Virtual Reality (VR) is an immersive computer-simulated environment.
VR is typically experienced through a Head Mounted Display, which can create the illusion of being physically present in the scenes being viewed. VR headsets are available from brands including Google, Sony, Samsung, Facebook’s Oculus, and HTC, and they can also be constructed by slipping a mobile phone into a special mask.
“Standing” VR is viewed from a relatively stationary perspective and differs from “room scale” VR, which allows the viewer to walk more freely in a physical space, with their digital environment reflecting their real-life movements. VR arcades are popping up across the globe, offering teens who can’t afford to buy their own headsets the chance to experience computer-generated worlds for a couple hours.
The VR marketplace is now well established, but not quite mature enough for widespread adoption. The drivers of further popularization will be gradual refinement of the tech, lower costs for consumer products, and greater richness and variety of content.
This trend is part of our section on Emerging Digital Interfaces. Other trends in this section include:
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