you can overcome your fear only by looking into his eyes. Experts advise simply to establish contact with some kind of dog. But imagine if a person approaches a seemingly calm animal, wants to pet him, and the dog bites, even if a flea barks in his face in pain. What effect will it have? And in virtual reality, you can simulate absolutely everything to the smallest detail. It also reduces the treatment time.
Using virtual reality, it is possible to train professionals whose profession is associated with a risk factor or high costs, such as surgeons or aircraft pilots. Indeed, it’s not possible to fly a huge passenger plane to train pilots. Such training will cost a tidy sum, and there is also a risk of aircraft malfunction or an instructor's error, which can lead to lethal consequences and loss of the aircraft itself, and these losses are sometimes measured not even in hundreds of thousands of dollars. Therefore, using the capabilities of virtual reality, you can spend many more hours "in the air" with much less risk and cost. Air simulators are already widely distributed among future pilots. The most important thing is that you can transfer not only skills, but also prepare a person for an accident by influencing his senses to simulate panic, fear, depression, lack of oxygen, and more. It is impossible to create real emergency situations, for this it would be necessary to really crash the plane, and this does not go into any gate. Otherwise, the person will not even develop adrenaline and the situation itself will be similar to a training alarm at school. And again, the effect on the senses helps out. And most importantly, it's safe.
With the help of a computer driving simulator (not racing, but a tutorial) and a game pad, you can learn to drive a real car. Such things are unlikely to replace real practice, too distant similarity. Rather, you will learn the rules by putting them "in practice." Most programs punish violation of the rules, but do not convey all the colors of driving. It is better to learn to drive in something more modern, such as a set of chair + monitors + steering wheel + pedals. But it will be much easier and more efficient in this case to simply drive around the yard or in some abandoned, just empty parking lot. In almost all cities, you can find a normal place for practice, where no one will interfere with feeling the car. After all, everyone has their own style of behavior, you will have to ride it, and not a simulator, so practice. The simulator is more of a game, use it for self-control of the execution of rules in a relaxed, relaxed atmosphere. On the road you will see almost the same picture as in the game. Driving tutorials are more like an interesting exam, where instead of annoying text questions you show your skills "on the battlefield" In the complex, you will learn how to practically drive a car, feel the way and not break the rules learned with the help of the simulator. The main thing is not to confuse the real world with the virtual one, repairing a car is a costly business.
The future of computer games is full immersion of the player in the virtual world, which will bring the game as close as possible to reality. Do you think game developers will miss this opportunity? Throughout the history of the gaming industry, the only thing that game developers have done is try to surpass each other in graphics, plot, game atmosphere. All this was done in order for the player to believe in the game, to plunge into the world invented by the authors. All these years they have strived and will strive to bring their game as close as possible to reality, to show the player their world in all its beauty and diversity. Games that managed to get closer to reality have become legends. Some of them use such old technologies and such simple graphics that it is sometimes difficult to believe how millions of people are playing just this, and not new games with DirectX 10 and HD textures. Therefore, the developers will run a race as soon as the virtual reality becomes sufficiently believable and accessible to the average layman. But they will not be available soon, alas. Progress in this regard leaves much to be desired. More precisely, development is underway, but prototypes are still far from what we mean by virtual reality.
Virtual reality can be as addictive as modern MMORPG games. Abuse of influence on certain organs of perception is quite possible. Even today, many people immerse themselves in virtual worlds in order to get away from their daily routine and problems. Hide behind the wide backs of your virtual heroes. Considering that virtual reality can directly affect the senses, prompting a person to produce hormones of happiness or any other, it can become quite a serious drug. Tests were carried out when a special apparatus was placed in the cage with experimental mice, using which the mouse received a portion of the hormone of happiness. The specifics of the names are not important, the fact is that the experimental mouse eventually completely refused to eat, spending all the time near the apparatus. We can say that the person is not that stupid. But if there are known cases of gambling addiction to our games, then virtual reality as a drug may not turn out to be a myth. All that is needed is to "tickle" a certain nerve, the body is able to produce the necessary hormones itself. This could become a major problem in the future.
Virtual reality will replace the computer as a whole. As a gaming machine, it will undoubtedly surpass the personal computer at times. But besides this, there are many other aspects. Gaming reality will rather be a continuation of game consoles. Perhaps someday people will even work in virtual reality, but this does not threaten in the near future. Of course, it would be much more convenient to just think, rather than clicking on keys. After all, the speed of thought is much greater than the speed of typing a test. The whole job will be simplified. If now, in order to go to a site, we need to open a browser, change the layout, type the site address, correct a typo and load the site, then in virtual reality it will be enough for us to think about opening this site, the rest will happen automatically. For communication, you will not need icq, skype, microphones. Everything will come from the brain, processed and sent to another person in the form of the same brain impulses.
To connect virtual reality to the Internet, high-speed Internet channels with huge bandwidth will be needed. A controversial statement may turn out to be quite the opposite. Our head is fraught with a lot of unexplored moments. At the moment, it is approximately known that certain chemical reactions occur in the brain, as a result of which electrical signals are formed, they are sent along nerve endings to the muscles of the arm, leg, other limbs or organs. As you know, all information is transmitted on occasions in the form of those same electrical impulses. From this it follows that we will not need to transmit an image of how our hand has moved, it will be enough for us to know its initial coordinates and intercept an impulse from the brain, which already contains all the data we need, the speed of muscle contraction depends on its strength, the distance to which it move and others. After processing, we will receive a list of digital values, and their transmission takes minuscule compared to the transmission of an image or video stream.