In many cinematographic works authors were raising an ethical question of VR existence, while scientists were investigating the issue on the possibility of VR as it is. The ’90s appeared to be unbelievably fruitful period of time when the world had seen various movies using virtual reality as the main subject. However, due to the fact that one of the first working and available for the customer prototype of the modern virtual reality glasses Nintendo VirtualBoy failed to be recognized and its worthwhile analogue Oculus Rift came on the market and earned accolades from users only in 2009, VR equipment, glasses and helmets were not sufficiently highlighted by cinematographers.
The movies, dedicated to the virtual reality, were mostly connected with science fiction and made in the “cyberpunk” genre. As any new technology often frightens with its sophistication and uncertainty, virtual reality became a space irreversibly (consuming?) users and making them do dreadful deeds within gaming process. At the same time, notwithstanding its “virtuality”, this environment was going hand-in-hand with reality, when actions, accomplished in virtual space, had real-time consequences.
Despite excessive optimism of cinematography and science fiction writers regarding VR opportunities and simultaneous pessimism regarding its consequences for the mankind, the technology itself showed those features, which we are discussing and using nowadays. One of the ways to appear in virtual reality was to put a person in a specific deep sleep, in course of which the user could turn into a participant of the artificially created digital environment. Nowadays scenarios with transformations are widely used not only in game production but also in VR training simulators creation, and, fortunately, do not require suspended animation. What are the scenario options? Here the range of possibilities is unlimited, what allows people to use the imagination to the greatest extent both considering existing reality and not. However, taking into account what a trick imagination can play with a person, scientists continue to debate on the safety of VR technology for psychological health of a user. While the negative impact of VR has not been proved, virtual reality training simulators aimed at helping people suffering from phobias, for example, have gained popularity in medical sphere.
In XXI century, technological development has become the priority area for companies of different sizes. Virtual reality is a relatively new technology, which also fell under the influence of the progress, and the term “Internet of impressions”, made by Magic Leap founder Rony Abovitz, reflects the state, each company aims at in the process of VR equipment creation and development – to strengthen the “effect of presence” in the active virtual environment, while involving all the human senses. “FeelReal” project has become an innovation in VR sphere. In the framework of the project, FeelReal VR – a wireless mask with specific anchorage, provided for VR headset, and Nirvana VR – a proper helmet, increasing the range of sensory stimulation, have appeared on the market. The progress is on the way to give a user an opportunity to experience the breath of wind, vibration, heat or cold. And are you ready for such VR?