Matt Wildrick/The Commuter.

Understanding the potential of virtual reality

By William Lamkin

Virtual reality (VR) is a rapidly developing computer interface designed to immerse the user completely within an experimental simulation, thereby greatly enhancing the overall impact and providing a substantially more intuitive connection between the user and the computer. Virtual reality has been applied successfully to a large number of scenarios in a wide range of fields including rapid prototyping, education, scientific visualization, manufacturing, and engineering. With the introduction of programming fundamentals to Common Core in our near future, it’s fair to say we will see an influx of programmers into the job market. At the same time, the new interface of VR is also going to be widely introduced to consumers. Currently, programmers are hard at work developing the first applications for VR, and the most promising area of development is in the medical field. Paired with haptic input along with other sensory input devices, the number of possible applications for VR is limitless.

VR emerged as an accepted scientific medical discipline during the late nineties. Some medical applications currently being developed are in the areas of surgical planning, eating disorders, rehabilitation, and inter-operative navigation. Although, the most interesting development is taking place in the area of surgical simulations.

Currently, we are racing towards a level of graphical fidelity which allows for photo-realistic representations of human anatomy. Adding to the equation, scientists could provide programmers with a digital inventory of accurate measurements describing the properties and parameters needed to recreate physical tissue. Using computed tomography and magnetic resonance imagery future surgeons may be able to model and replicate patient-specific virtual anatomy that they can use to practice a complicated procedure before an actual surgery takes place. These practice surgeries can be made even more realistic by using haptic input devices, which can simulate physical sensations of touch.

When it comes to medical applications, the only limit in sight is our own imagination. The uses aren’t limited to the medical professionals though. Future patient-oriented programs may include simulations which teach diabetics how to properly give themselves insulin injections. VR could also prove useful when giving instructions on how to properly clean and dress a surgical wound, or teach a soon to be mother about handling an infant in terms of burping them and changing diapers.

Currently in Japan, a headset is being paired with an olfactory input device to trick the brain into altering the taste of a cookie. The cookie is tracked using a burnt on QR code and can also be changed in reference to size. Studies may soon prove that altering the visual size of the food subconsciously regulates the portion eaten by the participant. One application for such a program would be to help people with eating disabilities control their serving size based on specific health needs.

At this point in time we don’t have virtual reality interfaces in every hospital or home, but this is due to the fact that VR systems and VR programming are relatively new to the average developer. Although studies are being done which question the short and long term effects of using VR, no generalizations have yet been made. One of the potentially negative aspects of VR is that over long periods of use, it can alter your mood and behavior. Even considering the negative aspects of VR, the potential good that could come of VR trumps any disconcerting notions.

Every day our lives are beginning to be more integrated with the technology that surrounds us. From our I-phones to our MRI scanners, we are also becoming exponentially reliant on technology to aid us along the way. Whether it does us any good in the long run or not, the idea of VR becoming a mainstream interface only seems natural. From medicine to engineering, and education to entertainment, the number of applications for VR is limitless. It is important to have a dialog surrounding changes in society which carry huge implications, and visualizing the future of computer interfaces leaves me wondering, what will be next?

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