Virtual World and How We Live in It | Teen Ink

Virtual World and How We Live in It

June 14, 2024
By Anonymous

In recent years, the tech industry has exploded. All kinds of wacky but genius ideas have popped up and blown people away. Nowadays there seems to be a way of doing everything from your home computer. One of the bigger headlines is a brand new virtual world. Companies all over the world have begun creation of high powered headsets that allow a person to dive into a virtual world. This world is seen through a headset with a stereoscopic screen  that allows the user to do just about anything whether it is to access the internet, play games by themselves or online, and even do simple tasks around the house while just listening to music. The movement in the game is exchanged through interactive devices such as controllers and buttons. The response of these headsets is in real time and similar, if not the same as real life allowing people to turn and move around worlds realistically. Over the years, as the technology has gotten better and better, more and more attention has been drawn to it. Nowadays companies are pushing out AAA tier games on these VR gaming platforms with immersive and detailed graphics. Some headsets can even be connected to desktops where they can run software off the desktop to gain access to games with better performance and graphics. These games can make the user feel like they really are inside of the game. As time has gone by, the syncing and technology has been getting better and better. Some newer head sets even incorporate real hand tracking, where the movement is tracked and logged with the person's real hand. Today the virtual reality industry is worth upwards of nearly 20 billion US in 2023 and predicted to grow to over 91 billion by 2031. Companies worldwide are seen competing with one another to make the better quality headset. While most are not a cheap investment, many who purchased say they are happy with the product and say it is totally worth it for the immersive experience provided. Of course, with this technology comes the question of is it too much? When it comes to the vr itself, it is quite difficult to manage your space well. The sound and stimulation from the game itself causes people to become far less aware of their surroundings, leading to certain instances where people get injured by running into things in their play space. The enclosed nature of these devices almost eliminates the person from the real world and places them in an online paradise. This cyber world factor has gone all the way to the point where people will spend hours on end encamped in the virtual world. Some will even go days on end practically living their lives through the virtual setting. These long hours can lead to many pains and aches because of the restricted movement and screen exposure for a long time. For instance, the long hours behind the screen, especially on a vr because you are so close to the screen, have been known to lead to problems like headaches, dizziness, and other motion sicknesses. Of course, most of these symptoms depend on the person, but they are quite enhanced by the device. In the future there is no say as to whether these problems will get better or worse. The evolution of this technology can not be described and so the only option is to wait and see.


The author's comments:

This piece is about the Virtual reality industry and how it has become a large industry. 


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