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2023/11/15 17:57:07

Virtual Reality (VR)

Virtual reality is a kind of world around us, artificially created using technical means and presented in digital form. The effects created are projected onto the human consciousness and allow you to experience sensations as close as possible to the real ones.

Content



Immersive technologies

Immersiveness (from the English immersive - "presence, immersion") is a way of perception that creates the effect of immersion in an artificially created environment.

VR Virtual Reality

  • Forms the virtual world
  • Creates an effect of being in a different space
  • Provides the maximum level of likelihood of what is happening

AR Augmented Reality

  • Combines virtual and real
  • Provides additional information about real world objects
  • Allows you to tailor information based on changing conditions

VR/AR benefits

  • Saving Time and Personnel Costs
  • Transfer complex instructions and tips to online learning
  • No real damage to equipment or health in case of error
  • Ability to repeat actions in training format an unlimited number of times
  • Standardization of training and testing conditions

Difficulties

  • Time for implementation depending on the project from 3 to 6 months
  • The Cost of Technology
  • Availability of a single educational platform
  • The ability and need to use technology regularly
  • VR/AR systems must be integrated into a single software fleet, within the company there must be competencies to support

Virtual and Augmented Reality Devices Market

Main Article: Virtual and Augmented Reality Devices Market

Helmets and virtual reality technology

The most common means of immersion in virtual reality are specialized helmets/glasses that dress on a person's head. The principle of operation of such a helmet is quite simple. The display in front of the eyes displays 3D video. The gyroscope and accelerometer attached to the body track the turns of the head and transmit data to a computing system that changes the picture on the display depending on the readings of the sensors. As a result, the user has the opportunity to "look around" inside virtual reality and feel in it, as in the real world. In order for the image to have high definition and always get into focus, special plastic lenses are used[1] to[2].

Virtual reality helmet devices. Source: thatsmart.ru

For a more realistic immersion in the world of virtual reality, in addition to sensors that track the position of the head, VR devices can use various tracking systems, such as:

IT tracking systems. Designed to track the movement of eye pupils and allow you to determine where a person is looking at each moment in time. At the moment, such systems are not widely used in the consumer services market and are used mainly for various medical and scientific research.

Motion tracking. They track any human body movements and repeat them in the virtual world. Tracking can be carried out using special sensors or a video camera aimed at a person.

3D controllers. To feel as comfortable as possible when in virtual reality, traditional 2D controllers (mice, joysticks, etc.) are replaced by manipulators that allow you to work in 3D space - 3D controllers.

Feedback devices. Such devices began to be developed back in the 90s and are intended so that the user can literally feel everything that happens in the virtual world. Vibrating joysticks, rotating chairs, etc. may be used as such devices.

The source of the 3D picture for the virtual reality device for a long time was a computer or user console (for example, PlayStation VR). However, a couple of years ago, "budget" VR devices entered the market, in which a smartphone began to be used as a source of 3D pictures. A more simplified design made it possible to significantly reduce the cost of virtual reality devices, since there was no need to equip glasses with the previously listed technical means, because:

  • Modern smartphones are high-performance and are capable of independently processing even the "heaviest" 3D content.
  • Smartphone displays have a fairly high resolution.
  • Almost every smartphone has sensors for determining the position of the device in space.

VR BOX 2 virtual reality glasses, with a smartphone attached

2024

Reading with immersion: The first VR e-book is presented

In early August 2024, Sol announced a wearable called the Sol Reader. This is said to be the first VR e-book designed to make the reading process more comfortable and immersive. Read more here

Production of virtual reality helmets launched in Ufa

The production of Russian-designed virtual reality helmets has been launched in Ufa. This was announced on July 10, 2024 by the director of the Mukha studio Artur Abdrakhmanov at the opening ceremony of the Eurasian Center for Digital Technologies (ECPT) at the Ufa University of Science and Technology (UUNiT), in which the head of Bashkiria Radiy Khabirov took part. Read more here

VR sneakers are released in which you can run on virtual reality

In early July 2024, the British-American startup Freeaim introduced smart VR sneakers that can run on virtual reality. The developers believe that VR shoes can revolutionize the ways gamers move around virtual worlds. Read more here.

The first VR device that does not cause nausea entered the market

In early February 2024, the American company NeuroSync Laboratories introduced a virtual reality platform called C-Infinity. It is claimed that the system eliminates the feeling of motion sickness in VR games, thereby preventing nausea. Read more here.

