Translated by
2020/03/19 11:12:49

Virtual reality of Virtual Reality (VR)

Virtual reality represents a certain similarity of the world surrounding us which is artificially created using technical means and provided in a digital format. The created effects are projected on consciousness of the person and allow to feel the feelings as close as possible to real.


Immersive technologies

VR Virtual reality

  • Creates the virtual world
  • Creates effect of presence at other space
  • Provides the maximum level of credibility of the events

AR Augmented reality

  • Combines virtual and real
  • Provides the additional information about objects of the real world
  • Allows to adapt information depending on the changing conditions

Benefits of VR/AR

  • Saving of Time and staff costs
  • Transfer of difficult instructions and sop in interactive training
  • Lack of the actual damage to the equipment or health in case of an error
  • An opportunity to repeat actions in a training format an unlimited number of times
  • Standardization of conditions of training and testing


  • Time for implementation depending on the project from 3 to 6 months
  • Cost of technologies
  • Existence of a single educational platform
  • Opportunity and need for regular use of technologies
  • VR/AR of a system should be integrated into the software uniform park, in the company there have to be competences for support

Market of devices of virtual and augmented reality

Main article: Market of devices of virtual and augmented reality

Helmets and technologies of virtual reality

The most widespread means of immersion in virtual reality, are specialized helmets / points which put on on the head of the person. Principle of work of such helmet rather simple. Video in the 3D format is output to the display located before eyes. The gyroscope and the accelerometer attached to the body monitor turns of the head and transfer data to the computing system which changes the picture on the display depending on indications of sensors. As a result, the user has an opportunity "look round" in virtual reality and feel in it, as in this world. In order that the image had a high definition and always got to focus, special plastic lenses are used[1].

Devices of a helmet of virtual reality. Source:

To more realistic immersion to the world of virtual reality, in addition to the sensors tracing head provision in VR devices the different tracking systems, such as can be applied:

Systems of an aytreking. Are intended for tracking of the movement of pupils of eyes and allow to define where the person looks in each timepoint. At the moment the similar systems have no wide circulation in the market of consumer services and are used generally for different medical and scientific research.

Moushn tracking. Monitor any gestures of the person and repeat them in the virtual world. Tracking can be performed using special sensors or the video camera directed to the person.

3D - controllers. That it is the most comfortable to feel at stay in virtual reality, traditional 2D - controllers (mice, joysticks, etc.) are replaced with the manipulators allowing to work in three-dimensional space – 3D - controllers.

Devices with a feedback. Similar devices began to be developed still in the nineties and are intended in order that the user could suffer in literal sense all events in the virtual world. As such devices the vibrating joysticks, the rotating chairs, etc. can be used.

3D - pictures for the device of virtual reality long time the computer or the user console was a source (for example, PlayStation VR). However few years ago the market was entered by "budget" VR devices in which as a source 3D - pictures the smartphone began to be used. More simplified construction allowed to reduce considerably the cost of devices of virtual reality as need to equip points with the transferred earlier technical funds, disappeared:

  • Modern smartphones are highly productive and are even capable to process independently "heaviest" 3D - content.
  • Displays of smartphones have rather high resolution.
  • Practically on each smartphone there are sensors of determination of provision of the device in space.

Points of virtual reality of the VR BOX 2 brand, with the attached smartphone

2019: The effect of hallucinogens can be felt in virtual reality now

In the middle of September, 2019 it became known that people can feel effect of hallucinogens in virtual reality, and for this purpose there are several different options.

One of VR projects of such direction is called Ayahuasca. It was created by Jan Kounen, the French director who was fascinated by hallucinogenic experience of shamans. At first Kounen tried to transmit a charm of a shaman trance through the feature film, but eventually search led it to virtual reality where it could recreate the psychodelic pictures which are to shamans.

People can feel effect of hallucinogens in virtual reality

One more attempt of creation of virtual reality on the basis of a narcotic trance is called Visionarium. Her developer, the artist Sander Bos, well knows about the restrictions inherent in VR technology, but still considers that it is worth offering users VR simulation of psychodelic experience. Bos is also sure that the immersive nature of VR is capable to generate physical effects even if Wednesday does not influence directly brain biochemistry, unlike psikhodelik.

