Is Virtual Reality Really the Future?

With technology ever advancing into the future, Hollywood may indeed be looking to make lightning strike twice. Virtual reality then, could be the ans...
With technology ever advancing into the future, Hollywood may indeed be looking to make lightning strike twice. Virtual reality then, could be the answer. Oculus has already begun pulling talent from studios like Pixar. Award-winning VR short films already exist, like Invasion (2016) and Crow: The Legend (2018).Virtual reality is considered to have begun in the 1950’s but early elements of it can be traced back to the 1860’s and long before the development of digital technology. Early artistic examples of virtual reality An example of this is large, 360 degree murals which enabled the observer to engage with the artwork on a simple level.The term ‘mixed reality’ first appeared in 1994 in a paper co-authored by Paul Milgram and Fumio Kushino, a concept that Andreas Floemersummarizes as follows: ‘In highly simplified terms, [MR] refers to the inclusion of all possible forms of reality – from the completely real to the completely virtual.“The virtual worlds we’re interacting with can be as real as our ordinary physical world. Virtual reality is genuine reality.” It all started, as these things can, with the French.
The shift started in May, with an impulse purchase of an Oculus Quest headset and a fitness app called BoxVR. It’s essentially Guitar Hero meets boxercise: you jab, hook and uppercut glowing orbs.
The primary goal of virtual reality is to stimulate your senses in a way that tricks your brain into at least partially believing that what you see in the headset is real. In order to do that, the virtual world mimics many of the attributes of the physical world as closely as possible.Less than six months from now the first of the heavy hitter consumer-grade virtual reality sets will hit market—Valve and HTC’s Vive headset —and a few months after that we’ll see the Rift.
With the emerging technology of virtual reality headsets and augmented reality, these are now questions that are on the tip of everyone’s tongue. With an estimated $2.3billion dollars (around £1billion) having been invested into VR technologies in recent years, it’s quite fair to say that these aren’t questions that are going to go away any time soon, either.To answer this question we must first define what really accessible is. For me it means that content can be perceived, operable, understandable and robust for as many people as possible. So it’s about people and also a bit about devices that people use. Devices like virtual reality glasses are quite excluding as only sighted people can use .
To follow Clinton’s logic that violent games breed violent actions, experiencing a game in VR mode should, in theory, be far more extreme (although, as reviewers of consumer games point out,.

4 May 2019, 10:30 | Views: 142

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