KingKung Blog

A New Way to See the World: Virtual Reality

Introduction

Throughout this course, we have learned, discussed, and debated several topics ranging from ethical dilemmas with technology to the proper way to use it within society. From learning about company scandals involving the collection of personal data (https://www.nytimes.com/2016/11/20/opinion/cambridge-analytica-facebook-quiz.html) to the evolution of deepfake videos (https://www.csoonline.com/article/3293002/deepfake-videos-how-and-why-they-work.html), the topics and discussions have been far and wide. However, one of the things we discussed that I wanted to dive deeper into was the ongoing innovation of virtual reality. Virtually reality has various definitions that range from person to person and source to source, however, Wikipedia defines virtual reality as “a simulated experience that can be similar to or completely different from the real world”. I will be focusing on this definition of virtual reality and the effects of a simulated experience within people’s lives.

Companies throughout the entire technology industry are pouring large amounts of money into the innovation of virtual reality seeing it as a vital part of the future. With the current inventions and implementations of virtual reality making big paces from the past, yet still being at a basic level, what does the future hold in store? Will our whole world perception eventually become our own virtual reality?

Professor Pfaff (IQ Center Academic Technologist) talking about his definition of virtual reality. I am interviewing him to get a perspective of the role of virtual reality on a college campus. (https://www.wlu.edu/iq-center):

 

Welcome to my multimedia narrative where I will tell you the story of virtual reality, how it began, and what its future holds for it. During the process of deciding what I wanted to do for this project, the first things that came to my mind were virtual reality and artificial intelligence because I know they are some of the hottest trends right now in technology where companies are investing a lot of money into the innovation of both. I eventually chose virtual reality as it was something I was very interested in and wanted to learn more about. This multimedia narrative is meant for the general audience where anyone can learn more about virtual reality and its applications to the real world. As a first year college student, I have had several educational discussions about this topic and also have done tremendous amounts of research. Enjoy.

A History of Virtual Reality

Source for all timeline text: https://www.vrs.org.uk/virtual-reality/history.html

Virtual Reality Today

So why exactly is virtual reality such a hot topic today? Why is its advancement such a priority for companies? According to Fuchs, Moreau, and Guitton from their book Virtual Reality Concepts and Technologies, for the general population of people, virtual reality creates a relationship between fantasy and technology, dream and reality. Only recently have serious improvements been made to virtual reality and this is due to the advancement of computer technology. Computers have allowed a significant increase in the possibility of creating computer-generated images in real time and enabling a real-time interaction between the person using it and the virtual world they are living in. This is the true reason people are so obsessed with virtual reality. A chance at a new reality. Something only you can imagine. A chance at immersing yourself in a new world with a new you.

According to the authors of the journal Reality Check: Basics of Augmented, Virtual, and Mixed Reality, virtual, augmented, and mixed reality are sometimes put under the same umbrella due to all of them manipulating reality in some sort of way.The main reason, however, is that they all aim to enhance the user’s experience or reality in some sort of way. With the rise of virtual reality, there has been a significant increase in the number of artificial reality devices or applications to the general public. One example is the release of the app Pokémon GO in 2016. This new and cutting game implemented an augmented reality platform where users could catch Pokémon in the app that seemed to be around them in the real world. Games have played a ginormous part in the demand for virtual reality and other artificial reality platforms.

Other ways that virtual reality is heavily being used is by journalism sites and school systems. In 2015, The New York Times released the NYT VR app and published a cover story. Since that time, the journalistic news source has published dozens of films that use V.R technology on several topics. This provides a new way of receiving your news as you can actually see what is happening with your own eyes. In addition, The New York Times has used its platform to help provide teachers with practical teaching strategies. By using more immersive technology within schools, it can help the student improve their learning outcomes. Instead of just reading it themselves or hearing it, students can see journalistic stories from an immersive, 36-degree audiovisual experience that can help grab students’ attention while exposing them to things they wouldn’t even think about.

Professor Pfaff discussing virtual reality’s role on Washington and Lee University’s campus:

Virtual Reality Machine Demo at Washington and Lee University:

Future of VR

With the ongoing demand for virtual reality and it being at its earliest stages, what does the future of virtual reality have in store for it? There have already been massive steps in recent years bringing in a whole new way we perceive virtual reality. Recently, I even participated with my family in buying tickets to participate in a “virtual reality experience” at my local mall. The mall was hosting a pop-up shop where they had high-tech virtual reality equipment that you used to complete challenges and have new experiences. This is just one of the ways virtual reality is taking advantage of the hype around it as its technological capabilities only continue to grow.

The primary driver of the virtual reality industry is games, with 59% of developers current or potential VR/AR projects falling under the gaming category. There are also enormous amounts of growth in other fields as well including education and training. Government agencies, nonprofits, and businesses are investing large amounts of money into their VR/AR capabilities which they see as the way of the future. Also, HTC and Oculus are currently the main platforms creators are currently using. However, more and more companies are continuing to enter the space such as PlayStation releasing their own version of a virtual reality machine. (https://www.wired.com/story/future-ar-vr-survey/)

Professor Pfaff vision of future for virtual reality:

 

 

Works Cited

Feldler, Travis. “Teaching With NYT Virtual Reality Across Subjects.” The New York Times, The New York Times, 28 Mar. 2019, www.nytimes.com/2019/03/28/learning/lesson-plans/teaching-with-nyt-virtual-reality-across-subjects.html.

Fuchs, Philippe, Moreau, Guillaume, and Guitton, Pascal. Virtual Reality Concepts and Technologies . Boca Raton, Fla: CRC Press, 2011. Print.

“History Of Virtual Reality.” Virtual Reality Society, www.vrs.org.uk/virtual-reality/history.html.

Pfaff, David. “Virtual Reality” Interview by Daniel Kung. Personal interview. 21 November 2019.

Rubin, Peter. “Want to Know the Real Future of AR/VR? Ask Their Devs.” Wired, Conde Nast, 5 Aug. 2019, www.wired.com/story/future-ar-vr-survey/.

Tara J. Brigham (2017) Reality Check: Basics of Augmented, Virtual, and Mixed Reality, Medical Reference Services Quarterly, 36:2, 171-178, DOI: 10.1080/02763869.2017.1293987

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