Virtual Reality or VR emerged in the field of video games and entertainment in general, but due to its almost infinite possibilities, it has spread to areas and sectors of the most varied. In this article, we will comment on some of these fields:
The usage of virtual reality in Medicine stands for an impressive capacity, and today, it is possibly the industry where its advances are most efficient. Within medication, one of the most depictive applications is performed in the following locations: simulators for medical training, surgical procedure operations, therapy of fears as well as psychological injury via direct exposure therapies, and also discomfort administration through disturbance techniques.
The use of virtual reality allows military professionals to be trained in a virtual environment where they can improve their skills and abilities without the damage of training on a battlefield. Different types of situations are simulated and in a wide variety of terrain and scenarios where recruits live a fully enveloping reality with the same effectiveness as actual training and increasing the frequency of trials as these become much less expensive.
This computer-generated environment is also used in flight simulation for the Air Force, where people train to be pilots. The most important reasons for the use of educational simulators with real aircraft are the reduction of transfer times between the formation of the Earth and the actual flight, safety, economy, and the absence of pollution. Similarly, virtual driving simulations are used to train tank drivers, trucks, and all kinds of vehicles.
The possibilities of virtual reality in the field of education are infinite and bring many advantages to students of all ages. It is already being used in university settings for practical purposes and to generate experience such as designing architecture models (engineering) or seeing some human body systems (medicine) this technology has enormous potential in education as it is demonstrated that students process content better when there is a motivational component and virtual reality applications have all the appeal and tools to achieve it.
Today there are many applications to be able to make virtual tours around any part of the world and take advantage of this technology to bring customers closer to tourist destinations and products as well as to enhance their experience. Virtual reality is not meant to replace tourism or physical travel but to function as a compliment that encourages people to travel. In this sense, it is essential to highlight the enormous potential of VR in museums, since it allows us to solve some problems of teaching and communication that have their responsible ones.
The images produced by virtual reality recreate real or imaginary spaces and landscapes that allow contextualizing the objects of a museum or exhibition and its exhibition discourse. Therefore, they greatly facilitate the communication practices of the center, as the image simplifies the location of the visitor, especially if it is not initiated in the topic.
On the other hand, the plasticity and aesthetic beauty of 3D virtual reality models are already intrinsically an attractive complement to visitors. One of the advantages of virtual reconstructions is that they reduce the “”wear”” between objects and buildings and the visitor, especially when they show signs of deterioration. Thus, the user can enjoy all the elements and services of the center without any threat to its conservation. Perhaps it was in archaeology that virtual reality had contributed most decisively to facilitate the diffusion of historical monuments and landscapes.
Virtual reality is a resource that is already being used in museums to bring dynamism and interactivity, improve the experience of its visitors and attract new ones who see these exhibition spaces as boring, static and outdated. For this purpose, the VR uses techniques such as:
The introduction of virtual human beings in the explanation of various processes that would be difficult to understand with simple graphics and texts.
- Create a thread or storytelling that allows you to visit the museum as a game or an adventure.
- Show a future use of a space and how it could be seen.
- Show a historical space disappeared today.
- Show an ideal place to interrelate various sections of an exhibition.
- Show an exact reproduction of an original building but far away geographically.
- Interact with precious objects.
- Contextualize objects
- Apply internal coherence when the sample is very heterogeneous.
- Create immersive experiences within paintings.
A whole wide range that makes Virtual reality grow in this field at leaps and bounds, and that makes museums paradoxically transform into places where the past is preserved, but which look like nobody else to the future.
- Leisure and entertainment:
As we have already pointed out, it is in the field of leisure and entertainment that Virtual reality applications are most developed thanks mainly to the video game industry.
Video games have made a qualitative leap thanks to VR devices such as Samsung Gear VR, Oculus VR, PlayStation VR, HTC Vive, among others. Immersion and interactivity with the generated environment are virtually clear differences from traditional video games.
In addition, we can currently enjoy other experiences and virtual sensations such as visualizing video content as if we were in a real movie theater, running with a sports car through the Jarama circuit virtually touring the streets of Madrid, recreating the experience of climbing Everest, shopping using virtual dress testers, viewing NBA games with VR or attending the best concerts or circus shows without leaving your home. Even in the social field, you can meet people and have a drink with the girl of your dreams, also if it’s virtual.
Since Theseus, we have been betting heavily on this kind of Virtual reality technology. If you want to try them, please contact us, and we will be happy to assist you.