Virtual Reality: Where is it taking us?

Andrew Revering
Tetrad Illuminations
16 min readJun 20, 2023

by Miriam Johnson, Addison Bradway, Cambria Whalen, & Andrew Revering

History

Virtual Reality is a scenery technology that many have tried to achieve, even a long time ago, to give a more realistic picture with sights and sounds that are immersive. The first invention that can be seen as virtual reality is panoramic paintings as these were created to be an illusion. The point of these was to make the viewer feel as if they were in the 360-degree mural in the 19th century. Later, in 1838 Charles Wheatsone’s research depicted that we have two-dimensional images that come from each eye into a single object of three dimensions. With this information, the stereoscope was created. This helped demonstrate a 3D image by demonstrating depth and illusion. Next, the View-master stereoscope was invented in 1939. This was used as a means of virtual tourism. The idea of the stereoscope is not used today for low-budget VR displays for phones.

Over time, virtual reality has been improvised and advanced to create an even more real 3D image. As a child, a lot of us probably had one of these which helped us learn what 3D was:

A childhood toy called a “View Master” that showed images from books and movies
A childhood toy called a “View Master” showed images from books and movies.

A great advance in VR occurred in the 1950s as the Sensorama was created. This is a type of arcade-style theatre cabinet that creates a surreal effect on the user. It stimulated all of the users’ senses as it had speakers, fans, a 3D display, and a vibrating chair. It contained several films that tried to draw in the user.

Arcade-style theatre cabinet known as the “Sensorama”

Moving on in history, the first VR head-mounted display was invented in the 1960s. It was called the Telesphere mask. It created a non-interactive film showing as well as corresponding sound through a stereo. Just a year later the headlight was created with motion tracking. This was major as it was used in the military to practice dangerous situations and how to react.

In 1987, there had been many advances in VR since the first creation of a headset. There have been improvements including Sayre gloves which have sensors to detect movement. The name virtual reality, commonly known as VR, was created by Jaron Lanier. The company VPL was the first company to sell Virtual reality goggles for $9,400 to $49,000 and $9,000 gloves that contain tracking technology and sensors.

A few years later, in 1989 Nasa started using VR. This simulation was used to train astronauts. The advancements were coming into play with real-life situations. Including using VR in 1997 for treating PTSD in war veterans. This technique is still used today. According to Wiebe and several other scientists, “By means of VR, exposure situations can even be created that would not be viable in the real world” (2022). There is controlled exposure of triggers for the veterans, and these help them deal with their PTSD. It does this, “as a technology that allows to implement immersive, interactive and experientially rich virtual environments, VR appears predestined for exposure interventions. As in classical exposure therapy, patients can be specifically confronted with their anxiety and thereby learn to attenuate it by habituation and extinction” (Wiebe, 2022).

This leads us to other advances like Google Street view. This brought about a whole new way of viewing directions, landmarks, and buildings. Three years later a 3D version of this was created. Moving on in history, the 2016 year was full of VR technology being created and released. At this point, it has begun to shift and be implemented even more in the daily lives of the general public.

How Does it Work?

Virtual Reality is capable of creating a computerized world that is similar to reality.

Virtual reality is a tool used to engage users in realistic views, sounds, and feelings while being able to physically interact with it. It is like a virtual ecosystem that makes the user feel as though they were transported to a new world. All of the data is backed by artificial intelligence that has cloning effects to trick the brain and read data and senses. It can be used for many different aspects like PTSD treatment, entertainment, and training. The visualization capabilities are used to mentally manipulate 3D scenery situations while your action influences what you see. It can be described as, “ a technology that allows to implement immersive, interactive and experientially-rich virtual environments, VR appears predestined for exposure interventions. As in classical exposure therapy, patients can be specifically confronted with their anxiety and thereby learn to attenuate it by habituation and extinction” (Harz, 2022).

A key aspect of VR is that it has immersive experiences for the user. There are endless sceneries that you can program to see. The VR headset is a head-mounted wearable that tracks information generated by humans. They can be attached by wires or wireless with a band around the head so that you are able to move around and interact with the simulation. When you are wearing the headset, your field of view is a completely computer-generated view. It tricks the mind into thinking you are somewhere else, like a mind game. These VR headsets have embedded stereoscopic lenses which distort the view to being a 3D view. There are two lenses, one for each eye. There is a screen, camera, motion sensors, and LEDs. These can connect to smartphones or other VR software as well.

