Origins of Virtual Reality Technology
The popularity of virtual reality technology in recent time have accelerated essentially and major industries are utilising this trending technology to give out the consumers innovative and creative products. However, the origins of virtual reality technology is not a recent phenomenon. In fact, the term “virtual reality” (VR) was first used by the author named Damien Broderick, later the term was further explored and evolved to become virtual reality technology (Chavan 2014). The exact origins of this technology is still a debatable topic still it has been evident that the distinctive elements of virtual reality technology can be traced back to as early as 1860’s (Earnshaw 2014). The concept of virtual reality was further enlightened when a French playwright named Antonin Artaud stated that illusion and reality are not distinctive from each other (Bay-Cheng 2015). However, the concept of virtual reality came into reality when the idea was explored and experimented in the field of science and technology. Since the 1950’s to 70’s many scientists explored the idea and came up with various elements of virtual reality technology and giving the world a new view of seeing things (Mihelj, Novak and Beguš 2014). In the late 1970’s the technology of VR was predominantly used in the field of medical, automobile industry for the purpose of constructing designs (Mihelj, Novak and Beguš 2014). However, in the mid-1990’s the entertainment industry introduced and explored VR technology (Mihelj, Novak and Beguš 2014). Since then, it has evolved and gained popularity worldwide. In recent time, the popularity of VR technology have been increasing day by day. In fact, since the year 2016, VR technology in the field of entertainment have been explored and popularised to a significant level (Berg and Vance 2017). This resulted in opening up a new scope for companies that are willing to utilise the intuitive technology of VR in various aspects.
It has been observed that entertainment is generally linked with escapism, immersion and creating something impossible to life and give the spectators the feeling about forgetting the reality (Johnson et al 2016). The technology of VR gives the consumers the same feeling in addition with vast technological elements to it. The VR technology stimulates a surrounding and graphics that gives its users the sense of real feeling. The usage of VR technology are numerous ranging from the field of medical and health, military, automobiles, entertainment and many more. Its significance over the period has expanded over various fields. It has been observed that in the real estate industry, the VR technology is applied and utilised for enhancing the quality of their functioning in the competitive market. With the application of VR technology, the business owners can change the décor of the any area and make alterations as per their desire without making any changes in the actuality. This saves a lot of time and money for them as this could give them the actual idea of the real world without actually making any alterations in reality. Similarly, in the entertainment industry as well, the VR technology is used abundantly since it gives the users the feel of escapism and immersion to a high level which are some of the key elements of entertainment. VR technology in gaming industry have been advancing at an extremely fast pace. The reason behind this is the popularity of this technology among consumers. The aspect of generating an alter reality world for the users is the unique aspect that attracts millions of consumers towards it (Bower et al 2014). However, consumers tend to forget the accompanied disadvantages of this technology. Companies in order to meet the demand of the consumers have been in fast pace in giving various products that have more advance application of virtual reality technology. Gaming industry have been one of the significant industry that have been in this fast pace business growth, as consumers belonging to this category are increasing, who seek for virtual reality technologized gaming products. From exploring various platforms to collaborating various technological systems, companies have been putting continuous efforts in providing the consumer what they need.
The Significance of Virtual Reality Technology
Even though the popularity and significance of VR technology have been globally appreciated, the existence of this technology is still debatable. It has been argued by many that VR technology in entertainment industry is a vicious cycle that gives rise to ill feelings among the users or consumers (Clark 2014). The VR experience that the users get is the only result of the technology instead of giving an insight or beneficial result from its experience. In addition to this, the VR experience can tend to create a powerful impact in the minds of the consumers and this could give rise to health complications. One of the major consequence that can be observed as a result of virtual reality technology is creating an addictive quality of virtual reality environments (King et al 2013). However, despite of these consequences the popularity of VR technology in the entertainment industry has become mainstream in recent times. Consumers are keen to explore the technology especially in the gaming industry that explores the elements of augmented reality and technology and graphics in use.
Now, no matter the technology of VR sounds complex in nature, the experts have efficiently developed the VR technology and made extended elements to it. However, the VR technology have four crucial elements that are essential to construct it. Firstly, the visual displays that is one of the key elements that immerse its users in a virtual environment creating an obstacle between the users contradictory sensory impressions and the real world (Brooks 2013). This element of virtual technology is considered to be one of the major aspect as it feeds the users with the displays that are artificially created by technology. Secondly, the technology that is used essentially in creating virtual reality is the graphics rendering system that produces transitional images at 20 to 30 frames per second (Brooks 2013). This highly advanced technology gives a quality rendered graphics that enhances the system of VR technology. Thirdly, the integrated tracking system in the distinctive device that repeatedly passes information about the user’s head and limbs. This tracking system works on a continuous loop in synchronisation with the images that are displayed in the device. Lastly, the database construction and maintenance system for the purpose of constructing and maintaining precise and realistic models in the virtual environment. All of these four elements and technologies goes hand in hand in order to create and build the virtual reality technology.
