In this article it talks about how Facebook recently partnered with a video game company known as Oculus VR from an acquisition placed at 2 billion dollars which comes in lieu to the recent acquisition of WhatsApp. Oculus Virtual Reality is a new game accessories developer to emerge within the gaming industry in 2012. The company is known for developing an eyewear called Oculus Rift for people to put on and enter a virtual world of gaming. Though the goggles are in still in development stages, news surrounding it has increased the interest of video game usage from outsiders. The interaction which a person receives through wearing these goggles is overwhelming. The development of virtual worlds with the use eyewear is creating pressure for known video game developers that have hold huge stakes in this industry such as Sony. To counter this pressure Sony has proposed its own version of the accessory to debut on the Playstation 4 with unscheduled release in the future. Zuckerberg has plans already to expand the accessories purpose beyond video games which he gave in detail when he rel...
Who would have thought that building a prototype camera with a sewing machine and a drill would lead to Nick Woodman becoming the head of one of the most popular video camera companies around today (Forbes-3)? GoPro owes most of its rapid success to their quick wise decision to move to the cloud with their supply chain. In an interview at Gartner’s Supply Chain Executive Conference in June of 2011, Bob Bowman, the managing editor of SupplyChainBrain, and GoPro’s CTO, Stephen Baumer discuss GoPro’s growth in light of their supply chain. Baumer explains that when GoPro released their HD cameras, he quotes “we saw an almost unmanageable amount of growth (Baumer-4).” With the accelerated amount of growth GoPro was experiencing, they knew they had
Virtual worlds such as Second Life and IMVU — which show a 3D environment on a 2D screen rather than immersing the user inside a room or by using an HMD — and the more recent rise of Oculus Rift have all contributed to the rekindled interest in VR. However, major technology and usability advances are still required for a low-cost, broadly used immersive virtual environment. In the meantime, growing popularity of 3D entertainment using 3D glasses — and, increasingly, 3D smart television screens and projections that do not require glasses — may relegate immersive VR to permanent niche status. Currently, augmented reality applications (which superimpose information on the user's view of the real world rather than blocking out the real world) or mixed-reality scenarios (where HMDs and context-aware software are used in a hybrid augmented/virtual environment) are more popular technology approaches to the problem of marrying immersive VR to a consumer
The adjective "virtual," practically unheard-of a few years ago, has without a doubt become the number one buzzword of the nineteen-nineties. Virtual reality has become a catch phrase for the interactive multimedia technologies that have supplanted desktop publishing at the cutting edge of personal-computer graphics technology. The virtual communities which for years have flourished in comfortable obscurity on the Internet, have recently been thrust into the glare of publicity as commercial gateways have opened up the net to the public, while virtual corporations have transformed the world of business.
Virtual reality technology has its roots in the 1860s but was fairly well known in 1980s through arcade games and vehicle simulators. The technology had taken a back seat from the public up until this point, where Oculus VR, an indie company, decides to make a comeback with it with their creation the Virtual Reality Headset the Oculus Rift. The overwhelming positive response has spurred the major companies like Sony and Microsoft to start pouring money into their own headsets. However because of Oculus VR’s sudden purchase by Facebook, a company not associated with gaming like Oculus’ origins and has questionable practices, the concern becomes will Virtual Reality become a tool used to manipulate the public, and will it possibly damage intelligence being trapped within a virtual world. Virtual reality also has its positive uses however, and both sides can be seen via social life and communication, educational, and marketing with the Oculus Rift pioneering the potential advancements.
The purpose of this paper is to explain how virtual reality is used in everyday life. It is used in many ways in today's society. Several people immediately think of video games or entertainment when they hear virtual reality. Virtual reality is not only used for entertainment purposes but it is also used for medical and educational purposes. It can help people overcome their fears, deal with and treat social anxiety, and it can also be a helpful teaching tool to connect students and teachers in long-distance learning.
“…in the next few years, humanity's going to go through a shift… We're going to start putting an entire layer of digital information on the real world” (Gribetz, 2016). In his recent TED Talk,” Meron Gribetz encourages his audience to consider how such technology could transform the reality that we call the human experience by referencing augmented reality (Gribetz, 2016). Until the summer of 2016, augmented reality did not have a recognizable role in our lives. Then, came Pokémon Go, a game that gave many people their first notable, combined experiences of augmented reality and telepresence on their smartphones.
Augmented reality, is changing how we see the world. Augmented reality isn’t a new technology by any means. However, it is gaining popularity as the hardware and software that allows us to view our world through a new prospective becomes increasingly cheaper. As technology progresses, processers and circuits become smaller and smaller in size. Thus allowing for more capability from various forms of hardware like phones, computers, glasses, contacts, and even your car. All these devices have screens, or windows in which we look at our world, and with cleaver programs, software, and hardware, integrated into these modes which we view the world. The way which we see the world around us will forever change based on our own interests thanks to augmented reality. However, the question we have to ask ourselves is, is ability to overlay our world with whatever we please a good thing, or a bad thing?
But if we are looking for a more modern take on virtual reality we would start in the early 1800’s with a paint style called “Panoramic paintings”. So what are these and how do they relate to virtual reality. Well these paintings were made to fill a person’s field of vision, making them feel like they are at the historical event, scene, or battle they are looking at. (“History Of Virtual Reality”, 2017).
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Jim Goetz’s is mainly focused on mobile and enterprise software firms, and he also sits on the boards of three public firms he led to IPO in the last few years: (1) Palo Alto Networks; (2) Barracuda Networks; and (3) Nimble Storage. Among others, his board portfolio also includes gaming companies and game-maker support platforms such as Pocket Gems and Chartboost (ibid.,
Virtual Reality got famous from the gaming industry and from sci-fi movies. In science fiction films there were numerous scenes about person wearing goggles and then looking into a different world or a portal. Things which are presented in movies do fascinate the viewers and so the real Virtual Reality concept came to life. This thing was also seen from the gaming industry as one of the biggest Graphics Processing Chip Company NVidia built its first stereoscopic goggles called NVidia 3D vision. The sole purpose of those glasses was to wear them while playing a game and it will make you feel like you are the character and you are inside the game. Some of the games which made this technology popular are Battlefield, Batman, HAWX and
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts durin...
With Facebook owning Oculus Rift VR, it is clear that they are hell bent on making socializing via virtual reality as real and mainstream as possible. The future where you will be able to attend Facebook invitations to weddings, seminars and parties without even leaving your home is approaching at a much quicker rate than we can possibly
Nowadays, we are living in the “ technology world”, digital’s century, science and technology are being devolopped like a rain-storm, people try their best effect to serve for human’s infiniti demand. Internet in general and social network in particular are exceedingly funtional tools. Indeed, with over 1.3 billion active users in June,2014 ( Wikipedia), there is no suprise that Facebook has been becoming a leading social network in the world, “Facebook was not originally created to be a company. It was built to accomplish a social mission - to make the world more open and connected” – CEO of Facebook: Mark Zuckerberg (google). Facebook truthly brought many useful; however, it is still “ a double-edged sword”.