2023

With new sensors in virtual reality, 20 tissue types can now be groped

On November 14, 2023, Chinese researchers at the Southern Scientific and Technological University in Shenzhen developed a sensory system capable of recognizing minute textures with sensitivity comparable to human fingers. The technology is expected to find applications in robotics, as well as bringing a new dimension to virtual reality.

The authors of the project note that people can identify the material of an object simply by running a fingertip over its surface. In this case, both static pressure and high-frequency vibrations are recorded. In the case of robotic systems, it is extremely difficult to achieve the same high accuracy and efficiency. When using sensors, the key problem of sensing and recognizing fine surface features such as texture or roughness of an object is the difficulty of achieving both the required sensitivity and high response-relaxation rate to record static pressure and vibration. The technology proposed by Chinese specialists allows you to bypass these difficulties.

VR sensor system developed, comparable to human fingers

The new flexible sensor uses dual electrical layers that have nanoscale charge separation for capacitive signals: this provides ultra-high sensitivity. Spatial resolution of up to 15 mcm on surface and 6 mcm on height is achieved. Plus, the sensor is able to quickly respond to high-frequency vibrations.

The sensor is capable of "touch" to distinguish between 20 types of tissues, including sarge and corduroy. Besides, 100% accuracy is achieved at constant speed of movement on surface and 98.9% accuracy at arbitrary sliding speed. It is expected that the technology will find applications in new generation prostheses with high-precision tactile communication, interactive systems, various robotic devices, etc.[3]

A system is presented that creates a VR copy of a person. He seems to be near

On November 1, 2023, researchers at Cornell University and Brown University announced the development of a VRoxy system that creates a virtual copy of a person. Read more here.

In China, presented a VR interface for the transmission of odors

On May 9, 2023, Chinese researchers from the City University of Hong Kong and Beijing Aviation and Space University announced the development of a new technology that brings odors to virtual reality (VR). Read more here.

2022

A VR headset has been created that simulates kisses and splashes of dirt on your face

On December 12, 2022, it became known that American researchers have developed a virtual reality (VR) headset that can simulate kisses and splashes of dirt on the face. Read more here.

Odors learned to be added to virtual reality

On October 13, 2022, Stockholm University (Sweden) announced the development of a device that allows you to smell in virtual space. Specialists from the University of Malmö took part in the creation of the so-called olfactometer, and funding was provided by the Marianne and Marcus Wallenberg Foundation. Read more here.

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

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

One of the VR projects of this direction is called Ayahuasca. It was created by Jean Kounen, a French director who was fascinated by the hallucinogenic experience of shamans. At first, Kounen tried to convey the charm of shamanic trance through a feature film, but eventually the search led him to virtual reality, where he was able to recreate psychedelic paintings that are shamans.

People can feel the effect of hallucinogens in virtual reality

Another attempt to create virtual reality based on narcotic trance is called Visionarium. Its developer, artist Sander Bos, is well aware of the limitations inherent in VR technology, but still believes it's worth offering users a VR imitation of the psychedelic experience. Bos is also confident that the immersive nature of VR is able to generate physical effects, even if the environment does not directly affect brain biochemistry, unlike psychedelics.

These statements may have a scientific basis. Jon Weinel, a London-based artist and writer, has long been trying to understand how music and audiovisual media function and how they are transformed into an affective experience. Weinel, in particular, investigated how some virtual reality experiences are able to cause an altered state of consciousness. Weinel's research formed the basis of an alternative movement combining the psychedelia of counterculture with advanced immersive technology.

Modern cyber practices use the latest digital technology to create irresistible immersive experiences. Even if they fail to explicitly replicate the experience of taking psychedelic drugs, they evoke a new kind of physical sensation.[4]

2018: LG Display unveils technology that eliminates nausea in VR environment

In May 2018, LG Display announced technology that the company claims eliminates dizziness and nausea when immersed in virtual reality (VR). The development was created with the participation of Sogang University.

The technology in question, with the help of artificial intelligence algorithms, converts low-resolution video into high-resolution content in real time. The delay time between the user's movements and what he sees in the virtual reality helmet is reduced by five times.

LG Display introduces technology that eliminates nausea when immersed in virtual reality

Delayed and blurred images often lead to dizziness and nausea. LG Display technology fixes this problem and also reduces power consumption. High-quality and comfortable viewing of VR content is provided without the use of additional GPUs and devices, since deep learning allows you to use only the internal memory of helmets.