These statements can have under themselves scientific justification. Jon Weinel, the London artist and the writer, tries to understand long ago how musical and audiovisual mass media function and how they change in affective experience. Vaynel, in particular, investigated as some experiences of virtual reality are capable to cause the changed consciousness status. Weinel research formed the basis of the alternative movement combining a counterculture psychedelia with the advanced immersive technologies.

Modern cyber-experts use the latest digital technologies to make irresistible immersive impressions. Even if they do not manage to copy obviously experience of acceptance of psychodelic drugs, they cause a new type of physical feelings.[2]

2018: Provided to LG Display the technology saving from nausea in the VR environment

In May, 2018 LG Display announced technology which, according to in the company, allows to eliminate dizziness and nausea at immersion in virtual reality (VR). Development is created with the participation of Sogang University.

The technology about which there is a speech using algorithms of artificial intelligence in the mode of real will transform video with low resolution to content of high resolution capability. Five times the delay time between movements of the user and what he sees in a helmet of virtual reality decreases.

Provided to LG Display the technology saving from nausea at immersion in virtual reality

The delay and blurring of images quite often lead to dizziness and nausea. The LG Display technology fixes this problem and also reduces energy consumption. High-quality and comfortable viewing VR content is provided without use of additional graphic processors and devices as deep learning allows to involve only an internal memory of helmets.

One of nausea origins at immersion in virtual reality consists in "deception" of a brain. Provision and the movement of the person in space is fixed by the vestibular mechanism which is in an inner ear. This body transfers to a brain information on what happens to a body at present. Together with information obtained by other sense organs (in particular, eyes), the brain defines that other organism needs to do and feel.

In virtual reality indicators of a vestibular mechanism and organs of vision differ as the person sees the movement, but the body remains at rest. The brain perceives visual information as a hallucination which can be tested at poisoning, and therefore makes sick to clean an organism. This phenomenon is called kinetoz.[3]


Technology recommendations for the VR industry are published

Technology recommendations for the VR industry were for the first time submitted within the forum VR Industry Forum (VRIF)[4] to the USA. The document covered issues of production, compression of content, storage and distribution of information and also safety of users[5].

In particular, recommendations include the description of content in a format of 360 degrees, its features and advantages. Authors of the document specify difference between opportunities of sight of the person and the product characteristics VR in the market. These distinctions can lead to emergence of unpleasant symptoms at users that, according to authors, VR developers of products should consider.

"Content should be removed or created so that to reduce blurring of the image or relocation of the movement to comfortable levels as flickering images can result in fast fatigue or a disorientation, the document says. - For reduction of discomfort it is recommended to use images with higher frequency of the personnel and to prepare content taking into account display opportunities".

Authors of recommendations considered formats of audio and video during creation of VR. For example, for full-size video in a format of 360 degrees they recommend to create space images with depth of 10 bits and 4096 x 2048 in size for each eye.

It should be noted that the document is presented in the form of the draft copy and contains the marks requiring further discussion of market participants. The president of VRIF Rob Koenen told that the developed principles serve two main objectives: first, to maintain functional compatibility in an ecosystem of virtual reality, and secondly, to provide to users a VR product of the highest level.

The virtual and complemented realities will become a part of the physical world

Active application of virtual (VR) and complemented (AR) of realities in the most different areas creates "the integrated reality" (merged reality) in which borders between added are erased, virtual and physical the worlds. Experts of research division of Ericsson ConsumerLab came to such conclusion at the beginning of July, 2017, having studied influence of AR and VR technologies on habits and preferences of users.[6]

7 of 10 users expect that VR/AR technologies will cardinally change 6 areas: media, education, work, social communication, travel and retail. Users are also sure that the virtual space will force out educational classes and offices, and already less than in a year virtual screens will succeed television and theaters. According to 25% of respondents, AR technologies will be used for obtaining information on travel and in cards next year. 50% of the first users believe that VR/AR will be integrated in one device integrating points for AR and the built-in functions of VR.

According to users, distribution of virtual reality is interfered by insufficient mobility, bulkiness of devices and irregularity of a covering. Besides, many note that an important problem are the motion sickness arising when using some VR-applications.

The leading role in development of "the integrated reality", by estimates of respondents, will be played by technology 5G. 36% of respondents consider that the 5G can provide mobility of VR/AR devices thanks to stable connection to network and high data transfer rate. A third believes that the 5G will increase the employment duration of accumulators, and a quarter of users expects that distribution of technologies 5G will solve a motion sickness problem.