The audio is a crucial aspect of the VR as this helps convey the “reality” of the simulations. They rely on spatial audio that matches the reality of the experience. The position tracking of the VR helps move the screen image as you move your head, creating the illusion of you moving in the simulation. There are two types of freedom: three Degrees of Freedom, where you can only look side to side, while six degrees of freedom allows the user to see all 360 degrees of view.

The amount of technology that is used to create a Virtual Reality headset is quite advanced.

Diffusion of Innovation

Virtual Reality (VR) has influenced everyday life and our society has increasingly shown a great interest in adopting this technology, while others are reluctant. Through various studies, they try to investigate the reasons why individuals purchase or don’t purchase VR headsets. One study has shown that “The analysis clearly shows that VR is predominantly more compelling for gamers…” (Shehu, 2022). With our frequent use of technology and video games, VR’s use in society has grown.

The diffusion model was first proposed by Everett Rogers in 1962 and focused his work on social factors that influence adoption. He believed the two concepts that were central to the diffusion process were uncertainty and information. Rogers defines diffusion as, “the process by which an innovation is communicated through certain channels over time among the members of a social system” (Quan-Haase, p. 99). Four main elements in the diffusion model include innovation, communication channels, time, and social systems.

The innovation of virtual reality began with panoramic paintings which were created by illusions. In 1956, a milestone for virtual reality appeared which was known as Sensorama. Morton Heiling wanted society to feel like they were in the movie motion picture in Hollywood. The Sensorama stimulated multisensory which allowed you to experience all your senses. You could hear, see, feel, and smell in the designed world. Four years later, Heiling made a head-mounted display device known as the Telesphere Mask. The term “virtual reality” first appeared in the mid-1980s by a man named Jaron Lanier who developed gear that included gloves and goggles. This gear was needed for an experience that Jaron called “virtual reality”. Later, Ivan Sutherland created what was called, “the Ultimate Display” and it was designed to be a window into another world, virtually.

The second component of diffusion is communication. Face-to-face interaction is used to convey information, understand emotions, share ideas, build trust, and help with learning and decision-making (Aburumman, N., Gillies, M., Ward, J. A., & Hamilton, A. F. de C., 2022). Researchers made a goal to include virtual humans and immersive virtual reality that are designed to replicate face-to-face communication. The use of virtual reality can be challenging when it comes to social interaction. Nonverbal communication includes head nodding, eye contact, leaning forward, and body language (2022). Non-verbal communication and social signals are important ways of communicating in the virtual world.

The third element of diffusion is time. Innovation is diffused throughout society by timing and has risen significantly in virtual reality in recent years. This increase happened during the pandemic due to the restrictions of social distancing. This technology reduced the need for physical interaction and increased the adoption rate. The success of virtual reality depended on consumer adoption and acceptance which allowed the application of the technology to continue to develop.

Finally, the last element of diffusion is social systems. Society can see some benefits of using virtual reality in various fields. Virtual reality has been changing the way we practice medicine, it can transform the way of education, the way in security, and the military. Virtual reality is used in many areas of healthcare from surgery, rehab, treatment, and diagnosis, and is being used to help train incoming doctors and other medical professionals. Virtual reality will allow medical students to perform hands-on procedures in a safe and controlled environment. This will allow the students to make mistakes without harming a patient and can learn from that experience. Society is gradually becoming more impacted by this technology.

A medical student can practice surgery on a virtual patient.

Tetrad Analysis:

McLuhan’s Tetrad Analysis is a unique tool that has helped understand the effects that new technology can have on society. It is crucial to ask the four questions that are incorporated in the Tetrad Analysis because it prepares consumers and producers for what is to come. The four parts of this analysis include: enhance, obsolete, retrieve, and reverse. Each one of these will be discussed to better understand how virtual reality will affect everyday life.