One of the causes of nausea when immersed in virtual reality is the "deception" of the brain. The position and movement of a person in space is fixed by the vestibular apparatus located in the inner ear. It is this organ that transmits information to the brain about what is happening to the body at the moment. Together with information received by other senses (in particular, the eyes), the brain determines what to do and feel the rest of the body.

In virtual reality, the indicators of the vestibular apparatus and organs of vision differ, since a person sees movement, but the body is left alone. The brain perceives visual information as a hallucination that can be experienced during poisoning, and therefore causes nausea in order to cleanse the body. This phenomenon is called kinetosis.[5]

2017

Technology guidelines for VR industry published

Technology recommendations for the VR industry were first presented as part of the VR Industry Forum (VRIF)[6] in the United States. The document covered the issues of production, content compression, storage and distribution of information, as well as user safety[7].

In particular, recommendations include a description of 360-degree content, its features and benefits. The authors of the document clarify the difference between human vision capabilities and the characteristics of VR products on the market. These differences can lead to unpleasant symptoms in users, which, according to the authors, should be taken into account by developers of VR products.

"Content
should be captured or created in a way that reduces image blur or movement to comfortable levels, as shimmering images can lead to rapid fatigue or disorientation, the document states. "To reduce discomfort, it is recommended to use images with a higher frame rate and prepare content taking into account the capabilities of the display."

The authors of the recommendations considered audio and video formats when creating VR. For full-size 360-degree video, for example, they recommend creating stereoscopic images with a depth of 10 bits and a size of 4096 x 2048 for each eye.

It is worth noting that the document is presented in the form of a draft and contains notes that require further discussion of market participants. VRIF President Rob Koenen said that the principles developed serve two main goals: firstly, to maintain interoperability in the virtual reality ecosystem, and secondly, to provide users with a top-level VR product.

Virtual and augmented reality will become part of the physical world

The active use of virtual (VR) and augmented (AR) realities in various fields forms a "merged reality," in which the boundaries between augmented, virtual and physical worlds are erased. This conclusion was reached in early July 2017 by experts from the Ericsson ConsumerLab research unit, studying the impact of AR and VR technologies on user habits and preferences.[8]

7 out of 10 users expect VR/AR technologies to dramatically change 6 areas: media, education, work, social communication, travel and retail. Users are also confident that virtual space will displace classrooms and offices, and in less than a year virtual screens will replace television and theaters. According to 25% of respondents, AR technologies will be used to obtain information about travel and in maps as early as next year. 50% of early users believe that VR/AR will be integrated into one device that combines AR glasses and built-in VR functions.

According to users, the spread of virtual reality is hampered by insufficient mobility, bulkiness of devices and uneven coverage. In addition, many note that motion sickness, which occurs when using some VR applications, is an important problem.

The main role in the development of "united reality," according to respondents, will be played by 5G technology. 36% of respondents believe that 5G can enable the mobility of VR/AR devices due to stable network connection and high data transfer rates. A third believe 5G will increase battery life, and a quarter of users expect the spread of 5G technology to solve motion sickness.

"The development of virtual, and as a result of the combined reality, when the boundaries between the digital and physical worlds are erased, will lead not only to tectonic shifts in many industries, but also to the creation of fundamentally new directions. The main task to be solved is the transfer of large amounts of data and support for high density simultaneously working devices: tens of thousands per square kilometer. The solution to this problem is in the fifth generation technology. 5G capabilities such as high data transfer rates, minimal response time and support for critical applications are necessary so that AR and VR can fully realize their potential, "said Georgy Muratov, solutions architect, leading expert on 5G Ericsson in Russia
.

The study involved users from North America and, and Europe. Japan South Korea Quality VR testing was also carried out with the participation of 20 Ericsson employees. The preparation of the study also used the opinions France Germany Italy Spain Great Britain USA of 9.2 thousand users from,,, Japan, South Korea,, aged 15 to 69 years, aware of the VR concept.

2015: Launch of the first consumer VR helmet Oculus Rift CV1

On January 6, 2015, pre-sales of the first production consumer virtual reality helmet Oculus Rift CV1 began. To say that the release was expected is to say nothing. The entire first batch of helmets was sold out in 14 minutes.

This marked the symbolic beginning of the VR technology boom and the explosive growth of investment in this industry. It is since 2015 that virtual reality technologies have become a truly new technological Klondike.

