Virtual Reality — Conclusion

kartik_25
Global Intersection
2 min readOct 6, 2016

In this last blog, I would like to discuss the implications of VR and whether this will genuinely improve the quality of our lives.

Although VR devices have improved over the years, it still has a long way to go before it stops being science fiction and becomes embedded in society. In 2016, 2.5 million virtual and augmented reality devices are expected to be sold. In a CCS report, by 2018, 24 million VR devices are expected to be sold. Although compared to the number of smart phone users, this number is quite small. But considering how recently this technology is moving into mainstream consumerism, this level of growth is astounding.

Currently, there is no much VR content that is created by users. Corporates with large budgets can afford to create VR content. Eventually, content will be created by the users. Kokowa is a company that allows users to create 3D virtual spaces, provides an easy to use interface and this can be shared online and is compatible with all VR headsets and also works on smartphones.

As briefly touched on my previous blogs, VR will also have a big impact in the medical field. Otago University have a virtual hospital which allows 4th and 5th year students to practice in a virtual environment and interact with virtual patients, complete examinations, write prescriptions and monitor treatments. This enables these future doctors to be well equipped before passing out of medical school.

This podcast features a conversation with senior technology editor of ZD net who has reservations about the usage of VR for recreational purposes. A great suggestion that has been made is the need for having built in reminders in the VR software if the usage exceeds a certain threshold. This way the user is being made aware that they are exceeding the set threshold and they might want to take a break. These features are only being implemented for smartphones, however since VR is not fully embedded in our environment yet; it might be a great idea to have this feature from the onset rather than an afterthought. Perhaps the device manufacturers themselves should be required to provide this feature by default.

VR technology is still in its infancy and we are not yet sure how full scale VR invasion will impact our social lives. Teenage internet addiction is really high in Korea which even has internet rehabilitation centres to combat this problem. Similarly when VR becomes accessible by majority of the population, it should not end up becoming a social problem. So due diligence will have to be taken by the respective stakeholders, including manufacturers of VR technology, VR content providers, manufacturers that use VR to attract customers, governments and the people themselves.

Overall I think this is a very exciting time to see the benefits VR will bring to the masses. Apart from gaming, we will also see the influence of VR in the education industry, healthcare, entertainment, engineering etc.

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