"Development virtual, and in an effect and the integrated reality when borders between the digital and physical worlds are erased, will lead not only to tectonic shifts in many industries, but also to creation of essentially new directions. The main objective which should be solved is a transfer of data bulks and support of high density of at the same time working devices: tens of thousands on square kilometer. The solution of this task — in technology of fifth generation. Such opportunities of a 5G as high data transfer rate, the minimum response time and support of crucial applications, are necessary in order that AR and VR could implement completely the potential" — Georgy Muratov, the architect of solutions, the leading expert on a 5G of Ericsson is confident in Russia.

Users from North America and Europe, Japan and South Korea participated in a research. Also high-quality VR testing with participation of 20 employees of Ericsson was carried out. By preparation of a research opinions of 9.2 thousand users from France, Germany, Italy, Japan, South Korea, Spain, Great Britain, the USA aged from 15 up to 69 years informed on the concept of VR were also used.

2015: Start of sales of the first consumer Oculus Rift CV1 VR helmet

On January 6, 2015, pre-sales of the first serial consumer helmet of virtual reality of Oculus Rift CV1 began. Tell that the release was expected — means not to tell anything. All first batch of helmets was bought up in 14 minutes.

It became the symbolical beginning of a boom of VR technologies and explosive growth of investments into this industry. Since 2015 technologies of virtual reality became really new technology Klondike.

2012: The startup of Oculus collected $250 thousand in 4 hours for release of a VR helmet

This boom in the field of VR began on August 1, 2012 when the startup of Oculus little-known at that time started on the Kickstarter platform a campaign for fund raising on release of a helmet of virtual reality. Developers promised users "effect of complete immersion" due to use of displays with the resolution of 640 on 800 pixels for each eye. Necessary 250 thousand dollars were collected in the first four hours.

2010: Stereoscopic 3D - the mode for Google street view

The attempts made in the 1990th to display VR so brought to nothing "into life", and it for many years dropped out of sight the public. Some resonance caused started in 2010 stereoscopic 3D - the mode for Google street view — moderately interesting iteration of VR technology. It is possible that implementation of this mode intended for gain of pressure of Google Maps upon competitors. Anyway, the search giant managed to succeed. Success of application 3D - the mode in Google Street View — the noticeable exception, the majority of other VR projects did not repeat also a shred of success of the last. Given by them, but outstanding promises led to the fact that consumers and developers lost interest in VR and AR technologies.

2000: Prosecution of monsters on real streets in the game Quake

In 2000 thanks to addition with AR technologies in the game Quake it is a possible to pursue monsters on these streets. However, it was only possible to play having armed with a virtual helmet with sensors and cameras that did not promote popularity of a game, but Pokemon Go became premises for emergence known nowadays.

The 1980-1990th: Emergence of terms virtual and augmented reality

In the 1980th years the VPL Research company developed more modern equipment for virtual reality — EyePhone glasses and a DataGlove glove. The company was created by Dzharon Lanier — the talented inventor who entered the university in 13 years. He thought up the term "virtual reality".

Augmented reality went hand in hand from virtual up to 1990 when the scientist Tom Kodell for the first time offered the term "augmented reality". In 1992 Lewis Rosenberg developed one of the earliest functioning systems of augmented reality for the U.S. Air Force. Rosenberg's exoskeleton allowed military to operate virtually the vehicles, being in remote command center. And in 1994 Julie Martin created the first augmented reality in theater under the name "Dances in a Cyberspace" – setting in which acrobats danced in virtual space.

In the 1990th there were also other interesting opening, for example, Australian Juli Martin connected virtual reality to television. Then developments of gaming platforms using technologies of virtual reality began. In 1993 the Sega company developed the Genesis console.

At demonstrations and previews, however, all also ended. Games with Sega VR were accompanied by headaches and nausea and the device never left in sale. The high cost of devices, poor hardware and ghost effects forced people to forget about VR and AR technologies for a while.

1960e: The first VR helmets for the military purposes and the virtual simulator

Sensoram of Heyliga

It is considered to be that development of virtual reality began in the 1950th years. In 1961 the Philco Corporation company developed the first helmets of virtual reality Headsight for the military purposes, and it became the first use of technology in real life. But relying on today's classification, a system would be referred more likely to[7].

