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The Next Step in Virtual Reality Development 

Michelle Wilson
Latest posts by Michelle Wilson (see all)

At the moment, Facebook’s Oculus Rift, HTC’s Vive, Samsung’s Gear VR, and Google’s Cardboard are engaged in an exciting arms race. The competition’s goal is to see who can develop the most advanced VR technology and find the most useful applications for it. Although virtual reality has yet to reach the levels envisioned in old science fiction novels, the technology’s impact, reach, and potential—both positive and negative—are becoming more tangible.

Potential applications

It would appear that every sector is currently engaged in a mad dash to evaluate the potential paradigm-shifting effects that virtual reality (VR) could have on their particular fields of study. The immersive qualities of virtual reality (VR) have been the subject of a significant amount of study, to determine what kind of impact they may have on the learning process. This technology has a long history of use in the military (for example, in flight simulators), but in more recent years it has been put to use in the training of firefighters, truck drivers, and even surgeons.

Virtual reality (VR) is being used by therapists to treat a diverse range of illnesses and phobias, including post-traumatic stress disorder (PTSD), through a technique called immersion therapy (PTSD). And virtually every form of entertainment, from live concerts to sporting events to amusement parks to movies to, of course, porn, is constantly attempting to figure out how the most recent developments in virtual reality can help provide a more immersive experience for their respective audiences. This includes porn.

Examples include going to a movie, going to a live concert, going to a sporting event, or going to an amusement park. On the other hand, one of the areas where virtual reality (VR) technology is currently finding the greatest amount of success is in the gaming industry.

Virtual reality gaming

The next significant event on the virtual reality (VR) calendar is the October 2016 release of PlayStation VR. Although $400 may appear to be a high price for what is essentially a controller add-on for the PS4, it is still less than half the price of Rift or Vive. Early PlayStation VR tests were inconclusive; the controller technology is now five years old and, as a result, somewhat out of date. However, as with any other gaming console, all it may take is one “must-have” game to kickstart a whole new era of gaming.

In spite of this, virtual reality (VR) looks to be well on its way to becoming an unrivaled success in one particular subgenre of gaming. It was only a matter of time before live dealer online casino gaming made the transition to virtual reality given how successful it has been to date. In live dealer online casino gaming, rather than seeing animations on a computer screen, you will observe a real person physically dealing cards or spinning the roulette wheel.

It would appear that SlotsMillion VR and Casino VR are currently at the forefront of what it means to be a player in a virtual reality casino. Both of these platforms offer a wide variety of virtual reality casino games. The first option gives you the chance to explore an online casino and participate in a lifelike simulation of an unlimited number of slot machine games. You can play these games whenever you want, wherever you want. Both Casino VR and Texas Hold’Em VR allow you to play for real money while wearing your Oculus Rift or Gear VR headset. However, Texas Hold’Em VR places a greater emphasis on the game of Texas Hold’Em than Casino VR does. While playing either one of these games with a virtual reality headset on, you can compete for actual cash prizes.

Conundrums and difficult circumstances

Just like every other brand-new piece of technology, virtual reality (VR) comes with its own unique set of problems and obstacles that need to be solved. Since the beginning of technology, there has been concern regarding its tendency to make people experience an overwhelming urge to throw up. At the 2016 Electronic Entertainment Expo (E3), many players who tried the Resident Evil title on the PSVR said they had to remove their headsets to prevent themselves from throwing up all over the developer Capcom’s demo booth.

Even after the feeling of motion sickness has passed, there are still several moral questions that have not been resolved. One of these concerns the impact that playing violent video games has on our brains when placed in the context of such immersive environments (and if it will even be legal).

What happens if we create virtual environments that are so calming that we don’t need to take our eyes off the screen and look back at the real world for even longer periods when we live in a time when addiction to video games is a real problem and the majority of us already spend more than eight hours a day staring at a screen? In a time when the majority of us already spend more than eight hours a day staring at a screen. In addition, as the boundaries between reality and virtual reality continue to blur, the question arises as to how we can differentiate between the two: which comes first, reality or virtual reality?

When?

It is difficult to pinpoint the precise moment when virtual reality can be considered to have “arrived,” even though it has been touted as “the future” for quite some time now. If you do not regularly read articles related to technology, you may go weeks, or even months, without hearing any news about virtual reality. If this is the case, you should consider starting to do so (VR). On the other hand, this does not imply that steady progress is not being made at all times; rather, it simply states that this is not the case.

It is only a matter of time before virtual reality has a significant impact on the real world that we live in if the number of great minds and companies that are getting their hands on the technology is any indication.