Applications of VR Technology
In the gaming industry, the virtual reality technology is utilised to an extensive level in creating a virtual world for the users. It has been observed that in virtual reality games there is a significant usage of video screens which is provided to the users with the help of head mounted display devices (Larsen et al 2018). The device helps create a sense of immersion among the users since the ambient lights are blocked as a result of the device. According to Anthes et al (2016), one of the advantages of using the VR technology in gaming devices is that it gives the users the 360 degree panoramic view giving them the illusion of higher level of intuitive experience. The technology in itself has high level of uniqueness and its adoption in gaming designs further accelerates the technology’s popularity in gaming industry. No matter the uniqueness of the technology, the usage of head mounted devices could result in serious health complications among the regular users of it. It has been observed that the distance between the display screen of the head mounted device and the users eyes are close and the regular usage of the device could seriously impact upon the optical power of the user (Smith and Smith 2018). This can cause optical health complications such as visual fatigue, short-sightedness and various other problems.
The usage of virtual reality technology in gaming designs have been a rage since the 2016 despite of the obligatory debates contradicting the technology. According to Billieux et al (2013), the popularity of virtual gaming system is its highly modified usage of VR technology by the gaming companies that gives high quality experience of escapism from reality and immersion inside the virtually constructed gaming world. A huge amount of market has grown over the period for VR integrated gaming products that attracts millions of consumers around the world. The visuals and graphics accompanied with the sound effects and the highly sensitive tracking system accelerates and boosts the virtual gaming products to a significant level. It provides and satiates the demand s of the consumers that always seek for products that have high standards of uniqueness. Companies belonging to gaming industry worldwide recognises these overarching demands of consumers and have come up with products that uses highly advanced VR technology in gaming designs.
Even though, the popularity of VR technology have increased over the period, it has created a future scope for the trading and technological sector. The progress of the VR technology over the period have been overarching. Marketers and business around the world explore and utilise this technological progress essentially and bring out new aspects to it. It has been observed that VR gaming have been expanding day by day since its platform are increasing as well (Jones 2013). The online virtual games are another platform in gaming design that has gained extensive popularity over the period. Social interactions along with multi player set ups offered by the companies have further expanded the domain of VR technology to a futuristic level (Jin, Wen and Gough 2013). The amalgamation of social interaction and virtual technology have been breaking the boundaries of uniqueness. However, it is also affecting a major social consequence since the consumers are losing track between virtual and real world. The ability to create a world so real with the help of the technology has been thinning the wall between virtual and reality. Thus, major complications among consumers have been also accelerating over the period.
Virtual Reality Technology in Gaming Industry
However, creating a futuristic scope of growth and development as a result of VR technology is undeniable. Whether the popularity of VR technology is a benefit or a curse is a debatable topic. According to Won, Lee and Lanier (2015), the virtual experience that these gaming companies have been offering can give rise to ill thoughts among the users. The highly violent gaming themes with the amalgamation of virtual experience can affect the minds of regular users of this gaming technology in a significant way. It could trigger the nature of violence among the users and eventually giving rise to a catastrophic social environment. However, according to Bailenson (2013), such virtual experience could have a positive impact among the users as it could trigger in them the sense of self defence that could be a highlighting point in accelerating the users’ ability.
Therefore, it has been observed from the above discussion that the impact of VR technology is undeniable. However, whether the impact of the technology is whether negative or positive is still argued by many. The impact of VR in distinctive fields have distinctive aspects to it. Whereas in medical and health sectors or real estate industry the usage of VR technology has been proved to be intuitive and fruitful however, in entertainment sector especially in gaming industry, the VR games have not been beneficial. The experience of VR has been the only result by using the technology of VR in gaming industry. Even though it has been fulfilling the basic purpose of entertainment to a whole new level, the consequences it has been creating over the masses cannot be denied.
