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Essay: The Future of Virtual Reality w/ CS1 Reflection: CS1 Lectures Highlight Potential of VR in the Next Decade

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  • Published: 25 February 2023*
  • Last Modified: 22 July 2024
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CS1 Reflection and The Future of Virtual Reality

CS1 Interesting Lectures

One presentation that I found particularly interesting was Professor Glenn Reinman’s lecture, Introduction to Computer Architecture. [4] For as long as I can remember I have loved taking apart toys and broken electronics to see what is inside, but that method would never work for something as complicated as a computer chip. Part of the reason I wanted to be a Computer Science and Engineering major was to learn the physical mechanisms in a computer that allows code to work. I was naturally very interested when Professor Reinman began to talk about the evolution of chip design and the future innovations of chip architecture, as I have always wanted to learn more about the inner workings of computers. The lecture has made me excited to learn more about electrical engineering in the future.

Another presentation that stood out to me was Professor Demetri Terzopoulos’s lecture Introduction to Computer Graphics and Computer Vision. [6] I have always been fascinated with the process of designing and sculpting meshes. I spend a lot of my free time using CAD software to make both mechanical and artistic 3D models. One of my favorite hobbies, 3D printing, involves translating these digital designs into physical objects. When I first began 3D printing, I was amazed at the amount of technology and complex software that is needed to create something as simple as a static model. Hearing Professor Terzopoulos discuss the technology that enables the animation and rendering of complicated systems made me want to learn even more about computer animation and the computer science behind it.

CS1 Influence

The CS1 lectures have furthered my interest in computer science. Each lecture was a concise introduction to how people are using computer science to solve real world problems. Before taking CS1, I had never taken the time to research the larger applications of computer science, so the class provided an excellent avenue to learn about the different paths I could take in the future.

CS1 also gave me a useful perspective on both the history and the future of computer science. Although each lecture was only a cursory introduction, I feel like I learned a lot about the different branches of computer science. It was also very interesting to learn directly from the people who are working in their given fields; in particular, I really enjoyed the lectures from the JPL scientists because I have always been interested in space exploration.

Overall, I found the CS1 lectures to be useful and interesting. I feel like I have a better understanding of the uses of computer science, and I now look forward to learning more about many of the topics discussed in lecture.

Future Prediction

Within the next ten years, immersive virtual reality technology has the potential to grow into a gigantic industry, spanning both entertainment and daily life itself. While today there are simple VR systems for mobile platforms, such as Samsung’s Gear VR or Google’s Cardboard, they are a far cry from the true potential of virtual reality. Modern VR systems largely focus on gaming experiences, but VR has the potential to grow into a huge industry with applications in every facet of life. For example, a scientist could simulate an environment on Mars to better understand the surface, or a doctor could visualize a patient’s body to conduct a surgery more safely. [1] VR will continue to grow in the coming years, eventually integrating itself into many parts of daily life.

In recent years, many tech giants have also noticed the incredible potential of VR, and are investing in the development of virtual reality products. In 2014, Facebook purchased Oculus, one of the leading developers of virtual reality headsets, for $3 billion. [5] Sony created Playstation VR, which integrates with their Playstation 4 systems to run virtual reality games. HTC partnered with game developer Valve Corporation to create the HTC Vive, a system focused on creating an immersive experience using haptic feedback and spatial tracking.

Despite so many companies spending money on VR, the technology still has a long way to go before it becomes the fully immersive experience described by science fiction. Almost all consumer VR products are limited to a small market of consumers due to their expensive requirements. Users seeking an immersive experience must invest in bulky, cumbersome headsets that can cost upwards of $500. In addition, users need to be tethered to a powerful PC that can run VR software in real time, bringing the total cost to over $1000 on a conservative budget. [5] The consumer costs have left the VR industry in an awkward phase where few developers are creating VR software, further discouraging users from purchasing products.

Even with their current shortcomings, VR systems have huge room for growth. Current display screens have a very limited pixel density, meaning the resolution of objects is often grainy and not immersive. Screen pixel density technology is only getting better; 4K resolutions are already planned in the near future, meaning VR headsets will soon have better, more immersive visuals. Another large issue with modern VR headsets is a limited field of view, usually around 90 degrees. Future changes in lens design will shift the field of view towards the human potential of over 220 degrees. Furthermore, displays are not able to render scenes with focal points that match where the eye is looking, but innovations in eye tracking will allow for simulations to dynamically alter the focus of different elements in the scene, much like the human eye does naturally. [2]

VR controllers also have the potential to become much more immersive. Modern VR systems rely on handheld, motion tracking controllers with traditional video game button layouts to allow users to physically interact with the virtual environment. While these controllers are effective in tracking hand movement, they fail to simulate the shape and articulation of a real hand and cannot restrict user movement when interacting with the environment. Many companies are working to develop systems such as virtual reality gloves that can track the precise location of each finger. Restricting movement is a much more difficult task, and may be more than ten years down the line.

With an increase in immersion, virtual reality has the potential to widen its applications beyond games and entertainment. According to Mark Zuckerberg, VR is "a good candidate to be the next major computing platform." [3] Much like photos and videos before it, virtual reality has the potential to provide a completely new, interactive way of communicating thoughts with others. Users could record their experiences in three dimensions and play them back virtually. People on completely different continents could enter the same virtual room and interact as if both were physically there. Students could explore a recreation of an ancient city alongside their lecture, enriching their learning process even further. The potential is nearly limitless, and as the technology improves, its number of applications will only grow.

Virtual reality has a long way to go before it reaches the full immersion of Star Trek’s holodecks, but as today’s market shows, it has the potential to become an even bigger industry that expands into many different parts of life. Only time will tell if VR is a short-term fad, but if it does become successful it will have a massive impact on many aspects of life.

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