Virtual Reality is not necessarily a new art or science, and virtual environments have been used to showcase industry related purposes long before. But in the world we live in today, this activity relies mostly on computers. The vast amounts of code, calculations and specifics make the use of a machine almost essential, since this is how the processes, for instance, the movement in the virtual environment being proportional to the movement of the user’s head, are standardized.
Virtual reality experiences can make use of a wide range of devices, and certainly it seems the more devices there are to cater to different parts of the human body, the more real the experiences will be, given there is a seamless integration between one’s movements and the way the devices co-ordinate. The devices currently include headsets, walking paths or treadmills, and gloves, among others.
A computer and the devices being used must put together a holistic experience. Since the human brain and body have evolved so a to deliver a flawless rendering of reality, the virtual reality experiences that fall short of being accurate are easily identifiable. Since our reference point for the accuracy of the experience is the most perfect and immersive experience; reality itself, it will take a great deal of technological advancement to create experiences that rival the experiences of the true reality.
With the passage of time, even previously uncertain applications of virtual reality are becoming more obvious. One of the more obvious applications is training for scenarios that are dangerous in the real world, for example simulators for pilots to gain experience of controlling aircraft.
Others may include scanning conflict-stricken or far flung areas to get a better idea of the locality.