Enhance

What does virtual reality enhance? The use of virtual reality technology will enhance the way that humans can learn. In a study conducted by Elinda Ai-Lim Lee, Kok Wai Wong, and Chun Che Fung (2010), they found that virtual reality “…provides a highly interactive environment in which learners are active participants in a computer-generated world.” This has benefited many users because a majority of people learn faster from experience and activity. Instead of imagining situations to learn from, users of virtual reality can be placed in real-life scenarios where they can apply their knowledge and skills. One example that Lee et al. (2010) mentions is that virtual reality has a “…positive effect on learning driving rules and regulations.” By using virtual reality to learn, the amount of time it will take and the amount that humans can learn will be significantly improved because of the computerized world that it creates.

Obsolete

What does virtual reality make obsolete? At first glance, virtual reality takes away from previous technological systems due to the fact that the user can experience a 360-degree world, instead of looking at a 2D screen. This is important to note, but what virtual reality really makes obsolete is being present. In a study done by Adam Wagler and Michael Hanus (2018), they looked at how virtual reality tours compared with real-life physical tours as well as 2D screen tours. What they found was that “users in the two-dimensional viewing condition scored low on all measures relative to the other conditions but that individuals in the physically present and 360-degree video condition had no differences between them” (Wagler & Hanus, 2018). This shows that virtual reality allows users to not be present, but still gives them the same experience as if they were. There are more scenarios where this may happen, but the key idea is that virtual reality is making presence obsolete.

Retrieves

What does virtual reality retrieve from past technologies? Virtual Reality often operates by retrieving familiar devices from the past, such as gaming consoles and other basic computer games. Laver et. al. (2015) writes, “However, gaming consoles are ubiquitous and so researchers and clinicians have turned to low‐cost commercial gaming systems as an alternative way of delivering virtual reality”. In this case, they have adapted Virtual Reality to be used as a form of therapy and rehabilitation for patients with stroke-related damage. The headset helps to create a truly immersive experience for the user, eliminating potential issues with audio or visual processing that may occur when using a traditional television or computer a few feet away.

Reverse

Negative consequences may result from the overuse of VR and can be physical, mental, or emotional. Physical side effects include headaches, nausea, and eye irritation. Emotional side effects include increased anger or irritability. Mental side effects include fatigue and decrease cognitive functioning (Lavoie et al., 2020). There is also a potentially addictive element to VR based on how immersive it is and the large variety of uses that it has. Instead of becoming a lighthearted way to experience a different environment, it can be used to run away from true reality, and it can be tempting to pursue that virtual reality that doesn’t actually exist.

Impacts on Society

Medical Field

As the world of technology progresses, so does the medical field. The goal of the medical field is to help patients get back to normal life as quickly as possible, so when new technology helps do this, they are going to use it. Medicine, vaccines, therapy, and all kinds of treatment have come a long way since technology was first introduced to this field, but there is still room to improve. Virtual reality could further develop the medical field. Mohd Javaid and Abid Haleem (2019), discuss how this is possible using fourteen specific applications of virtual reality in the medical field.

To start, not all fourteen applications will be discussed, but the first application that shows the impact of virtual reality on the medical field is virtual surgeries (Javaid & Haleem, 2019). By incorporating these virtual surgeries, “Many surgeons are now performing a risky surgical procedure using virtual reality. It helps create a safe, robust and productive environment, which reduces errors in the operating room. This technology also helps cost reduction of training medical students and improves the work environment of a physician” (Javaid & Haleem, 2019). Javaid shows how virtual reality will directly improve the medical field by giving doctors more confidence which in turn improves the experience for the patient.

Future virtual reality headsets will allow doctors to perform virtual surgeries.

Another way that virtual reality can be applied to the medical field is through diagnostics. By using virtual reality, doctors can accurately diagnose patients without the use of computerized tomography (CT) and magnetic resonance imaging (MRI) (Javaid & Haleem, 2019). This creates a safer environment for the patient and the doctor, and it is much easier to use. These are only a few ways that virtual reality can be used in the medical field, but it is clear that it could greatly impact the entire field. Some other applications that weren’t mentioned would be: physical therapy, education & training, treating mental illness, and reducing trauma pain (Javaid & Haleem, 2019).

Click here to watch a short video on how virtual reality can be used in the medical field.

