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Virtual Reality and why its perfect for you!

By: Edward Jenkins


03/17/15

Virtual Reality (when it becomes commercially available) will be rapidly


adopted by consumers, it will surpass other forms of media, and change the world
for the better. People will find uses for it in society every single day, and it will
revolutionize education and entertainment.
In order to fully understand Virtual Reality and its capabilities we must start
at the very beginning. VR was born within the rapidly expanding computer science
industry of the 90s. It had been conceived as an idea as early as the 60s. So
humanity has been interested in the idea of Virtual Reality for a very long time.
However in the 90s several companies ran into the misfortune of investing in this
technology way before our computational machines were capable of running the
devices. The virtual experiences required large cords, large rooms, lots of time, and
lots of electrical power. These companies soon realized that they were too far ahead
of computational growth. This caused Virtual Reality to Rise and then fall. This can
be noted in this Verge article (Schnipper 1).
So as individuals of the future, we can look back upon this event and realize
that it is now feasible to produce and run these virtual devices. In the past it was
ridiculously inefficient, but times have changed. Technological advances have
increased exponentially since the 90s, so we can reach the conclusion that right
NOW is the perfect time for the creation and adoption of Virtual Reality

technologies. We can look at the past, then look forward, and realize that the
possibilities are massive for this topic. Not only massive, but that these possibilities
will only exponentially increase, and become exponentially more viable. We have
reached a point in humanity that allows a technology such as this to not only be
created, but it can also be distributed in mass quantities to the global population
with relative ease.
Another aspect of the past that should be considered, is the similarities
between the device that NASA created, and the oculus rift. In one hand is the past
VR project done by NASA, and on the other is the much more recent device called
the Oculus Rift (Helsel 106). Am I the only one who thinks that the devices look
strikingly similar?

But you can clearly see the advances in technology have allowed for a device with a
much better form factor, its also much lighter, and the Oculus is lacking the crazy
attachment mechanism that the woman in the photograph is using to keep the VR
device on her face. Notice the knobs, wheels, and thick wires. For NASA this device
was interesting, and for the general consumer it looked like a complicated mess.
There is a very simple explanation as to why the VR escapade in the 90s didnt
work out, and it was written by The Verge: At the time the personal computer was
exploding, and VR acolytes found a curious population eager to see what the
technology had to offer. Not enough, it turned out. Though a true believer could

immerse him or herself in the roughly built digital landscape, the chasm between
that crude digital experience and the powerful subtly of real life was too great. The
vision simply did not match the means. In the mid-90s, VR as an industry basically
closed up shop. Though still used in the sciences, those eager to bring VR to the
masses found themselves overshadowed by a glitzier, more promising technological
revolution: the internet. So as we can see, its not VRs fault that it didnt succeed,
but the cause was merely the lack of technology powerful enough to construct a
true VR experience.
So now that we have concluded that the past of VR clearly displays a lack of
technological advancements, what makes me so sure that VR will succeed now? If
you have access to the internet follow this link. Have you watched it? Lets assume
you have. Notice the reaction from the people who are wearing the device.
Especially on the roller coaster simulation, it is clear that this reaction could never
be achieved with a DVD. Also take note the fact that where ever the user moves
their head, the camera in the simulation mirrors the movement perfectly. This is
called head tracking and it provides the user with an immersive feeling of being
directly involved in the simulation. I myself found it very interesting to see that
people will sway left, right, and even tilt forward as the roller coaster simulation is
running. This proves to me that the experience provided by the Oculus Rift is
fundamentally different from any other form of media, and it is like nothing that the
consumer has ever experienced.
Of course with all answers to a question, there comes more questions. Such
as How much does this cost?, I wear glasses, will this work correctly?, Is there
any competition in this field, or is the Oculus Rift the only device?, How many
people will actually purchase a device?. With some research the answers to all of

these can be found. The Oculus Rift costs 350 USD right now for the development
kit 2 can be found on their website), since the Oculus Rift is still in development
different types of prescription lenses are being developed. Also the official answer to
this question is provided on the Oculus Rift support site.
The question of competition is perhaps one of the most interesting questions
to answer, I know for a fact that Sony is working on a device that they called Project
Morpheus.

Also Valve (HTC) is working on a device as well and it can be found here

Oh and lets not forget Microsoft with their weird HoloLens, its not exactly
what I would consider Virtual Reality. However the device still presents some

interesting

ideas

if

it

works

correctly

in

work

environment.

