Definición de realidad virtual

Definition of virtual reality

The first virtual reality technology is Map of the Aspen Cinema, created by MIT in 1977. The program is a crude simulation of the city of Aspen, Colorado, which allows users to walk in one of three styles: summer, winter and polygon. . The first two things were based on photographs, since in both seasons the researchers actually photographed every possible movement looking down a major city street, and the third was a basic three-dimensional model of a major city. In the late 1980s, Jaron Lanier, one of the industry’s modern pioneers, popularized the term “Virtual Reality.” Lanier, who founded the VPL Research company in 1985, developed and built the famous “sunglasses and gloves” system.

Virtual reality is a technology that allows someone to simulate a real object using a computer that can create a three-dimensional atmosphere that makes the user feel physically involved.

Such systems can be commonly used by drug designers, architects, engineers, medical professionals, and even ordinary people, to perform activities that mimic the real world. Virtual reality environments generally offer a visual experience that is displayed on a computer screen or through a stereoscopic viewer. However, some simulations contain additional sensory information, e.g. Eg B. Sound through speakers or headphones.

Examples of virtual reality applications that are used these days in the military sector. Virtual reality is used to perform war training simulations and paratrooper simulations. and so. Where the use of this technology can save more costs and time compared to traditional methods. Another example is a pilot who uses virtual reality to perform flight simulations before taking a real flight. The actual impression in this virtual reality can be created using various tools, namely:

The user sees a real pseudo-world are images that are dynamic. Listeners hear realistic noises through headphones or speakers. With headphones, a glove and a walking aid, all the movements of the user are controlled by a system that reacts accordingly, so that users feel physically and mentally as in a real situation.

Virtual reality itself has a negative effect, namely cyberspace. Cyber-sickness is a common disorder when using virtual reality. Patients experience visual fatigue and even dizziness. Sometimes the patient is psychologically led into the wrong atmosphere, even though he has returned to the real world. Therefore, this disorder should not be underestimated as it is often difficult for those affected to return to the real world and it is always a dream in the pseudo world.