2012: Startup Oculus raised $250,000 in 4 hours for the release of a VR helmet

The real boom in VR began on August 1, 2012, when the little-known startup Oculus launched a fundraising campaign on the Kickstarter platform for the release of a virtual reality helmet. The developers promised users a "full immersion effect" by using displays with a resolution of 640 by 800 pixels for each eye. The necessary 250 thousand dollars were collected in the first four hours.

2010: Stereoscopic 3D mode for Google street view

Attempts made in the 1990s to bring VR "into life" did not lead to anything, and it disappeared from the public eye for many years. Some resonance was caused by the stereoscopic 3D mode launched in 2010 for Google street view - a moderately interesting iteration of VR technology. It is possible that the introduction of this mode was intended to increase the pressure of Google Maps on competitors. One way or another, the search giant managed to succeed. The success of using 3D mode in Google Street View is a notable exception, most other VR projects have not repeated even a fraction of the success of the latter. The promises they made, but unfulfilled, led consumers and developers to lose interest in VR and AR technology.

2000: Chasing Monsters on Real Streets in Quake

In 2000, thanks to an addition with AR technology, Quake was able to chase monsters through real streets. True, you could only play armed with a virtual helmet with sensors and cameras, which did not contribute to the popularity of the game, but became a prerequisite for the appearance of the now famous Pokemon Go.

1980-1990s: Emergence of the terms virtual and augmented reality

In the 1980s, VPL Research developed more modern virtual reality equipment - EyePhone glasses and a DataGlove glove. The company was created by Jaron Lanier - a talented inventor who entered the university at the age of 13. It was he who coined the term "virtual reality."

Augmented reality went hand in hand with virtual until 1990, when scientist Tom Codell first proposed the term "augmented reality." In 1992, Lewis Rosenberg developed one of the earliest functioning augmented reality systems for the United States Air Force. The Rosenberg exoskeleton allowed the military to virtually control machines while in a remote control center. And in 1994, Julie Martin created the first augmented reality in the theater called "Dancing in Cyberspace" - a production in which acrobats danced in a virtual space.

In the 1990s, there were other interesting discoveries, for example, Australian Julie Martin connected virtual reality with television. Then the development of gaming platforms using virtual reality technologies began. In 1993, Sega developed the Genesis console.

At demonstrations and preliminary screenings, however, everything ended. Games with Sega VR were accompanied by headaches and nausea and the device never went on sale. The high cost of devices, scarce technical equipment and side effects forced people to temporarily forget about VR and AR technologies.

1960s: The first VR helmets for military purposes and a virtual simulator

Heilig's "Sensorama"

It is generally accepted that the development of virtual reality began in the 1950s. In 1961, Philco Corporation developed the first Headsight virtual reality helmets for military purposes, and this was the first application of the technology in real life. But based on today's classification, the system would rather be attributed to AR technologies[9].

Morton Heilig is rightfully considered the father of virtual reality. In 1962, he patented the world's first virtual stimulant called Sensorama. The device was a bulky device that looked like slot machines of the 80s, and allowed the viewer to experience the experience of immersion in virtual reality, for example, riding a motorcycle through the streets of Brooklyn. But Heilig's invention caused distrust among investors and the scientist had to stop developing.

A few years later, in 1968, after Heilig, a similar device was introduced by Harvard professor Ivan Sutherland, who, together with student Bob Spraull, created the Damocles Sword, the first virtual reality system based on the head display. The glasses were attached to the ceiling, and a picture was broadcast through the computer. Despite such a cumbersome invention, the CIA and NASA became interested in the technology.

1838

In 1838, the English physicist, author of many inventions, Charles Wheatstone, concluded that the human brain analyzes the environment in the form of two-dimensional images. They are captured individually by each eye and then converted into 3D images by the brain. Armed with this knowledge, he invented the stereoscope - a device in the form of "glasses," which made it possible to see two pictures next to each other, imitating the so-called immersion effect. Obviously, in its original form, the stereoscope was the simplest device, but the same principle underlies the popular Google Cardboard today, so it can be seen without a twinge of conscience as the first prototype of a VR/AR headset[10].

