The "extended reality" realm is proving to be more than just a futuristic concept, with projects funded by the EU having sought to demonstrate its enormous potential.

According to TechXplore, EU researchers aim to make augmented reality (AR) and virtual reality (VR) more immersive for users. AR and virtual reality are undergoing transformative advancements with tangible applications across various industries.

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LOS ANGELES, CA - JUNE 13: A man tries out a Virtual Reality game inside a Fulldome.pro 360-degree projection dome on opening day of the Electronic Entertainment Expo (E3) at the Los Angeles Convention Center on June 13, 2017 in Los Angeles, California. The computer and video game trade show draws an international crowd of industry members and fans, and runs June 14 through 16.

EU-Backed Project 'TACTILITY'

Under the EU-backed project "TACTILITY," researchers have developed a glove that allows users to touch virtual objects through electrical pulses. These impulses, delivered by embedded electrodes, create sensations ranging from pushing a button to perceiving a solid object's shape, dimensions, and texture.

Erik Hernandez Jimenez, who spearheaded the initiative, emphasized the potential for this tactile feedback to be extended to a full-body suit. This electro-tactile feedback approach has demonstrated superior realism at a lower cost than previous efforts involving motors. This breakthrough could pave the way for broader accessibility to this technology.

The research aligns with the European Commission's commitment to advancing the virtual worlds sector, which is poised to generate around 860,000 new jobs in Europe by the end of the decade. 

The Commission cites approximately 3,700 entities operating in this domain, including companies, research institutions, and governmental bodies.

The applications of this technology extend to various sectors. In healthcare, the tactile feedback system could aid in exposure therapy for phobias, allowing patients to gradually confront their fears in a controlled virtual environment.

Additionally, it holds potential in the manufacturing industry for worker training and in hazardous environments where remote-controlled robots are deployed.

Read Also: Explore Virtual Reality Worlds at Home: Virtuix Launches Omni One, A Unique Omni-Directional Treadmill For Consumers That Lets You Step Into VR Without Boundaries

Another Virtual Reality Project Funded by the EU 

Another EU-funded project, "WEARTUAL," focuses on integrating wearables into virtual reality experiences. Led by Oğuz "Oz" Buruk, the project explores the incorporation of wearables worn on the wrist or ankle to enhance the sense of immersion in virtual reality. 

This could enable avatars to express emotions more vividly, creating a more engaging and interactive experience. Buruk also envisions a future where virtual reality and human bodies become increasingly integrated, potentially paving the way for the widespread use of bodily implants. 

As technology advances, the line between the virtual and physical worlds will blur, encouraging longer extended engagement periods with virtual environments.

The practical purposes of virtual reality technology, such as gamifying critical information, are already being used. This approach makes learning more interactive and engaging. 

Furthermore, fashion houses are beginning to offer clothing designed for virtual environments, allowing individuals to express their creativity and identity. Buruk affirms that investments in VR, extended reality, and AR are increasing daily.

As investments in these technologies continue to grow, the boundary between reality and the virtual world becomes more porous, reshaping how individuals interact with and perceive their surroundings.

Related Article: Global VR Headset Market Grows by Over 240% in Q1 2022 | Can Meta Sustain its Wearable Production?

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