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Virtual Reality on the Rise

A man engineering a motor using VR simulations.
-themanufacturer.com

A man engineering a motor using VR simulations. -themanufacturer.com

Aaron Wilson

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With the highly in-depth environment that virtual reality devices, or VR, introduce, the real-world and worlds that people play in are becoming more of a plaything that anyone can manipulate.

“You can’t really understand it by just hearing about it,” said creator of the infamous VR headset Oculus Rift Palmer Luckey. “You have to try it. I’m a strong believer not everyone is going to love VR right now, but everyone has a use for VR eventually.”

Luckey was one of the many people to manufacture a functioning VR headset, but others who tried their hand at the up-and-coming media include big-shot companies like Valve, Sony, VIRTALIS and Nintendo, though earlier projects like Nintendo’s Virtual Boy failed financially due to poor quality and possible medical problems such as motion sickness.

Just as with the symptoms people can experience after they disembark a cruise ship, symptoms of virtual reality exposure can persist and become more apparent hours after use,” Cellphone powerhouse Samsung states. “Gear VR (Samsung’s VR headset) cannot be used by children under 13 and should not be used “when you are tired, are under the influence of alcohol or drugs, have digestive problems, are under stress, or when suffering from sickness.”

If the possible problems with VR are put to the side, the implications undoubtably outweigh the mild sicknesses and headaches that accompany the devices. The VR company heading the industry, VIRTALIS, is taking hold and providing some of the most up to date equipment and eye-opening environments available. Everything from the automotive industry, to geological exploration, to national security involving training seminars are all being revamped and reinvented with VR.

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“Our systems and solutions offer the chance to really understand information and data, to interact with it and to foster communication between designers, manufacturers, trainers, marketers and senior management,” VIRTALIS states. “We help businesses and people across a variety of market sectors, ranging from the automotive, aerospace, construction and power industries to academics, engineers, medics, retailers and the military.”

The field of VR has a less serious and rather enjoyable side to which put it on the map as a brand back-to-life: gaming. Luckey’s Oculus, which was bought out by Facebook for $2 billion dollars, Valve’s Vive VR, Google’s Google Cardboard and Sony’s Playstation VR, or the so codenamed Project Morpheus, are just a few aforementioned headsets being developed for personal use involving gaming. Whether it be connecting the headset to a computer, plugging a phone into the viewing window and fully immersing in a virtual-world, or even implementing virtual entities into the real-world; the possibilities are endless. A prime example of implementing virtual beings into the open world is Nintendo’s newest game of the Pokémon franchise, Pokémon GO.

“Pokémon GO is a wonderful combination of Niantic’s real-world gaming platform and one of the most beloved franchises in popular culture,” Niantic CEO John Hanke said in a statement. “Our partnership with The Pokémon Company and Nintendo is an exciting step forward in real-world gaming and using technology to help players discover the world and people around them.”

With the advancements in technologies happening every day, whether those be virtually assembling a stock car engine, or exploring the surface of Mars within the safety of a lab, or even going out and catching your favorite Pokémon, the world is changing and making virtual reality just that; a reality.

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Lufkin High School's online student newspaper
Virtual Reality on the Rise