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Virtual Reality

If you know, in the past months or years, virtual reality seems to be the new escapism in the world, and yes, Virtual reality has been around for probably a long time, but there's so much you could do In V.R. and Run simulations around it. The Internet is full of V.R. fails where people are sucked into pixelated worlds with disembodied parts in front of them. But this really got me thinking, how does a virtual world that doesn't look very real at all feel so real? Of course, the first significant difference between watching V.R. and being in it is putting on the headset. There's a point that V.R. marketing has failed because it has always shown from a first perspective. When you are in the first person, you do not get the person's experience in the V.R. Virtual reality communicates to your Brain differently than looking at a screen. When looking at a screen like our T.V. or phone, our brains read this as a flat image in how we view pictures. If an object on a screen gets bigger or smaller or a person on T.V. moves toward the camera.

You don't feel the need to take a step back or move out of their way, but in V.R., you might want to because you're not looking at one screen; you're looking at two, and those two screens are literally in front of your eyes. This is how our visions work in the real world; each eye takes in stimuli from a vantage point. You can test this: Hold your finger up In front of your face and wink at each of your eyes. Your finger should "jump" back and forth. The "jump" is the difference between what your left and right eye are seeing. The differences between what your eyes see convey depth. It means three dimensions. This is known as stereopsis, and V.R. Developers have spent a lot of time perfecting it. However, what uses is depth if you can't actually move through it? This brings us to the next most important question of where virtual reality tricks your Brain: You are the camera, and it's fast enough where your Brain starts interpreting it as your perspective head tracking allows a person in V.R. to look and move around a fake world in the same way

We look and move around a real one. If you look left, you'll see more of the world to your left. Other subtle effects make virtual spaces feel more natural: like 360 audio, which is a big part of the plank experience. Our Brain takes all these new, virtual stimuli and begins to believe that this is reality. Our Brain has never really learned within the last one hundred fifty thousand years. To actually distinguish between computer-generated content and the real world. Suppose all the cues that we perceive from the virtual environment are so familiar to the signals that we get in the real world. In that case, it makes sense that we are unable to clearly distinguish our Brain quickly adapting to virtual environments mainly because it's weird to trust our sense of sight. This Allows V.R. developers to manipulate our reality even further: when we found out about 10 years ago that if we guide users on a circular arc with a radius of 20 meters. They have no chance to identify that. They actually walk in a circle in the real world when they see a straight path in the virtual environment. You can walk an entire virtual city without ever leaving a room. Once we believe the climate is natural and accept that we are actually in it. Our Brains then fill in some other blanks: there is an exciting finding that peel would be extremely cold if you are in the virtual world in a very snowy or icy environment. Although they are in the real world and maybe in a hot climate. Outside of games, V.R. has shown a lot of promise in the medical world, from reducing pain for burn victims by immersing them in a snowy world while their bandages are changed, and exposure therapy helps people with phobias like fear of heights and. It has also been used for physical therapy, like assisting elderly people with their balance.

Right now, we're still tethered to a system with a headset on our faces. The graphics are nice, but not perfect, and so we were not fully immersed when we hover 80 stories above the ground that if… we can still remember to even take the headset off. Scientists have cautioned that it won't be like this forever. We can assume that within the next five or ten years or so, we will not distinguish virtually computer-generated content from real-world content anymore. Then, of course, there's a lot of ethical questions around this. For now, V.R. might not look exactly like reality, but it follows the same rules and patterns of our Brain. It has learned to perceive accurately, and that often makes us sweat.


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