What is Virtual Reality?

For Design Studio 3, an assignment involved reading this article: What is Virtual Reality (VR)? The Complete WIRED Guide)

This article discusses the promises and pitfalls of virtual reality based on its history and future. Virtual reality (VR) immerses the user in an artificial world and represents a shift in the way people experience the digital world. From stereoscopes to head-mounted displays and popular sci-fi, the beginning of bringing VR to consumers would deliver a new gaming experience and a new social platform no longer limited by hardware. VR has potential applications in non-entertainment fields such as education and pain-relief. However, it can also be misused due to VR’s significant psychological impact, since the virtual experiences gained are stored and retrieved like other experiential memory, and there are questions about authentication. These are important considerations to keep in mind as VR continues to develop.

I think that VR has a lot of potential applications in a variety of fields extending from entertainment. This would be useful kinesthetic learning in the medical and trades industries, since the virtual simulation would have significantly lower risk of things going wrong and dangerous consequences. In planning and design, VR and AR would be amazing tools to have to better visualize in more realistic scale (i.e. imagine how a building would look like, without having to build it).

In response to the reading prompt, I created the two images below using Adobe Photoshop.



The first image shows the person as they are in reality: lying in a hospital bed with a VR headset on. The second image shows what the person is experiencing: things that they are unable to experience as a patient. I was inspired by the potential of VR in therapy and hospital settings, such as for children with chronic illnesses/conditions who grow up in hospitals and are physically unable to go outside.

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