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Blake Long
Lacee Nisbett
English 102
6 March 2019
Virtual reality is a relatively new technology that has recently been experiencing rapid
growth in popularity and functionality. Virtual reality (VR) was a concept first brought to light in
the 1960s but it wasn’t until recent improvements in the system’s positional tracking put the
technology in the hands of the average consumer. Positional tracking is the ability for a virtual
reality system to locate the position of your body at all times. This plays one of the most vital
roles when it comes to the immersion of its users who today, are mostly composed of gamers.
The first mainstream virtual reality headsets, the HTC Vive and Oculus Rift, first appeared on
the market in 2016 with gamers as the target audience and since then has continued to improve
and expand in the global gaming community. Many successful efforts have been made to use VR
as a tool to help educate, rehabilitate, and train people around the world, but have failed to
become mainstream practices as the technology is still in its infancy stage. Many people believe
VR will not ever be much more than a gaming system due to its gradual growth. Although virtual
reality tech is still in its early phases, the recent development of more efficient positional
tracking paved the way for improvements in many practices outside of gaming from physical
therapy to education.
To gain a better understanding of what the future of virtual reality has to offer, we first
need to look at how current VR technology functions. Most headsets today use a combination of
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sensor outputs and optical tracking in order to locate the position of its users. Almost all VR
headsets use a device called a head-mounted display (HMD) that contains gyroscopes to detect
the angle of rotation as well as accelerometers to help approximate the speed at which a the
device is traveling. However, optical tracking devices, which are currently the most common,
use infrared light alongside their HMD sensors to gather positional tracking data. Usually,
infrared light is emitted from diodes in wall-mounted devices and picked up by infrared sensors
that are scattered around the HMD or vice versa (Xu 2017). When looking at the HTC Vive as an
example, you can see divots covering the front and sides of the headset where the infrared
sensors lie. Having the infrared sensors so spread out allows the device to track the position of
each sensor in relation to each other which provides information on both rotation and position of
the HMD and controllers. This is known as having six degrees of freedom: pitch, roll, and yaw
This ability for optical tracking VR systems to locate the position of its devices in
real-time and give nearly instantaneous feedback set new standards in the virtual reality industry.
When companies like HTC and Facebook, owners of Oculus, found a way to efficiently and
affordably mass produce VR system implemented with this technology, it opened a door for
more than just gamers. Recently, people from all over the world have taken interest in creating
new uses for virtual reality. One example of this was discussed during a conference given by
Jinyu Zheng and held in Hangzhou, China on August 25, 2018. The purpose of this conference
was to show how virtual reality can significantly aid the process of rehabilitation in victims of a
stroke. One of the first points Zheng brings up is how high the demand is for physical therapists
due to the fact that traditionally, therapists can only do one-on-one sessions with the patients.
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Virtual reality gives these patients the ability to receive repetitive physical training without the
need for a physical therapist. One other issue with traditional rehabilitation practices Zheng
mentions is the boredom experienced by the patients during physical training. This is another
problem that VR solves as the patients become more engaged in the rehabilitation process due to
the variety of different game-like exercises virtual reality systems have to offer (Zheng 2018).
Boredom may not seem like a large issue concerning physical rehabilitation but it actually affects
the outcome of the training due to the attention of the patient being focused on other things
Aside from physical therapy, virtual reality also serves many practical uses in other
disciplines such as education. One example of VR education currently in-use can be seen in the
medical field. Recently, students have been using VR to help gain a better understanding of the
human anatomy which is a complex set of systems that is traditionally difficult for students to
grasp. Not only does virtual reality aid the learning process through interactive three dimensional
models, but it also helps students become more engaged in the memorization process of the
human anatomy. When medical students at the University of California San Francisco put on the
HTC Vive headset, they are transported to a virtual world where they can interact with a life-size
cadaver and peel away parts of the human anatomy with their own hands as if it were a puzzle.
Each piece of this puzzle not only gives the user information regarding the name of the body
part, but also a description of the part’s function as well as its location on the human body. This
is important because the human anatomy is the basis of all medical knowledge and is one of the
first things every doctor must learn. As Assistant Professor of Anatomy at UCSF, Derek
Harmon, states “Because the better they know the body, the better physicians they will end up
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being for the rest of their careers.” (Mitzi, 2017) The UCSF Anatomy Learning Center is also
environments. Traditionally, it is very difficult to mimic trauma scenarios for students because
there is no real danger nor consequence for failure. UCSF will use VR to familiarize students
with realistic medical environments where they need to make quick decisions and efficiently
communicate with team members (Mitzi, 2017). Never before has it been so easy to create both
Clearly, there are already many functional uses for VR in today’s society but that list will
continue to grow as the technology improves. In fact, there are three major virtual reality
headsets from both Oculus and HTC that are set to be released this year containing more efficient
technology. One of these headsets, the Oculus Quest, gives its users the ability to use VR
anywhere. The headset is a standalone system which means it does not require a computer to
function. Soon, all you will need to enter the virtual world is two controllers and a headset. This
idea alone is enough to further involve VR in mainstream practices but what’s more is the entire
bundle will only cost consumers $399. That is half the price of the HTC Vive at its initial release.
The Oculus Quest also features a sharper display making it much easier to see details which is
Virtual reality technology has come a long way since its beginning but even today, it is
still taking its first steps on the long road to perfection. Many people speculate whether or not
virtual reality will have any mainstream uses aside from a gaming device. I myself own a VR
headset and I admittedly have only used it for gaming, but even as a casual user, it is not hard for
me to see what impact VR will have on the world as the technology continues to rapidly grow
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and improve. Due to the fact that people are already finding real world applications for such
primitive virtual reality systems, it is not difficult to see how the uses for VR will improve as the
technology does. I, along with many others, believe that virtual reality will be a part of nearly
Works Cited
Baker, Mitzi. “How VR Is Revolutionizing the Way Future Doctors Are Learning About Our
www.ucsf.edu/news/2017/09/408301/how-vr-revolutionizing-way-future-doctors-
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Xu, Wenhui, et al. An Introduction to Biometric Recognition - IEEE Journals &
ieeexplore.ieee.org/document/8054273?arnumber=8054273&SID=EBSCO%3Ae
dseee.
Zheng, Jinyu. “A Virtual Reality Rehabilitation Training System.” An Introduction to Biometric
ieeexplore.ieee.org/document/8530315?arnumber=8530315&SID=EBSCO%3A
dseee.
Falah, Jannat. “Virtual Reality Medical Training System for Anatomy Education.” An
Press, 2014,
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ieeexplore.ieee.org/document/6918271?arnumber=6918271&SID=EBSCO%3Ae
dseee.
Dredge, Stuart. “Three Really Real Questions about the Future of Virtual Reality.” The
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