Virtual Reality Applications

According to many experts, virtual reality technologies have not yet even come close to the peak of their development. However, the areas of their potential application are already clearly looming. In addition to video games, such areas as:

  • Live broadcasts. One of the main areas of development of VR. The most interesting events, both sports and cultural in nature, can be seen firsthand, being anywhere and not buying expensive tickets
  • Cinema. VR devices are expected to revolutionise the film industry, allowing viewers to "watch movies from within" rather than from outside.
  • Sales. The effect of personal presence will allow people to save time when making purchases by examining remotely apartments, cars and other things on sale.
  • Education. Virtual reality technologies can make the learning process more interesting. For example, students may be able to "see first-hand" the various events described in the history books.
  • Health care. In the medical field, VR devices can be used for virtual admission of patients, psychotherapy, etc.
  • Military industry. With the help of VR devices, soldiers will be able to learn the tactics of martial art in conditions as close as possible to the real ones.

Virtual reality in medicine

Virtual reality in the military

Main article: Virtual reality in the armed forces of Russia

2021: Using virtual reality to prevent suicide

At the end of September 2021, one of the units AIR FORCE USA began to conduct training virtual reality VR for its personnel using the suicide prevention system (), the number of which is reportedly growing throughout the country's armed forces. More. here

Virtual reality in the media and entertainment industry

Virtual (VR) reality projects can not only create conceptually new markets, but also expand existing ones. According to Goldman Sachs analysts, cinema VR is one of three noticeably growing market segments, along with the gaming industry and online broadcasting services. According to analysts, the use of virtual reality technologies will bring a profit of $750 million to the film industry by 2020 and will have an audience of at least 24 million users. In 2025, this amount will increase to $3.2 billion and 72 million viewers, respectively (To make the forecast, data on the number of users and the amount that they are ready to spend on entertainment video in VR format were used).

2020: Demand for virtual travel in Japan up 50%

In mid-August 2020, it became known that the Japanese airline First Airlines is successfully offering virtual travel. The idea was realized thanks to the use of virtual reality (VR) technologies, since the beginning of 2020 the demand for such entertainment has grown by 50%. Read more here.

AlfaStrakhovanie will insure virtual reality users

In September 2016, AlfaStrakhovanie announced a service to protect virtual reality lovers. Users of 3D glasses and helmets will be able to purchase special policies for accident insurance. Customers injured while using 3D glasses, helmets and other headsets for designing augmented and virtual reality will be able to receive a payment from AlfaStrakhovanie according to the insurance amount stated in the policy. The amount of payment will depend on the severity of the injury received at the time of use of the corresponding devices.

The most frequent injuries sustained at home, according to AlfaStrakhovanie statistics, are finger fractures when hitting furniture or pinching a door, burns of varying severity with steam and hot fluid, cut finger wounds, bruises and hematomas after a fall, and a hip neck fracture. More serious injuries also occur - fractures of the ribs, metacarpal bones of the hand, radial bone of the arm, ankle.

The average amount of AlfaStrakhovanie payment under accident insurance contracts ranges from 4 thousand rubles. up to 33 thousand rubles. depending on the insured amount and the severity of the injuries caused. The frequency of occurrence of insured events in household conditions or received within their own home is 1% of all insurance events that occurred. The average payment for an accident insurance policy for individuals is 2-15% of the insured amount, however, sometimes its size can reach 100%.

"Virtual and augmented reality no longer seems like fantasy, as it was a few years ago. Special devices expand the range of our capabilities, acting through vision, hearing, smell, touch, - says Irina Karnaeva, Director of the Property Insurance Department of AlfaStrakhovanie individuals. - Being in virtual reality, a person loses contact with what is happening around, the loss of visual control we are familiar with over the surrounding space can result in the most unexpected household injuries. In addition, there are many children among fans of augmented and virtual reality, whose sense of danger is less developed than in adults. When using special helmets and 3D glasses, the risk of injury increases many times over. Our company intends to launch a special product whose accident protection program will be developed specifically for virtual reality users. It will protect the policyholder and cover the costs of treatment. "

Virtual reality in mechanical engineering

Virtual and augmented reality technologies are also present in the automotive industry. Ford uses VR projects at the design stage of cars. In April 2017, it became known that the Ford design center, located in Cologne (Germany), has a specially equipped studio in which design engineers can fully evaluate the car without having a physical prototype. This allows you to work faster and more efficiently on the exterior of the car, as well as work in more detail on thin lines and trim elements. Working in this studio, Ford designers were able to best design the arrangement of the dashboard, armchairs and control mechanisms in the new Ford Fiesta model.

