Earlier this week, I recorded a short video program for Computerworld about virtual reality in the enterprise. As I prepared for the presentation, I realized that it was important to define "virtual reality" for the audience. Many might associate the term with older technologies, namely the cabled goggles and haptics gloves that came out of academic computing labs in the early 1990s and was the subject of media reports from that time. While the basic concept of "virtual reality" is still the same -- an interactive, 3D representation of space, objects, and even people, built and delivered using a combination of computer hardware and software -- I pointed out that the technologies have advanced to the point where they are widely available to a great number of people. These days, VR is usually delivered via a Web browser or client application on a desktop computer, and can take the form of virtual worlds, 3D models, and 3D simulations/simulators.
How many people have experienced virtual reality? In this country, surely tens of millions. Gaming is so big right now, and I believe it's fair to assume that most people from the video game generation have tried some type of 3D game in the past 15 years, whether it be a single-player title or an MMO game. In recent years, millions more have tried out some of the Internet-based services. I noted in the video presentation that a survey by the Pew Internet & American Life Project has found 72 million Americans have reported trying a "virtual tour". The methodology did not state whether or not respondents associated the term "virtual tour" with 3D imagery, such as the Keyhole flyovers that Google offers, as opposed to a selection of static 2D photos that one might see on a real estate website. However, even assuming 20% did think of 3D, that represents more than 14 million people who have tried virtual reality tours.
I've presented about 3D technologies and virtual worlds in the past, but this is the first time I've done so on video. I'll link to the program when it is posted to Computerworld.com.
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