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Virtual reality and its future
Virtual reality and its future
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Virtual Reality is more than Reality
The science of Virtual Reality has stated its presence in the media and now it is turning the eyes to see the new generation of games and 3D application.
However, like the Art in the beginning of our modern society it needs to become much more matured than it has proven until now. The types of maturity that I want to talk about are the technology and its use. The technology that we have can be better used in the Virtual Reality fields, as well as the Virtual Reality can be better used as it is
used today.
In the old type of Virtual Reality, the scientist or the user was focusing more on the ideal image of the real world. Therefore, VR was more like a reflection of the real world or it was intend to be like that. This was in the beginnings! At that time, the technology and the devices were under-developed. They did not support much of high
quality graphics and processor power to achieve the desired reflection of the real world nor the input devices. The obvious thing that the scientist or researcher was focusing was on the improvements of the techniques than how to use the technique. We can compare the stage with the early ages in the history of picture art. At that time, the
artists were focusing on the technique of making the paintings increasingly accurate.
The important outcome was how close was the picture to the real image of the world.
After improving the technique, they shifted to more sophisticated techniques in which the outcome was not so much close to the real world but to other aspects of the imagination.
The Virtual Reality evolution seems close to the idea presented above.
We have now a good technique, and we have gained the technologies to support a good environment for Virtual Reality. What we need is a better usage than we have in our days. Which are: simulations, games and small virtual communities. However, is this all that we can get from this field? Is this all that Virtual Reality has to offer us? I
don't think so.
I think that it is about time to make research on new types of virtual realities than it was done so far. New types of features that can feed our imagination, feelings and senses much more than we can conceive in real world.
... qualities, and focal ranges, meaning the camera could calculate the appropriate settings, which before, were a educated and process.
Transgender is an umbrella term, meaning an individual’s gender-identity does not align with their assigned sex at birth. Although transgender is a protected class in eighteen states, these individuals still face discrimination within the country and around the world (“Non-Discrimination Laws”). Transgender is not a lifestyle, no one chooses to live their life constantly being discriminated against. Transgender issues should be more educated on and their lives should be more protected.
The Renaissance was a time of rebirth, as its name entails. In Italy, more people were becoming literate and more books were being printed. More scientific discoveries were being made and therefore more theories were being published. In this time of intellectual prosperity, art also made a great leap. Perspective was the main change during this time period, and throughout the years, starting around 1400, it became more involved and more intricate. Eventually artists were so adept at using it, that it became the primary way to insert intimacy and feelings of emotion into a painting. This evolution of technique paved the way for later artists to play with new approaches to allow the viewer to experience an image in different ways.
It currently is weak in several areas such as portability, outdoor use, calibration, depth perception, overload, over reliance and social acceptance (Van Krevelen, D.W.F. & Poelman, R, 2010). In his TED Talk, Meron Gribetz really emphasizes that in order to make that happen as we proceed with developing augmented reality, we need to “…really try and make an effort to imagine how we can create this new reality in a way that extends the human experience, instead of gamifying our reality or cluttering it with digital information.”(Gribetz, 2016). By acknowledging that this evolving technology is more than a game, we are allowing it to becoming more natural extension of our bodies, paving the way for technology that extends our reality, instead of limiting our senses - otherwise known as
Time is a major factor in innovation because it provides visions, which point to the future but do not disregard the attempts of innovation in the past. Such inventions are Industrial Light and Magic's development of special effects like motion-control camera's which alter the audience's perceptions and create a more realistic setting to enhance the imagination.
A history of the beginning of the year augmented reality 1957-1962, when an inventor named Morton Heilig, a cinematographer, created and patented a simulator called Sensorama with visual, vibration and odor. In Virtual Reality technology, users interact with the virtual environment created for simulating the real world, but the user can not see the real world around him. In the augmented reality technology, the user can see the real world around him with the addition of a virtual object generated by a computer. Augmented reality 3D objects that appear directly in the media, it would require a special tool called a Head Mounted Display
A major distinction of VR systems is the mode with which they interface to the user. We would describe some of the common modes used in VR systems.
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Guinness’ ad starts right off in the middle of the action. It first shows a basketball soaring through the air in slow motion towards a basketball hoop. The camera then turns toward the faces of young, active men in wheelchairs, anxiously watching to see if the ball will go in. The ball proceeds to bounce off of the backboard and falls into the hands of one the men. In the next few moments, as the men are racing up and down the basketball court in their wheelchairs, we observe the competitiveness and sportsmanship of the two teams. One could see the sweat rolling down their faces and struggle of getting up after being knocked over. One could also hear the crashing of the wheelchairs, squeaking of the wheels, and yelling of the players. These few moments are full of action and display the dedication that the players have for the game. Once the game has ended, all of the men but one unbuckle themselves and walk out of their wheelchairs. They all he...
Virtual art is the product of long-standing traditions in art merged with revolutionary technological advances. With innovations emerging almost as fast as end-users can test and master new systems, technology has dramatically altered our daily lives and changed our thought processes. Like many technological advances, virtual and cyber realities have been embraced, and often created by, artists that experiment with the myriad of possibilities that technology can offer. While there have been many works of art inspired and created by means of digital advances, the medium has yet to be defined and its boundaries have not yet been identified. Since technology and virtual art are just beginning to be explored, the medium is in its infancy and thus cannot be judged based upon traditional mores of art. Before virtual art can achieve prominence and respect within the art world, many barriers of tradition must first be abolished.
Virtual reality is a new exploration in science and technology using advanced and complex mechanics. Virtual reality allows for users to go far beyond simply looking at a computer screen. Instead, the user puts on a special suit or gloves equipped with fiber-optic sensors. These fiber-optic sensors are able to interpret body positions. The user also wears special goggles that have video screens and audio attachments. This equipment allows for the user's complete immersion into a 3-D, computer generated, model of reality (Carr 37). The use of a two-way data transfer is what enables this interaction with an alternate reality to occur. Fiber-optic and electronic cables are attached to the virtual reality equipment in order to record the user's movements (Newquist 93). These cables then send this information, called motion data, to workstations which modifies the graphics in the model. The new information is then sent back to the users headset, displaying a graphic and audio world that is time with his or her movements. It is because of this cabling process that the action/reaction information is continually updated (93).
... also used as a new form of expression. Since this new form of art dealt with the dream world and the fantasy world, it allowed others to see new and never seen before works of art.
"What to Expect in the Future." What to Expect in the Future for Virtual Reality Games. N.p., n.d. Web. 02 Mar. 2014. .
Transgendered individuals face an incredible amount of hardships due to their identity. So what exactly does it mean to be transgendered? According, to Human Rights Campaign transgender is an umbrella term for individuals whose gender identity differs from what was assigned to them at birth it is about their gender identity. Transgender deals with gender identity; being born female or male at birth, but identifying with the opposite gender assigned at birth. The acts of violence against transgender individuals are extreme and hard breaking. People of trans continue to face discrimination and oppression on a daily basis. People of trans are often neglected by society and sometimes even by their own loved ones. Additionally, the suicide rate among the trans community is very high due to bullying and rejection they face.
There is no denying the fact that VR is the future. If you see industry trends, the rate at which VR is becoming mainstream is staggering as almost 75% of the biggest corporations are now investing in this technology. They see the potential and the interest the people have and are constantly working on improving the current virtual reality systems.