There have been numerous studies in understanding the significance of VR technology. However, there have been no focus on the impact of VR technology in entertainment industry specifically in gaming industry. This study shall throw light in finding out the various aspects of virtual reality technology in gaming industry. The above discussion highlights some of the major facts and arguments that have been circulating over the period however, no major analysis or research have been conducted upon it. This study shall help to understand and explore the benefits of VR technology that have been existing from over a decade and recent times have gained much hype. Consumers around the world seeks for its usage and this demand have opened up a new market for companies around the world. Henceforth, initiative such as VR promotions in order to further hype the mass towards the technology have been a key tactic among the companies who recognises its significance. The amalgamations of technology and futuristic idea are the key features of this technologies success. Creating an artificial environment and giving the users a sense of virtual world is the highlighting factor that attracts masses towards this technology. This research paper shall explore the distinctive elements of virtual reality technology and its impact over users and distinctive fields.
Health Complications of VR Technology
The aim of this paper is to understand and explore the advantages of virtual reality technology and its application in entertainment and gaming industry. This trending technology have evolved over the period and in recent time has gained a lot of popularity among the consumers. In this report, the following objectives shall be fulfilled:
- To explore the role of virtual reality technology application in entertainment industry especially in gaming design.
- To understand the advantages and disadvantages of virtual reality technology application.
- To find out the significance of the virtual reality technology in recent times and explore its origins.
In accordance with the research objectives, the following research questions are constructed for this study:
RQ1: How does virtual reality application have made its impact in the entertainment industry in recent times?
References
Anthes, C., García-Hernández, R.J., Wiedemann, M. and Kranzlmüller, D., 2016. State of the art of virtual reality technology. In Aerospace Conference, 2016 IEEE,pp. 1-19. Ieee.
Bailenson, J., 2013. Keynote speaker: Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. IEEE Transactions on Visualization and Computer Graphics, 19(4), pp.24-28.
Bay-Cheng, S., 2015. Virtual Realisms: Dramatic Forays into the Future. Theatre Journal, 67(4), pp.687-698.
Berg, L.P. and Vance, J.M., 2017. Industry use of virtual reality in product design and manufacturing: a survey. Virtual Reality, 21(1), pp.1-17.
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D. and Thorens, G., 2013. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), pp.103-109.
Bower, M., Howe, C., McCredie, N., Robinson, A. and Grover, D., 2014. Augmented Reality in education–cases, places and potentials. Educational Media International, 51(1), pp.1-15.
Brooks, F.P., 2013.What’s real about virtual reality?. Journal IEEE Computer Graphics and Applications, 19(6), pp.16-27.
Chavan, S.R., 2014. Augmented reality vs. virtual reality: differences and similarities. Int. J. Adv. Res. Comput. Eng. Technol, 5, pp.1-6.
Clark, J., 2014. Construction of” Nature” in the Virtual World Second Life.
Earnshaw, R.A. ed., 2014. Virtual reality systems. Academic press. pp.3-14
Jin, L., Wen, Z. and Gough, N., 2013. Social virtual worlds for technology-enhanced learning on an augmented learning platform. In Learning and Research in Virtual Worlds, pp. 56-70. Routledge.
Johnson, B.K., Slater, M.D., Silver, N.A. and Ewoldsen, D.R., 2016. Entertainment and expanding boundaries of the self: Relief from the constraints of the everyday. Journal of Communication, 66(3), pp.386-408.
Jones, S.E., 2013. The emergence of the digital humanities. Routledge. pp.213-228.
King, A.L.S., Valença, A.M., Silva, A.C.O., Baczynski, T., Carvalho, M.R. and Nardi, A.E., 2013. Nomophobia: Dependency on virtual environments or social phobia?. Computers in Human Behavior, 29(1), pp.140-144.
Larsen, E., Umminger, F., Ye, X., Rimon, N., Stafford, J.R. and Lou, X., Sony Interactive Entertainment Inc, 2018. Methods and systems for user interaction within virtual reality scene using head mounted display. U.S. Patent Application 10/073,516.
Mihelj, M., Novak, D. and Beguš, S., 2014. Virtual reality technology and applications. pp.1-15
Smith, C. and Smith, A. 2018. Virtual reality gaming defies criticism as its popularity surges. online KnowTechie. Available at: https://knowtechie.com/virtual-reality-gaming-defies-criticism-as-its-popularity-surges/ Accessed 13 Oct. 2018.
Won, A.S., Bailenson, J., Lee, J. and Lanier, J., 2015. Homuncular flexibility in virtual reality. Journal of Computer-Mediated Communication, 20(3), pp.241-259