In addition, Ford is currently carefully exploring the potential of a number of solutions in the field of virtual and augmented reality technologies for superimposing digital holograms on real-world objects, which will allow people to assess the characteristics of individual products, such as cars, in the next decade.

Virtual reality in the field of culture and art

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

More than 85% of the surveyed museums in Moscow, the Moscow region, St. Petersburg and the Leningrad region recognize the need for digital transformation - showed a joint study by Microsoft and TAdviser. In particular, 20% of respondents are already actively implementing a digitalization strategy, 23% have developed it, and 43% plan to do it. The main priority in this direction was the creation of digital opportunities for visitors - this was noted by 82% of respondents. Microsoft announced this on March 18, 2020. Read more here.

Virtual reality in the construction industry

In April 2017, it became known that CROC introduced a universal virtual reality system for construction companies, design organizations, as well as design bureaus of industrial enterprises. The hardware and software solution is focused on the business needs for detailed visualization of engineering data and the creation of virtual prototypes of industrial products and construction facilities. With the help of a VR system, project team specialists will be able to simplify the coordination of technical projects thanks to the maximum visibility of the virtual layout. The introduction of a professional virtual reality system at enterprises will speed up project development, reduce the cost of producing classic layouts and reduce the time for making design decisions. The CROC VR solution is compatible with the cloud, which allows you to store heavy project data in secure storage and free up local computing resources for higher priorities.

Microsoft, together with the American manufacturer POTRMB and the University of Cambridge, has developed augmented reality glasses Microsoft Hololens, designed for use in the construction industry, with an announcement expected in 2017.

Virtual Reality for Traffic Centers

Digital economy of the Russian Federation: Virtual reality simulates road traffic

The government commission on the use of information technologies to improve the lives of people and the conditions for doing business approved in 2017 action plans in four areas of the Digital Economy program, including the direction "Formation of research competencies and technological groundwork." The program "Digital Economy of the Russian Federation" was created on behalf of Russian President Vladimir Putin.

The VR and AR platform will also find its application for simulated modeling of road traffic for traffic management centers: it will be used to create a software system for simulated modeling of road traffic with the ability to display in virtual reality for traffic management centers[11].

The document provides for the creation of a software complex for instrumental control of the diagnostic state of roads, designed to collect, accumulate, store, consolidate, analyze and interactive visual presentation of data on the state of roads received from various measuring and registration equipment, control bodies and the population.

The purpose of this project is to provide an opportunity to transfer to interested organizations complete, objective and reliable information on the transport and operational state of roads, the degree of compliance of actual consumer properties, parameters and characteristics of traffic requirements in accordance with industry road standards, as well as analysis of this information and reporting.

The project will solve the following types of problems: diagnostics and certification of roads, assessment of transport and operational condition, quality control of completed construction and road repair work, determination of consumer properties and technical level of the road, measurement of geometric parameters and determination of characteristics of roads, including determination of road surface defects.

Virtual reality in education

The first VR lessons were held in Russian schools. What are the results of the experiments?

Multimedia modeling capabilities have long attracted enthusiasts from the school environment. They strive to create a visual environment for schoolchildren that makes it easy to understand and master difficult abstract concepts and laws of physics, chemistry, astronomy and other subjects. In parallel, processes are underway to form appropriate teaching methods, which are based on the results of special research. One of them was held in the spring of 2019 and showed interesting results. Read more here.

Creating a VR/AR platform in Russia

The government commission on the use of information technologies to improve the lives of people and the conditions for doing business approved in 2017 action plans in four areas of the Digital Economy program, including the direction "Formation of research competencies and technological groundwork." The program "Digital Economy of the Russian Federation" was created on behalf of Russian President Vladimir Putin.

The VR and AR platform is also planned to be introduced when creating interactive complexes for automated training systems for universities: it will be implemented for interactive computer classes[12].

The first playground will be opened in Moscow, which will be able to serve groups of visitors (from two to six people) with a playing session duration of 30 minutes. On the basis of the corresponding platform, solutions for business and government agencies will be developed and a franchise package will be prepared.

Until the end of 2020 St. Petersburg , at least three such sites will be open in Moscow and Yekaterinburg. Also, several franchise packages will be sold abroad

Technology parks, adaptive production centers and CMITs (centers for youthful innovative creativity) will introduce a domestic digital platform for virtual prototyping, which will speed up the prototyping process and reduce 3D printing costs by 5%. At the same time, the involvement of students in the educational process will increase by 25%.