The father of virtual reality Morton Heylig by right is considered. In 1962 he patented the first-ever virtual stimulator under the name "Sensorama". The device was the bulky device resembling game machines of the 80th superficially and allowed the viewer to experience experience of immersion in virtual reality, for example, to sweep on the motorcycle on streets of Brooklyn. But the invention of Heyliga aroused mistrust at investors and the scientist had to stop developments.

In several years in 1968 the goduposl Heyliga the similar device was provided by professor of Harvard Ayvan Sutherland who together with the student Bob Spraull created Sword of Damocles — the first system of virtual reality on the basis of the head display. Points fastened to a ceiling, and via the computer the picture was broadcast. Despite so bulky invention, CIA and NASA became interested in technology.


In 1838 the English physicist, the author of many inventions Charles Uitstoun came to conclusion that the human brain analyzes the environment in the form of two-dimensional images. They are caught by each eye separately and then the brain will transform them to three-dimensional images. Having armed with this knowledge, he invented a stereoscope — the device in the form of "points" which allowed to see two pictures next to each other, imitating so-called effect of immersion. It is obvious that in the original state the stereoscope was the simplest device, however the same principle is the basis for Google Cardboard popular today therefore it remorselessly can be considered as the first prototype[8].

Scopes of virtual reality

According to many experts, technologies of virtual reality so far even close did not approach peak of the development. However already now the fields of their potential application accurately appear. In addition to video games it is possible to select such spheres as:

  • Forward translations. One of the main directions of development of VR. The most interesting events, both sports, and cultural character it will be possible "see" personally, being anywhere and not buying expensive tickets
  • Cinema. It is expected that VR devices will create revolution in the field of the film industry, allowing the audience "watch film from within", but not from outside.
  • Sales. The effect of personal presence will allow people to save time when shopping, examining far off apartments, machines and other sold things.
  • Education. Technologies of virtual reality can make learning process more interesting. For example, pupils can have an opportunity "see personally" the different events described in textbooks of history.
  • Health care. In the industry of medicine of the VR device can be applied to carrying out virtual acceptance of patients, psychotherapy, etc.
  • Military industry. Using VR devices soldiers will be able to study tactics of martial art in the conditions as close as possible to real.

Virtual reality in medicine

Virtual reality in armed forces

Main article: Virtual reality in armed forces of Russia

Virtual reality in the industry of media and entertainments

Projects of virtual (VR) reality can not only create conceptually new markets, but also expand already available. According to analysts of Goldman Sachs of VR in the field of cinema is one of three considerably the growing market segments, together with the game industry and services of online broadcasting. According to calculations of analysts, use of technologies of virtual reality will make for the film industry profit of $750 million by 2020 and will have audience at least in 24 million users. In 2025 the amount will increase to $3.2 billion and 72 million viewers respectively (For implementation of the forecast data on the number of users and the amounts which they are ready to spend for entertaining video in the VR format were used).

2020: Demand for virtual travel in Japan grew by 50%

In the middle of August, 2020 it became known that the Japanese airline First Airlines successfully offers virtual travel. The idea managed to be implemented thanks to technologies of virtual reality (VR), since the beginning of 2020 demand for such entertainment grew by 50%. Read more here.

AlphaInsurance will insure users of virtual reality

In September, 2016 the AlphaInsurance company announced service of protection of fans of virtual reality. Users of 3D glasses and helmets will be able to purchase special policies for accident insurance. The clients who were traumatized in usage time of 3D glasses, helmets and other headset for design of augmented and virtual reality will be able to receive payment from AlphaInsurance company according to the insurance sum stated in the policy. The amount of payment will depend on severity of the injuries sustained at the time of use of the corresponding devices.

The most frequent injuries got in house conditions, according to the statistics AlphaInsurance are fractures of fingers at blow about furniture or jamming by a door, burns of various degrees of severity steam and hot liquid, cut wounds of fingers, bruises and hematomas after falling, a hip neck fracture. Also there are more serious injuries – fractures of edges, pyastny bones of a brush, a beam bone of a hand, anklebone.

