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Virtual Reality Assignment One
I will be investigating the latest technologies, paying particular attention to Education, Sport & Retail. I will be examining how VR can create a more engaging and exciting experience. For each topic area I will consider the available case studies, state the advantages and disadvantages before determining their usefulness.
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What is Virtual Reality?
A good definition of virtual reality is from the What If website: “Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment” (Rouse, 2015). This environment can be navigated around using a keyboard and mouse. However, in recent years, “more sophisticated efforts involve such approaches as wrap-around display screens, actual rooms augmented with wearable computers, and haptic devices that let you feel the display image” (Rouse, 2015). So, the term ‘virtual reality’ basically means ‘near-reality’” (Virtual Reality Blog, 2015). A Chinese Proverb once said – Tell me, I'll forget. Show me, I may remember. But involve me, and I'll understand. Never has this been truer than when using Virtual Reality.
Brief History
Virtual Reality (VR) has been a dream for decades, following early work in the 1950s & 1960s by men, such as cinematographer, Morton H Eilig (Payatagool, 2008). He found that at any given time 70% of information is taken in through sight, whilst the other four senses only contribute to 30% combined. Films such as Minority Report (2002) & Die Another Day (2002) illustrate what may happen in the future. In the last 15 years, products such as Oculus Rift, Leap Motion & Google Cardboard have allowed VR to become more mainstream – making it more accessible.