Saturday, November 23, 2024

We are closer to latest VR models than we expect

I feel we’ll soon be talking about Virtual Reality 2.0 and Virtual Reality 1.0.

VR 1.0 will likely be every thing we have seen to date – systems that focus totally on simulating vision and hearing, but don’t go into the finer details of other areas of human physiology.

VR 2.0 is about systems that bear in mind what scientists call the “sensory gap” – that feeling of vertigo that comes with systems that could be 90% feasible but will not be fully designed to supply a real virtual experience – mainly due to the technical limitations involved.

First, we want to know that the semantics of the industry are changing. The term “extended reality” is used to explain all varieties of latest platforms and features.

As you may see on Nvidia’s blog, Augmented reality is a generic term for virtual reality, augmented reality, etc. It is a sort of catch-all term for systems which will or may not block our entire sight view, which will or may not have spatial boundaries, or which have different criteria for replacing the physical world with a virtual one.

Researchers at MIT, for instance, discuss projects that “generate synthetic actions and sensations” – and that makes me think that a totally latest way of desirous about reality is feasible here.

What does that mean?

This means, amongst other things, that today’s engineers try to manage the human response to a virtual environment in a comprehensive way. They are taking a look at things like balance, sensory activity and muscle responses, relatively than simply sight and hearing. They should really be taking a look at smell too, but that is a distinct matter.

Another aspect is to treat the “sickness” that many individuals feel after they see discrepancies between their physical and virtual environments. A recent presentation by Kim SeungJun at CSAIL+IIA showed how this will work.

In any case, this topic is receiving a whole lot of attention. We have this MIT program with a give attention to augmented reality, where you may see among the goals outlined:

“Companies are increasingly realizing that extended reality (XR) offers the opportunity to transform the way we communicate, experience games and other forms of entertainment, and transform industries such as healthcare, real estate, retail, and e-commerce. According to Forbes, XR technologies, including virtual reality (VR) and augmented reality (AR), will be “some of the disruptive technology trends of the subsequent five years.” Organizations of all types will be looking for technology professionals with the knowledge, vision, and skills needed to implement XR applications that provide a competitive advantage. MIT xPRO’s Virtual Reality and Augmented Reality program is designed to give you a fundamental understanding and conversational fluency with XR technologies, and enable you to consider user needs when refining applications or developing new ones.”

To me, these are really groundbreaking approaches to the concept we’ll live in virtual worlds. If we’re going to switch the physical world with virtual worlds, these other worlds should be authentic – they should feel real. They cannot just be virtual reality 1.0 – in some ways, we have reached the bounds of what we will do with this technology and now we’ll the subsequent level.

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