The average amount of payment AlphaInsurance for insurance contracts from accident are from 4 thousand rubles to 33 thousand rubles depending on an insurance sum and weight of the caused mutilations. Frequency of approach of insured events in living conditions or received within own house - 1% of all taken place insured events. Average payment for the accident only policy for individuals makes 2-15% of an insurance sum, however, sometimes its size can reach also 100%.

"Virtual and augmented reality does not seem a fantasy any more as it was several years ago. Special devices expand a range of our opportunities, influencing through sight, hearing, sense of smell, touch, - Irina Karnayeva, the director of the department of proprietary insurance of individuals says AlphaInsurance. - Being in virtual reality, the person loses touch with the events around, loss usual to us visual control over surrounding space can turn back the most unexpected home accidents. Besides among admirers of augmented and virtual reality there are many children whose sense of danger is developed worse, than at adults. When using special helmets and 3D glasses the risk of getting injured increases repeatedly. Our company intends to start a special product whose protection program from accidents will be developed especially for users of virtual reality. It will protect the insurer and will cover expenses on treatment".

Virtual reality in mechanical engineering

Technologies of virtual and augmented reality are present also at the automobile industry. The Ford company uses VR projects on blueprint stage of cars. In April, 2017 it became known that in the Ford design center located in Cologne (Germany) there is specially equipped studio in which design engineers can fully estimate the car without existence of a physical prototype. It allows to work quicker and more effectively on appearance of the car and also in more detail to study thin lines and elements of finishing. Working in this studio, designers of Ford could design in the best way arrangement of the meter panel, chairs and mechanisms of management in the new Ford Fiesta model.

In addition, at present the Ford company carefully studies the potential of a number of solutions in the field of technologies of virtual and augmented reality for imposing of digital holograms on objects of the real world that next decade will allow people to estimate the characteristics of separate products interesting them, for example, of cars.

Virtual reality in the field of culture and art

2020: More than 85% of the museums of Russia recognize need of digital transformation

More than 85% of the polled museums of Moscow, the Moscow region, St. Petersburg and the Leningrad Region recognize need of digital transformation – showed joint survey of Microsoft and TAdviser. In particular, 20% of respondents already actively implement the strategy of digitalization, 23% – developed it, and 43% – are going to make it. Creation of digital opportunities for visitors became the main priority in this direction – it was noted by 82% of respondents. Announced this Microsoft on March 18, 2020. Read more here.

Virtual reality in the construction industry

In April, 2017 it became known that the Croc provided the universal system of virtual reality for construction companies, the project organizations and also design offices of industrial enterprises. The hardware-software solution is focused on business needs for detailed visualization of engineering data and creation of virtual prototypes of industrial products and construction objects. Using a VR system specialists of project teams will be able to simplify approval of engineering designs thanks to the maximum visualization of the virtual model. Implementation of a professional system of virtual reality at the enterprises will allow to accelerate project development, to lower production costs of classical models and to reduce time of adoption of design solutions. The VR solution of CROC is compatible to a cloud that allows to store heavy design data in the protected storage and to release local computing resources under more priority tasks.

Microsoft together with the American SOFTWARE manufacturing company TRMB and the Cambridge university developed the points augmented reality Microsoft Hololens held for use in the construction industry, the announcement is expected in 2017.

Virtual reality for the centers of the organization of road

Digital economy of the Russian Federation: Virtual reality will simulate road traffic

The government commission on use of information technologies for improvement of life of people and conditions of conducting business activity approved in 2017 actions plans in four directions of the Digital Economy program, including the "Formation of Research Competences and Technology Backlogs" direction. The Digital Economy of the Russian Federation program is created at the request of the President of Russia Vladimir Putin.

The VR and AR platform will find the application and for simulation modeling of road traffic for the centers of the organization of traffic: it will be used for creation of program system of simulation modeling of road traffic with a possibility of display in virtual reality for the centers of the organization of traffic[9].

The document provides creation of a software package of instrumental control of the diagnostic status of highways intended for collecting, accumulation, storage, consolidation, the analysis and interactive visual representation of state-of-health data of the highways obtained from the different measuring-registration equipment, governing bodies and the population.

The purpose of this project is providing a possibility of transfer to the interested organizations of complete, objective and reliable information about a transport and operational status of highways, degree of compliance of the actual consumer properties, parameters and characteristics of the requirement of the movement according to industry road regulations and also the analysis of this information and providing the reporting.

