How Virtual Reality technology affects our life?
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Figure 1: Facebook to buy virtual reality gaming company Oculus VR. [online] BGR. Available at: http://bgr.com/2014/03/25/facebook-oculus-vr-acquisition/ |
Virtual reality technology has become one of the hot topics in the gaming industry, as it could be the next major device after smartphones. According to Sharma, virtual reality is a new technology that makes users feel in a virtual world by using computer hardware and software. (Sharma, 2014) Users are able to interact with the digital information and objects with the help of computer stimulations. One of the examples is Oculus Rift, which is a virtual reality headset that takes the consumers into the games and virtual environment. It leads 3D gaming to the next level by delivering a completely new gaming experience to the players. Players can feel as a part of the game by looking around the virtual world through the eyes of the game character.
The line between physical and digital world
has become blurry within the past decade. The development of virtual reality
technology enables easy and fast interaction between consumers and the virtual
world, which brings a lot of advantages to us. Roberta Fistenberg had a hard
battle with cancer that had weakened her that going outside was no longer
possible. She told her granddaughter, Priscilla that how she missed the outside
world. So Priscilla decided to programme an Oculus rift to give her grandmother
one more chance to see the outside world again. (Opam, 2014)
Furthermore, virtual reality gives us a chance to understand other individual identity and experiences by using digital world to participate into other people’s daily life. For example, a British artist, Mark Farid plans to give up 28 days of his life to virtual reality, by wearing a VR headset and a pair of noise-canceling headphones. He will experience the daily life of some strangers through videos and audios. (Robertson, 2014)
Video 1: Grandmother Uses Oculus Rift as Therapy. (2013). [video]
Available at: https://www.youtube.com/watch?v=o5eIHyFYFMM&channel=TheArtTavern
Furthermore, virtual reality gives us a chance to understand other individual identity and experiences by using digital world to participate into other people’s daily life. For example, a British artist, Mark Farid plans to give up 28 days of his life to virtual reality, by wearing a VR headset and a pair of noise-canceling headphones. He will experience the daily life of some strangers through videos and audios. (Robertson, 2014)
Virtual reality technology provides an
interaction between people, objects and environment, which gives a better
understanding of the space the users inhabit. However, virtual reality is not
only benefits gamers but to the society. In the future, we can improve our task
performance by changing the way of how we work as we gain more experience with
virtual reality. (Stoakley, Conway & Pausch,
2014) According to Leather, there could also be virtual tour of the world by
using virtual reality and the Google Streetview-like technology that could make
the users feel like they were really there. (Leather, 2014)
Facebook is now owns
Oculus VR after closing the $2 billion acquisition. (Dredge, 2014) According to
Zuckerberg, he claims that virtual reality is a new communication platform for
us to share unlimited spaces and experiences with the people in our life. Users
can consult with doctor face-to-face, which is very convenient to those who are
not able to move due to the sickness. With this technology, users can
communicate with one another by just putting on the goggle at home. Besides
that, virtual reality provides us a new platform to share the moment with
friends but also their entire experiences and adventures. (Zuckerberg, 2014)
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Figure 2: Reed, B. (2014). Facebook to buy virtual reality gaming company Oculus VR. [online] BGR. Available at: http://bgr.com/2014/03/25/facebook-oculus-vr-acquisition/ [Accessed 11 Dec. 2014]. |
Conclusion, this type of technology
can bring a lot of advantages compared to traditional computer. We can combine
virtual reality with E-learning to create interactive scenario that reflects
real-life situations, which helps the users to learn without putting them into
a costly or dangerous environment. (Skills2learn.com, 2014)
REFERENCES:
Image:
Image:
Reed, B. (2014). Facebook to buy virtual reality gaming company Oculus VR. [online] BGR. Available at: http://bgr.com/2014/03/25/facebook-oculus-vr-acquisition/ [Accessed 11 Dec. 2014].
check, T. (2014). The rift with Oculus Rift revealed - why Facebook needs a reality check. [online] TechRadar. Available at: http://www.techradar.com/news/gaming/the-rift-with-oculus-rift-revealed-why-facebook-needs-a-reality-check-1237963 [Accessed 11 Dec. 2014].
Video:
Grandmother Uses Oculus Rift as Therapy. (2013). [video] Available at: https://www.youtube.com/watch?v=o5eIHyFYFMM&channel=TheArtTavern [Accessed 1 Dec. 2014].
Information:
Skills2learn.com, (2014). The
advantages of virtual reality simulation - Skills2Learn. [online] Available
at: http://www.skills2learn.com/virtual-reality-benefits.html [Accessed 1 Dec.
2014].
Sharma, A. (2014). What is Virtual Reality I Virtual Reality
Technology | Virtual Reality Environments - EngineersGarage. [online]
Engineersgarage.com. Available at:
http://www.engineersgarage.com/articles/virtual-reality-environment [Accessed 1
Dec. 2014].
Opam, K. (2014). Dying grandmother uses Oculus Rift
to walk outside again. [online] The Verge. Available at:
http://www.theverge.com/2014/4/19/5629778/dying-grandmother-uses-oculus-rift-to-walk-outside-again
[Accessed 1 Dec. 2014].
Robertson, A. (2014). What would it be like to spend a
month in virtual reality?. [online] The Verge. Available at:
http://www.theverge.com/2014/11/18/7235895/seeing-i-artist-to-spend-a-month-in-virtual-reality
[Accessed 1 Dec. 2014].
Stoakley, R., Conway, M. and Pausch,
R. (2014). Virtual Reality on
a WIM: Interactive Worlds in Miniature. [online] Cise.ufl.edu. Available
at: http://www.cise.ufl.edu/research/lok/teaching/ve-s07/papers/wim.htm
[Accessed 1 Dec. 2014].
Leather, A. (2014). Why Oculus Rift And Virtual Reality
Could Be Huge And Not Just For Gamers. [online] Forbes. Available at:
http://www.forbes.com/sites/antonyleather/2014/04/14/why-oculus-rift-and-virtual-reality-could-be-huge-and-not-just-for-gamers/
[Accessed 1 Dec. 2014].
Zuckerberg, M. (2014). Mark Zuckerberg - I'm excited to
announce that we've... | Facebook. [online] Facebook.com. Available at:
https://www.facebook.com/zuck/posts/10101319050523971 [Accessed 1 Dec. 2014].
Dredge, S. (2014). Facebook closes its $2bn Oculus
Rift acquisition. What next?. [online] the Guardian. Available at:
http://www.theguardian.com/technology/2014/jul/22/facebook-oculus-rift-acquisition-virtual-reality
[Accessed 1 Dec. 2014].
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