It is also planned to develop and implement software and mathematics (PMO) in simulators. We are talking about simulators for wheeled and tracked vehicles, construction and road equipment, agricultural machinery and mechanisms, robotic complexes for various purposes (from space and aviation to ground and underground) and various defense systems. By the end of 2020, MMRs will be implemented in at least 10 training facilities.

On the basis of augmented and virtual reality technologies, training programs will be introduced. The relevant platform will provide specialists with the following opportunities: acquiring knowledge and skills in working with complex equipment, performing laboratory and hazardous work; obtaining knowledge on reducing the likelihood of emergency situations; obtaining experience in error elimination and recovery of normal operating conditions in case of abnormal situation.

1,000 educational programs will be created on the basis of this platform by 2020. The quality of personnel training will increase, including the number of errors during operations by 2020 will decrease by 40%. By this time, the digital learning platform will be implemented 40 times, and 3 thousand people will be trained with its help.

Virtual Reality in Trade (Merchandise Demonstrations)

  

2017 - The furniture chain Hoff plans to begin testing technology (virtual reality VR) in its stores. This was told by the vice-president and co-owner of the company Mikhail Kuchment, writes in March. "" Businessman The company is in talks with developers. Investments in the project have not yet been disclosed.

The technology suggests that with the help of special glasses, store visitors will be able to see how a particular piece of furniture will look in their apartment. And also move it, combine it with others, etc. For this, Hoff intends to digitize the apartment layouts of the most popular series and its products. The project can be launched without large investments, said Alexei Borisovich, president of the Sistema VCKatkov Foundation, to the publication. According to him, investments are unlikely to exceed 10 million rubles.

Hoff's plans can be considered a kind of response from IKEA, said Denis Zverik, Marketing Director of Loko Bank. However, in the stores of the Swedish network, the apartments are recreated "live": the buyer will be able to walk through a specific "room," look around, feel the materials and appreciate the interior. By the way, IKEA does not intend to launch VR in Russia, the company's press service explained. Although in stores abroad, the technology is being tested.


2016 - Kairos, a large retailer of ceramic tiles and plumbing, was faced with the task: to present as effectively as possible the design project of interiors that are created in the company's own studio. The solution to how to do this was proposed by the Digital Agency Spider Group almost immediately - virtual reality (VR). Just a month later, Kairos received a ready-made VR application, and with it the opportunity to demonstrate to its customers the future interior of their bathrooms using one of the highest quality gadgets today - the Samsung Gear VR virtual reality helmet. Visitors to the Kairos salons, wearing a helmet, get inside the room, where they can look around in the interior created by the designers. At the demonstration of the application in the shopping center, you could see the effectiveness of using such a presentation of goods. Almost everyone who tried on a helmet and watched interior designs in virtual reality was very impressed by the experience of immersion inside the interior. Everything looks so realistic in the application that some even tried to touch the virtual tile with their hands.

Virtual reality in the sex industry

2023: World's first virtual reality brothel opens

On October 22, 2023, it became known that the world's first cyber brothel, a platform called Cybrothel, had opened in Berlin. The venue offers a variety of services to customers, including a private room with virtual reality (VR) technology, as well as a robotic sex doll named Kokeshi. Read more here.

Virtual reality risks

Risks according to Panda Security

Virtual reality is still in the early stages of its development. While we hear a little about the risks of information security that are associated with this technology. However, we should still be aware that virtual reality, like any other innovation, carries new threats, as well as a number of old threats that can be modified as part of the new[13] technology].

Virtual theft

Imagine that in virtual reality you are participating in some kind of competition that promises you the house of your dreams, if you manage to build it in 100 hours using Lego blocks. You try and build a house that will meet your requirements, and in the end you succeed: the organizers of the competition provide you with a living space that fascinates you so much. However, the attackers are waiting for you "around the corner." They make their way to the app's servers and change property rights. Of course, physically you do not lose anything, but you lost precious time, and all your efforts were in vain. The developer of the application also has serious losses. At least they lose your trust, as well as the trust of other users.

Identity theft

We often hear (and worry about it) about massive cases of theft of personal information and registration data, which, as a result of cyber attacks, are increasingly suffering from certain companies, but in virtual reality things can be even worse. Criminals will be able to get their hands on not only usernames and their passwords, but also take possession of the user's very identity (generating a hyper-realistic avatar after scanning his own body).

