Implementation of Virtual Reality in Healthcare, Games, Fashion and Education, and it Future

  IJCTT-book-cover
 
International Journal of Computer Trends and Technology (IJCTT)          
 
© 2019 by IJCTT Journal
Volume-67 Issue-4
Year of Publication : 2019
Authors : Mrs. Manjusha Sreekumar, Mr. Satwik P M
  10.14445/22312803/IJCTT-V67I4P114

MLA

MLA Style: Mrs. Manjusha Sreekumar, Mr. Satwik P M "Implementation of Virtual Reality in Healthcare, Games, Fashion and Education, and it Future" International Journal of Computer Trends and Technology 67.4 (2019): 63-66.

APA Style: Mrs. Manjusha Sreekumar, Mr. Satwik P M (2019). Implementation of Virtual Reality in Healthcare, Games, Fashion and Education, and it Future. International Journal of Computer Trends and Technology, 67(4), 63-66.

Abstract
Virtual reality is an artificially created condition which encourages us to encounter things through automated systems that does not exist. It very well may be felt principally through two of five detects that are sight and sound. The whole skill by a man is a blend of material data and treatment of data by brains. VR exhibits a version of reality which is not actually present but can be discerned as real by a person. VR alludes to a specific sort of reality copying which enable us to see things that are unrealistic in physical reality. VR is for the most part utilized in amusements and in 3D motion pictures. Be that as it may, in current years the idea of VR is connected in different fields, for example, training human services for military business developments design utility. It reduces the wastage of resources and is helpful in maximization of output. Currently, IT companies are investing billions of dollars in VR technology and there are millions of VR users. Applications of VR are broadly used in the field of Health Sciences (HS), Health Care (HC) and Education. Developing countries like India, VR market will grow more than 70% in coming years. In this paper, we are focusing mainly on applications of VR in different fields and future of VR in coming years.

Reference
[1] "How did virtual reality begin?". Virtual Reality Society. Retrieved 10 January 2019
[2] Thomas, Wayne (December 2005). "Virtual Reality and Artificial Environments", A Critical History of Computer Graphics and Animation. Section 17
[3] Rosenberg, L.B. (1993). "Virtual Fixtures: Perceptual Overlays for Telerobotic Manipulation". In Proc. of the IEEE Annual Int. Symposium on Virtual Reality (1993): pp. 76–82.
[4] "Virtual Reality Applications Expand : Imaging: Technology is finding important places in medicine, engineering and many other realms – LA Times".
[5] "Valve showing off new virtual reality hardware and updated Steam controller next week". The Verge. Retrieved 1 March 2015.
[6] "Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive". Data Reality. Archived from the original on 20 August 2015
[7] "VRML Virtual Reality Modeling Language". www.w3.org. Retrieved 14 january 2019
[8] Garrick, Jacqueline; Williams, Mary Beth (2014). Trauma Treatment Techniques: Innovative Trends. London: Routledge. p. 199. ISBN 9781317954934
[9] "Virtual Reality in Mine Training". www.cdc.gov. Retrieved 2019-01-10
[10] "Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families? – MW2016: Museums and the Web 2016".
[11] Caddy, Becca. "Vomit Reality: Why VR makes some of us feel sick and how to make it stop". Wareable.com.
[12] "The Future of Virtual Reality with Mychilo Cline " Introduction to the Future of Virtual Reality". Virtualreality.universityvillagepress.com
[13] "National Center for Supercomputing Applications: History". The Board of Trustees of the University of Illinois. Archived from the original on 21 August 2015.

Keywords
Virtual Reality (VR), Health Sciences (HS), Health Care (HC)