The project will solve the following sort problems: diagnostics and certification of the highways, assessment of a transport and operational status, quality control executed construction and road repair work, determination of consumer properties and technological level of the highway, measurement of geometrical parameters and determination of characteristics of highways including determination of defects of a paving.

Virtual reality in education

The first VR lessons passed in the Russian schools. What results of experiments?

Possibilities of multimedia modeling attract enthusiasts from the environment of school education long ago. They aim to create for school students the evident environment allowing to understand and master easily difficult abstract concepts and laws of physics, chemistry, astronomy and other objects. In parallel there are processes of formation of the corresponding techniques of teaching which are based on results of special researches. One of them was carried out in the spring of 2019 and showed interesting results. Read more here.

Creation of the VR/AR platform in Russia

The government commission on use of information technologies for improvement of life of people and conditions of conducting business activity approved in 2017 actions plans in four directions of the Digital Economy program, including the "Formation of Research Competences and Technology Backlogs" direction. The Digital Economy of the Russian Federation program is created at the request of the President of Russia Vladimir Putin.

The VR and AR platform is also going to be implemented during creation of interactive complexes for automated systems of training of universities: it will be to be implemented for interactive computer classes[10].

In Moscow the first playground which will be able to service groups of visitors (from two to six people) from 30 minutes lasting game session will be open. Based on the respective platform solutions for business and state institutions will be developed and the franchize packet is prepared.

Until the end of 2020 in Moscow, St. Petersburg and Yekaterinburg will be opened not less than three such platforms. Also several packets of a franchize will be sold abroad

In technoparks, the centers of adaptive production and CMIC (centers of molozhenny innovation creativity) the domestic digital platform for virtual prototyping which will accelerate process of prototyping and will cut down for 5% expenses on 3D - printing will be implemented. At the same time the involvement of pupils into educational process will increase by 25%.

Also it is going to develop and implement the program software (PS) in exercise machines. The machine and mechanisms, robotic complexes of different function (from space and aviation to land and underground) and the different defense systems is about exercise machines for wheel and track laying vehicles, the construction and road equipment, agricultural. Until the end of 2020 PMO will be implemented not less than in 10 training complexes.

Based on technologies of augmented and virtual reality training programs will be implemented. The respective platform will provide to specialists following features: acquisition of knowledge and skills of work with difficult technique, accomplishment of laboratory and dangerous works; knowledge acquisition about decrease in probability of emergence of non-staff situations; gaining experience of elimination of errors and recovery of normal conditions of work at emergence of an emergency situation.

Based on this platform by 2020 1 thousand educational programs will be created. Quality of training of personnel will increase, including the quantity of errors at execution of operations by 2020 will decrease by 40%. By this moment the digital platform of training will be implemented 40 times, and with its help 3 thousand people will be trained.

Virtual reality in trade (goods demonstration)


2017 - The retail network of furniture Hoff is going to begin testing in the shops of technology of virtual reality (VR). The vice president and the co-owner of the company Mikhail Kuchment told about it, Kommersant writes in March. The company conducts negotiations with developers. Investments into the project do not reveal yet.

The technology assumes that using special glasses visitors of shop will be able to see how this or that piece of furniture will look in their apartment. And also to move it, to combine with others, etc. For this Hoff it intends to digitize designs of apartments of the most popular series and the products. The project can be started without big investments, the president of Sistema VC fund Katkov Alexey Borisovich noted to the edition. According to him, investments will hardly exceed 10 million rubles.

Plans of Hoff can be considered a peculiar reply of IKEA, the marketing director Loco bank Denis Zverik told. However in shops of the Swedish network of the apartment are recreated "alive": the buyer will be able to walk on specific "room", to look round, feel materials and to estimate an interior. By the way, do not intend to let VR in Russia into IKEA, explained in the press service of the company. Though in shops abroad the technology is tested.

2016 - before Kayros company, the task stood the large retailer of a ceramic tile and plumbing fixtures: most effectively to present the design project of interiors which are created in own studio of the company. The solution as to make it, was offered in the Spider Group Digital-agency practically at once — virtual reality (VR). In total in a month the Kayros company received a ready VR-application, and together with it an opportunity to show to the buyers future interior of their bathrooms, using one of the most qualitative of gadgets today — a helmet of virtual reality Samsung Gear VR. Visitors of Kayros salons, having put on a helmet, get in the premises where can look round in the interior created by designers. At demonstration of the application in shopping center it was possible to be convinced of efficiency of use of such presentation of goods. Practically everyone who tried on on himself a helmet and looked at projects of interiors in virtual reality was under a big impression of experience of immersion in an interior. In the application everything looks is so realistic that some even tried to touch a virtual tile.

