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Prospects for Future Virtual Reality Applications in China

  • Posted On: 5th June 2014

From where we sit - Further afield - Across the pond

By Lingjun Kong

Recently, Virtual Reality (VR) has been increasingly attracting attention in China from the government, the research community, and technology developers. As a relatively new technology in China, VR has been incorporated into many areas of science, technology, engineering, medicine, and the entertainment industry. It is clear that VR is a priority on the agenda for future technology development. VR has found itself traveling an untraveled pathway. Numerous applications have been successfully employed in a wide variety of fields that have not experienced the use of VR before. Fields such as urban planning, largescale projects panoramic virtual tour, digital hotels, exhibitions and museum displays, ecommerce, education and training, and entertainment are beginning to actively apply VR technologies. Moreover, the maturity of VR applications in the medical field, the gaming industry, and education, is accelerating and will certainly have a profound impact on people’s lives.

As a cutting-edge technology, VR uses computer- generated simulation systems that integrate computer graphics technology, computer simulation technology, artificial intelligence, sensor technology, display technology, and network technology. Because it is immersive, interactive, and intuitive, and can be utilized by many applications, VR has been given a great deal of focus and funding from government agencies, including the Chinese National Foundation of Sciences, the “85”, the “95”, and the Key State Project. Research facilities have been built in all major Chinese cities. Many universities have set up VR and simulation labs, engineering their research results into applied technologies. The unique environment in China is the ideal atmosphere for researchers dedicated to VR technologies, which is sure to support substantial growth in various fields.

Consumer-focused VR Hardware

China already has the groundwork that fosters VR research in its consumer-focused hardware. High-end computers, low-cost head mounted displays which can be used with a PC, iPods and television sets, and an assortment of gaming controllers and peripherals are already well developed and widely used. Additionally, physiology sensors, data gloves, and olfactory devices are effortlessly integrated into the VR system infrastructure. The existing establishment allows for continuous development for future technologies at the consumer level. Moreover, the online virtual community, internet driven gaming and the entertainment industry benefit the market that drives the improvement of current VR hardware, setting a foundation that focuses on research and development, while keeping costs low.

Humanized Computer Interactive Interface in Training and Education

In the field of training and education, VR technology has a wide range of roles and influence. It improves current systems by adding human touches. Human and emotion- oriented human-computer interaction improves the learning experience and will be the future of VR technology. VR enhances the passive viewing methods of contemporary education practices into immersive experiences that exemplify the “show, not tell” lesson. This new mode of training will be applied to current programs in the military sector, sports, classrooms, and job training, bringing them to new levels of effectiveness.

Ultimate Assistant for Medical Practice

VR has a newfound, dominating presence in the medical sector. With surgical skills training, stress inoculation training, and medical procedure training, simulations are beginning to be heavily integrated into hospital procedures, research in anxiety disorders and smoking cessation. Mixed reality rehabilitation is actively being pursued with the addition of haptics technology and realistic simulations. Medicinal applications are growing into one of the most important uses of VR technology.

All Shopping All the Time

E-Commerce has grown into a very active community and industrial opportunity in China. Users are frequently looking towards online venues to shop for goods. VR technology offers an interesting tool for e-Commerce. Previously, e-Commerce had the disadvantage of risk in that consumers were not able to test what they were buying. With VR technology, businesses can now create three-dimensional models of their products, giving consumers the opportunity to fully view online products. The online shopping experience is enriched through the 360 panoramic view. Future applications could include smells, textures, and sounds to allow shoppers the opportunity to fully experience a product before checkout.

China’s VR community is constantly growing. The advanced applications such as Virtools and Quest3D are becoming household names in the community. New and exciting applications are sprouting up in every field, giving VR a dominating presence in the future of technology.

Lingjun Kong, M.S.                                                                                                       Virtual Reality Medical Center                                                                                     U.S.A.                                                                                                         lkong@vrphobia.com                                                                               www.vrphobia.com

Brenda Wiederhold About Brenda Wiederhold
President of Virtual Reality Medical Institute (VRMI) in Brussels, Belgium. Executive VP Virtual Reality Medical Center (VRMC), based in San Diego and Los Angeles, California. CEO of Interactive Media Institute a 501c3 non-profit Clinical Instructor in Department of Psychiatry at UCSD Founder of CyberPsychology, CyberTherapy, & Social Networking Conference Visiting Professor at Catholic University Milan.

Written by Brenda Wiederhold

President of Virtual Reality Medical Institute (VRMI) in Brussels, Belgium. Executive VP Virtual Reality Medical Center (VRMC), based in San Diego and Los Angeles, California. CEO of Interactive Media Institute a 501c3 non-profit Clinical Instructor in Department of Psychiatry at UCSD Founder of CyberPsychology, CyberTherapy, & Social Networking Conference Visiting Professor at Catholic University Milan.