What is virtual reality, and why is it gaining attention?

In this blog post, we’ll summarize the definition, principles, history, major applications, limitations, and future prospects of virtual reality.

 

What is virtual reality?

Virtual reality is a technology that creates imaginary scenarios to stimulate the user’s five senses, providing an experience that is nearly indistinguishable from reality while transcending temporal and spatial constraints. Its core lies in generating a simulated 3D world using a computer and delivering lifelike scenes right before the user’s eyes by reflecting the user’s movements in real time, thereby creating a sense of immersion.
This technology is a cutting-edge simulation system that combines various computer technologies, such as computer graphics, simulation, artificial intelligence, tracking (guidance) technology, displays, networks, and parallel processing. When the user moves, sensors detect this movement, and through complex calculations, precise 3D images are displayed to the user’s eyes, enabling a vivid experience.
The principle behind the perception of virtual reality is closely linked to the stereoscopic vision created by the human eyes. A person’s eyes are not parallel but are spaced about 6–6.5 cm apart, so they view the same object from slightly different angles. The brain combines these differences in angle and distance into a single stereoscopic image, allowing us to judge perspective, direction, and distance. Virtual reality creates a sense of depth by utilizing this optical illusion caused by the two eyes and the brain’s processing mechanisms.

 

How Do Virtual Reality and 3D Movies Differ?

People often mistakenly believe that virtual reality is the same as 3D movies shown in theaters, but while the two share some similarities, they are fundamentally different. While both are based on 3D content, there are significant differences in how they are implemented and in terms of interactivity.
First, 3D movies present viewers with a sequence of pre-rendered, static (or predetermined) frames. In other words, the viewer’s actions do not affect the footage. In contrast, virtual reality calculates and changes scenes in real time based on the user’s inputs and actions, allowing the user to interact actively.
Second, since 3D video plays back pre-rendered frames, it is time-consuming to produce and offers little interactivity. Virtual reality, on the other hand, generates scenes in real time based on the premise of interaction. To allow users to immerse themselves naturally, a large number of frames must be calculated rapidly every second; the screen must be rendered at least 158 times per second to ensure a normal viewing experience.

 

The Historical Development of Virtual Reality

The concept of virtual reality did not emerge in the 21st century; rather, it has evolved through several stages of development since the 1950s to reach its current form. Sensorama, invented by cinematographer Morton Healy, who was active in the 1960s, was a representative early virtual reality device designed to stimulate multiple human senses simultaneously. Hilly, who attempted to create a sensory experience by simultaneously displaying five videos through Sensorama, is regarded as one of the pioneers of virtual reality.
Subsequently, numerous scientists and research institutions devoted themselves to this field, and in 1978, the Massachusetts Institute of Technology (MIT) launched a project called the Aspen Movie Map. This system allowed users to virtually explore a region of the United States. In 1991, Japan’s Sega experimented with virtual reality technology in the gaming industry; arcade equipment such as the Sega VR used LCD screens, stereo headphones, and inertial sensors to track the user’s head movements and enable the system to respond accordingly.
In this way, early research and prototypes laid the technical foundation for virtual reality, and with subsequent advancements in hardware and software, VR devices and content have gradually become more diverse.

 

Major Applications of Virtual Reality

While many people associate virtual reality with entertainment, it is actually applied in a much wider range of fields. First, VR headsets have attracted significant interest, particularly among younger people, and amusement parks and theme parks have introduced related rides and experiences to offer new forms of entertainment.
However, one of the most important applications of virtual reality is in the medical field. By creating virtual models of the human body using VR and devices such as trackballs, head-mounted displays, and haptic gloves, medical students and residents can more easily understand the structure of internal organs. Furthermore, surgical trainers and simulations for leg and abdominal surgeries allow for the same educational outcomes without dissecting actual cadavers, making it a more humane training method that is gaining attention.
Another application of virtual reality is the exhibition and preservation of cultural heritage. By combining VR with network technology, researchers can digitize artifacts and cultural assets and display them so that anyone can access them regardless of location. This allows the general public to easily access relevant information without the artifacts having to be moved, and enables faster and more precise decision-making regarding their preservation and restoration. It also greatly contributes to the modernization and digitization of cultural heritage exhibitions.
As such, virtual reality is providing tangible benefits to people in various fields, including entertainment, medical education, and the preservation and exhibition of cultural heritage. It is important to emphasize that its applications are not limited to entertainment.

 

Limitations and Future Prospects

While virtual reality clearly offers many advantages, there are still challenges that need to be addressed. More research and validation are required for its application in actual clinical settings, and there are practical barriers—such as the fact that some advanced technologies are difficult for users with disabilities to access comfortably.
Additionally, there are technical and social issues that need improvement, including hardware costs, content quality, and problems such as fatigue and motion sickness resulting from prolonged use. However, in the long term, VR technology is highly likely to be of significant benefit in various fields.
In the future, not only VR headsets but also various forms of interfaces and applications are expected to become more widespread, leading to their use by a broader audience and across more fields. If accessibility is improved, clinical validation is achieved, and content diversity is expanded, virtual reality will establish itself as a key technology that transforms many aspects of human life.

 

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