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Virtual reality is a technology that allows to move multiple activities into the virtual realm and thus reduce the costs, the time, and in some cases, even the corporeal risks related to performing these activities in biological reality. It is crystal clear, VR is slowly taking over our lives and the day is not far off when VR will become part of our life, like the smartphone.
The global virtual reality market size was valued at USD 15.81 billion in 2020 and is expected to grow at a compound annual growth rate (CAGR) of 18.0% from 2021 to 2028. Virtual Reality (VR) is a digitally created experience where a three-dimensional environment is simulated with the real-world. The technology offers an immersive experience to the viewers with the help of VR devices, such as headsets or glasses, gloves, and bodysuits. The technology has brought a transformation in the gaming and entertainment industries by allowing users to experience immersion in a highly virtual realm. In addition, the increasing usage of this technology in instructive training, such as for training mechanics, engineers, pilots, soldiers in defense, field workers, and technicians, in the oil & gas and manufacturing sectors is driving the market growth.
A VR headset is a head-mounted display (HMD) that blocks out the outside world and displays a 3-D world or stitched images to create a simulation for the user. VR headsets block out the outside world and present a whole new view for the user. In many cases the screen is set to focus to fill our entire peripheral vision and to block out the outside world. When you put on a professional series VR headset, you should feel like you are in the scene and interacting with it. The process of starting up a VR simulation begins with putting on this headset. Users will usually start up the application or have someone get the game or application going on a PC or console. The VR headset is then plugged in and the user can switch their view over to the headset to immerse themselves in the experience. Once the headset is placed on the user's head and adjusted to fill their peripheral vision, they can use the motion controls to control the experience on screen or their own body movement to move around the scene. As the user looks around, motion controls in the headset will control the scene as it pans across the screen. As long as the user keeps the headset on, the scene will continue to move and interact with them as they move their head or use the controllers to look around and interact.