To say that virtual reality technology has finally arrived would not quite be correct, but it is closer than ever. Let’s take a look at this new and developing advancement in our lives.
Virtual reality technology has taken our fantasies and is trying to make them real-or at least, as real as a computer can simulate. That you can stand (or sit) in your own living room and take a virtual tour of ancient Rome, or have your golf swing analyzed is just short of a technological miracle.
Today’s scientists are working on developing the most realistic 3D simulated worlds they can, using virtual reality technology. Computers, combined with special interfacing peripherals, are capable of simulating any environment written into its programs.
Basically, the requirements for such a simulated environment require that the computer and its peripherals be able to project a 3D world that looks at real as possible to the user. It is also necessary that the programs be able to track the user’s movements, using that information to adjust the environment accordingly, to give the user a sense of total immersion into his virtual environment.
The degree to which a user feels completely immersed in the virtual environment is called telepresence. Along with being able to interact with the environment, telepresence in virtual reality technology is the standard by which this advancement is measured. A successful telepresence will give the user a sense that he is no longer in his own world, and will have to cooperate and interact with his new environment.
Therefore, the quality of the display is vital. Image resolution and sound quality are the primary systems with the most focus on them in virtual reality technology. But there are scientists working on other sensory feedback systems. User force feedback, called haptic systems, is the event whereupon a user can reach out and touch a virtual object and receive computerized feedback that actually makes the user feel a corresponding sensation. This is the newest element of development in the virtual reality technology world.
Virtual Reality in History, Science and Crime
Virtually real technology has many applications other than ‘fun and entertainment’ applications. This technology is used to reconstruct past events and sites for historical and scientific investigations. Data about people and places are first gathered before the same data are fed into software and systems that constitute virtually real technology. The software and systems help to recreate situations as they were originally. Historians and scientists can visit ancient caves and feel how Stone Age men lived with the help of virtually real technology. Crimes scenes can be re-made too using virtually real technology and this may aid police and detectives to solve crimes and identify culprits after understanding culprit movements as they had been in the place of the crime, upon its re-creation using virtual reality. Virtually real technology is also used to a great extent in the field of medicine for therapeutic purposes and for treating people with various limb and other disorders. The famous Santimamine Caves of the Stone Age have been recreated using virtually real technology. Existing scientific, topographical, geographical and other data have been integrated with the virtual reality technology to re-build the caves as they originally were.
VR MED is the first medical device in the world to employ VR technology for a wide range of uses. It has similar success not only in ophthalmology, but also neurology and rehabilitation. All you need for the transformation is to put in the required software and configure the system. There is no need to change the device itself. Just one set of equipment covers a large part of the clinic’s needs with VR technology.
Vision Field Analyzer
The VR MED headset provides vision field analysis to allow physicians to diagnosis early-stage glaucoma. Preliminary testing of the headset, completed at the FH Aachen University of Applied Sciences, has confirmed the uniqueness and innovation of this product. Now the equipment is undergoing testing at the Institute of Eye Diseases at the Russian Academy of Sciences.
Portability
The VR MED headset is mobile. To use it, the clinician needs only the headset itself, and the notebook that it will be plugged into. Its weight (0.4 kg, about one pound) and compact dimensions add to its ease of transport. It can be used in mobile medical units, small stationary clinics and with telemedicine set-ups.
Ergonomic Design
VR MED is integrated into a headset with ergonomic design, which, in contrast with its competitors, provides a higher degree of accuracy in rapid-speed eye-tracking. This gives the headset versatility for use in various medical settings.
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