With all these biometric parameters, criminals can easily impersonate a real person. Therefore, companies that ensure the security of such information, as a result of this, may face more serious risks than those that we already know.

Changing reality

Cyber ​ ​ criminals can learn how to modify the application code to manipulate (virtual) reality as they please. The number of scripts is infinite. For example, you can hack into the virtual office of a company that works remotely, change information in it in such a way as to harm its reputation, causing negative feedback from users... There is a whole world of potential risks that await their moment when humanity learns about them - and this will bring new challenges for information security experts.

Headset security

In fact, in the same way that malware can negatively affect computers and mobile devices, they can affect virtual reality headsets. Cyber criminals can attack these headsets with various intentions (and clearly not the best). For example, a keylogger that can track user activity, or a ransomware that blocks access to a specific virtual world until the user pays a ransom to restore access to it.

Mental impact

Another possible scary virtual reality scenario: the negative mental impact on humans. Let's say cyber criminals hacked a virtual reality app. With the help of various techniques (25 frames, infra-low or ultra-high frequencies of acoustic waves, a certain combination of colors with the required flickering frequency, etc., not to mention hypnosis), it is possible to carry out the required mental impact up to zombification or serious mental disturbance. Cinema, you say? Not only. For example, this can become a good weapon in cyber wars between states (mental impact on users from a certain country), or tools for obtaining confidential information (about the activities of an enterprise, state institution, bank, etc.). Everything here will depend on the imagination of the attackers, their goals and capabilities.

2022

Ministry of Internal Affairs of the Russian Federation: VR and AR systems have a "destructive information and psychological impact"

In November 2022, the Ministry of Internal Affairs (MVD) of Russia announced the need to regulate the market for virtual reality technologies, citing the possible risks of their destructive impact on humans.

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There are some formats for consuming media content - these are virtual and augmented reality systems. They are already there, they are already on sale, they are already being used, in supermarkets they are offered as entertainment. And there is an increased risk of destructive information and psychological impact, "said Alexander Smirnov, a representative of the All-Russian Research Institute (VNII) of the Ministry of Internal Affairs of Russia (quoted by TASS).[14]
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In the Ministry of the Interior (Ministry of Internal Affairs) Russia reported on the need to regulate the virtual reality technology market

As a measure to combat these risks, he advocated the introduction of a law regulating virtual reality. Smirnov proposed introducing labeling of computer and other entertainment content in addition to age restrictions, as well as giving the legal status of a cyber team, that is, volunteers who identify destructive content on the Internet, in their opinion.

The representative Rostelecom of "" Boris Glazko proposed not only to limit existing or created abroad, metauniverses but to encourage those who develop such technologies in Russia. The metaverse, he said, is any virtual space in which users can act freely - an alternative version of the reality in which their property rights apply, they turn, finance labor relations arise.

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All this is alternative to what the state regulates, "Glazkov explained. - But in Russia there are no such products that can be regulated, there is no competitive version of the metaverse, and this is the main strategic risk. Such universes need to be created.
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Hackers began peeping at users in virtual reality

At the end of July 2022, cybersecurity research company ReasonLabs published data on a new attack vector. According to the information received, hackers can connect and record the screen of a VR device. Read more here.

Augmented reality

Main article: Augmented Reality (AR, Augmented Reality)

Mixed reality

  • The integration of IoT and AR, VR creates, as it can be called, a mixed reality - Mixed Reality, the potential for which is very great in industry. The advantages for enterprises are as follows:
  • All information exists in context. The mechanic does not get abstract information about the model as a whole, but data about a particular motorcycle, loader or any other equipment.
  • The speed of service, assembly or dismantling increases many times, since all the necessary information is located right in front of your eyes and is superimposed directly on the real mechanism.
  • Employee productivity is growing with high levels of automation, fewer errors, and less time spent searching for data.
  • Less qualified field personnel can be used. This saves on the departure of the service team. If we are talking about products that are sold to other regions or even countries, then the benefit can be in the thousands and millions of rubles.
  • The problem of transferring knowledge and skills from experienced employees to less experienced employees during generational changes is removed: the higher the level of automation, the less often irreplaceable employees appear.
  • Customer loyalty is increased due to the fact that all work is carried out as quickly as possible and the equipment is not idle.
  • And most importantly, all of the above leads to an increase in business efficiency.