Personal Use

As has already been mentioned throughout this article, VR can be used in many environments. Annerstedt et. al. (2013) discusses the possibilities of using VR therapeutically or as treatment by recreating certain natural environments in hopes of providing positive lasting impacts like calming fears or relieving stress. They write, “By simulating a natural environment in a setting where complex research methods could function under controlled conditions, we might be able to better understand what components of nature are conducive to stress recovery.” While nothing can replace the benefits of the actual Vitamin D received from sunlight and time spent outside, it is very possible that there are benefits to be gained from immersion in a nature simulation that offers calming sounds and peaceful views.

Many people use VR for simple entertainment within the home, and it appeals to all ages. When used as a gaming console, it offers many genres, from first-person shooter games to dance contests and many others. As it gains popularity in society, VR does seem to be at risk of encroaching on valuable family time or time that could be spent without a screen. With VR being such an immersive experience, it would seem as if it would be even more addicting than an iPad or phone which have their own addictive components. Couple this with the design of a normal headset, which blocks out all outside light and most sound, and people could spend hours on it without any awareness of what is happening around them.

Author Sherry Turkle writes about the impacts that this sort of technology can have on relationships and personal development. She writes about how easy it is for people to lose touch with themselves, and this can happen with any technology. VR provides a uniquely thrilling experience and provides so many opportunities for a positive impact. Families and people who use VR regularly should be sure to monitor their usage and provide plans for their relationships to have fun experiences that don’t rely on an exorbitant use of technology.

Forecasted Effects

Virtual Reality opens up countless opportunities. They are beneficial in a variety of fields and aspects of life. Teachers, students, doctors, therapists, gamers, and entertainment providers are all engaging in VR. A benefit of VR is the proposition that comes with experiencing new realities. “Arnone et al. (2011) proposed that media technologies, such as virtual reality, provide experiences that can trigger curiosity consisting of desire for new information and experiences” (Schutte, 2020). These experiences trigger wonder, curiosity, and possibly new ideas. This can aid in further creation and inventions as well as learning. Adding on, VR gives a whole new meaning to the saying of putting yourself in someone else’s shoes. An experiment was conducted that proved, “Schutte and Stilinović (2017) found that participants who experienced through virtual reality a documentary featuring a 12-year-old girl in a refugee camp felt greater empathy for the girl than participants who experienced the same documentary in a non-virtual reality format” (Schutte, 2020).

Emotional learning opportunities are present when we are able to feel, see, and hear what others are going through. Another example is the benefits that it provides for older generations or people who have disabilities that limit their ability to experience new things. “Participants consistently ​​recommended audiovisual VR for older adults with physical or cognitive disability who receive care in the assisted living, nursing home, or in dementia care unit. Within this context, the main theme involved using VR to compensate for an individual’s lost ability to experience enjoyable activities” (Roberts, 2019). Virtual reality will help bring joy to those who are physically or mentally not able to travel or experience these new areas.

There are endless possibilities of what a user can see using a VR headset.

The benefits of technology are great, but as with any technology our society uses, there are consequences. “Motion sickness, safety, comfort, and necessity are fundamental issues within VR” (Shehu, 2022). Motion sickness is by far the biggest drawback of virtual reality that is impacting adoption. Motion sickness leads to side effects such as dizziness, nausea, cold sweats, and sometimes even vomiting. Obviously, these limitations will vary from person to person, and very few experience the consequences of VR.

There is also a limitation to virtual reality involving negative emotions. There is some content in virtual reality that has frightening characters or backgrounds that could lead to strong, negative emotions in the user. These negative emotions are produced stronger through VR because you are immersed in a scenario whereas, in other video games, you are only 2D. In some cases, VR games can cause damage to an individual’s vision, disorientation, and possible seizures, because you are in a 3D world. Virtual reality allows users to experience a second world in new ways that can become addicting. This can result in long hours of time spent in VR and less human interaction in the real world. VR allows a user to be whoever they want to be, and it can lead to being taken advantage of for various purposes. With VR, you will experience both negative and positive impacts of the technology and it would be recommended to use it with your own caution. Although VR has the capability for deception, and potential physical and emotional side effects, there could be great advancements in technology, especially for the medical field and other societal environments.

References

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