Risks of virtual reality

Virtual reality still is at early stages of the development. So far we hear a little about risks of information security which are connected with this technology. However we should know that virtual reality, as well as any other innovation, poses in itself new threats, as well as a number of old threats which can be modified within new[11] nevertheless[12].

Virtual theft

Provide that in virtual reality you participate in some tender which promises you the house of your dream if you manage to construct it in 100 hours, using the Lego blocks. You try and build the house which will meet your requirements, and eventually you manage to achieve success: organizers of tender provide you in property living space which so bewitches you. However, malefactors wait for you already "round the corner". They make the way on servers of the application and change the property rights to the real estate. Of course, physically you do not lose anything, but you wasted precious time, and all your efforts were vain. The developer of the application also has serious losses. At least, they lose your trust, as well as trust of other users.

Theft of personal data

We often hear (and we worry about it) about mass cases of theft of personal information and registration data from which as a result of cyber attacks these or those companies even more often suffer, but in virtual reality the situation can be even worse. Criminals will be able to be hit in the hands not only user names and their passwords but also and to take control of the identity of the user (generation of a hyper realistic avatar after scanning of his own body).

Having all it biometric parameters, criminals can easily issue themselves for the real person. Therefore the companies which ensure safety of such information as a result of it can face more serious risks, than those which are already known to us.

Change of reality

Cyber-criminals can learn how to modify an application code to manipulate (virtual) reality as to them will like. The number of scenarios is infinite. For example, it is possible to crack virtual office of the company which works far off, to change at it information so that to do harm to its reputation, having caused negative reviews of users … There is the whole world of potential risks which wait for the minute when the mankind learns about them – and it will bring new calls for information security experts.

Security of headsets

In fact, in the same way, as malware can negatively affect computers and mobile devices, they can affect also headsets for virtual reality. Cyber-criminals can attack these headsets with different intentions (and obviously not the best). For example, the keylogger which will be able to keep track of activity of the user, or the encoder who blocks access to a certain virtual world until the user does not pay the redemption for restoring access to it.

Mental influence

One more of possible scary scenarios of virtual reality: negative mental impact on the person. Let's say cyber-criminals cracked the application of virtual reality. Using different the technician (the 25th frame, the infralow or ultra-high frequencies of acoustic waves, a certain combination of flowers to the required frequency of flicker and so forth, not to mention hypnosis) it is possible to perform required mental influence up to zombiing or severe violation of mentality. Cinema, you will tell? Not only. For example, it can become quite good weapon in cyber wars between the states (mental impact on users from a certain country), or tools for obtaining confidential information (about activity of the enterprise, a state institution, bank and so forth). Here everything will depend on imagination of malefactors, their purposes and opportunities.

Augmented reality

Main article: Augmented reality (AR, Augmented Reality)

The mixed reality

  • Integration of IoT and AR, VR creates as it is possible to call it, the mixed reality – Mixed Reality which use potential in the industry is very high. Advantages to the enterprises are as follows:
  • All information exists in a context. Mechanic obtains not the abstract information about model in general, and data on the specific motorcycle, the loader or any other equipment.
  • Speed of service maintenance, assembly or dismantling increases repeatedly as all necessary information is directly before eyes and is imposed directly on the real mechanism.
  • Labor productivity of employees grows thanks to the high level of automation, decrease in quantity of errors and saving of time for data retrieval.
  • It is possible to use less skilled staff on places. It allows to save on departure of service crew. If it is about products which are on sale to other regions or even the countries, then the benefit can be calculated by thousands and millions of rubles.
  • The problem of knowledge transfer and abilities from experienced employees less experienced is removed at alternation of generations: the automation level is higher, the irreplaceable employees appear less often.
  • The customer loyalty raises because all works are performed most quickly and the equipment does not stand idle.
  • And the main thing – all aforesaid leads to increase in business performance.

You look also Virtual reality