So as you can see, there is some big money behind the research Virtual
Reality technologies. With the large investment from well established companies
backing the research and development of these devices, it is clear that VR headsets
are coming to the average consumer very soon.
The last question I proposed can be answered rather swiftly in my opinion,
but this is the question of your average consumer and the adoption rate throughout
the world. I can deduce based on some findings that this technological device will
be purchased first by the type of people who are interested in the newest phones,
the newest game consoles, and etc. Then the quality and the amazing capabilities
of the machine will be realized, while word of mouth takes care of the rest. Next
thing you know we have Virtual Reality entertainment rooms in every persons
house. What made me come to this conclusion is my source of a transcript that was
recorded during a Netflix yearly earnings conference in which the CEO and CFO
made several comments on the future of Netflix. First thing that I noted was that the
company leaders expressed serious excitement for the future of Netflix in foreign
countries, such as South America and Asia. This shows me that new technologies

such as online streaming are becoming extremely popular very rapidly, and
throughout the entire world. This is the effect of word of mouth that I brought up
earlier. Remember when Blockbusters closed down, when Netflix eventually took
over these movie rental stores? It all started with the tech savvy people who
constantly spoke about how great Netflix was, then next thing you know movie
rental stores go extinct. Another thing that I noted in the earnings call, is that they
have never seen a decrease in subscriber growth. Since the beginning, Netflix has
been experiencing steady growth and the company leaders see no reason for this to
cease any time soon. This once again shows that people are ready and willing to
stop going to blockbuster, to cancel cable television subscriptions, and even cease
buying music, if a company comes up with an objectively better way to experience
the media. I think that Virtual Reality technologies is the next Netflix or the next
Spotify, it will release quietly then it will spread like wild fire. Then we will begin the
shift to a completely different way of consuming media.
So I have gone on and on about how the entertainment possibilities of the
Oculus rift are endless, but what exactly do I mean by that? Let me start by
introducing you to this video, which shows many different demonstrations of how
the Oculus Rift can be used. There are also lots of interesting ideas for how VR can
be used for entertainment. Such as the ability to allow VR users to experience a live
concert in their house, with the use of a 360 degree live stream of the venue.
Instead of paying 100 dollars for a ticket, you could pay 30 dollars and put on your
Virtual Reality headset. This would allow live events to reach an even larger
audience then is physically possible, and the device provides a truly immersive
experience. Another proposed use of these technologies is to create movies which
allow the use of a Virtual Reality headset. Imagine watching an epic battle scene in

a movie, but instead of one fixed scene you can look around you 360 degrees to see
completely different actions and scenes. Making the movie much more immersive
and providing directors with an interesting new way to create movies. I can imagine
the kind of people who will truly enjoy horror movies that implement these new
technologies.
Another fantastic implementation of this technology can be seen in the video
games industry, as they will begin to create their fully realized and interactive 3D
worlds for the VR headset. Making a video game an impactful and immersive
experience. An example of this is an Ask Me Anything, featuring a game
development team called Wild Child Games. They are focusing on developing for
virtual reality technologies, and as a result they have answered some interesting
questions. This also shows how there are already developers who are focusing on
creating content for the Oculus Rift. (Reddit) This is among one of many studios that
will spring up for the opportunity to create for a new medium. Wild Child Games
admits that there will be certain difficulties when developing for this new device, but
that they are willing to conquer them with ideas of their own.
Now with advancements in technology there are always those who fear the
change. Virtual Reality is no different. There are those who would say that VR could
cause people to become addicted to the virtual world that they are immersed in.
Another fear is that a VR experience of military combat may cause something along
the lines of PTSD. You know, the classic naysayers of the technological revolution.
They proclaim that humanity is just constantly being driven down a path that
separates us from our humanity, when it comes to our technical devices. I would
say that this revolution is enhancing the abilities that we as humans possess,
allowing us to do amazing things that were previously impossible. Especially in the

area of education, technology has allowed us to do amazing things and


revolutionize the way people learn or discuss new ideas/knowledge. I see VR
technologies as yet another enhancement to the way we experience human life.
Even the author of Virtual Reality (Rheingold 76, 79) mentions that Mankind may
achieve some sort of man-computer symbiosis.
Pairing VR with education is a well explored idea without any implementation,
we can see this in Virtual Reality Technology and Application. Notice that in
Chapter 10 Section 4, they specify exactly how Virtual Reality can enhance learning
by targeting more than one area of the brain. By providing a more immersive
educational experience, it is certain that students will learn faster (Domen). I can
see this implemented in a vast majority of educational fields, such as: History,
Chemistry, Astronomy, Anthropology, Computer Sciences and so on.

The

possibilities are truly endless and as we saw in one of the previous sources, an
educational game about astronomy is already in the works. I immediately imagine a
Virtual Classroom in which topics like physics can be taught with great detail and
precision. Along with immediate examples
Not only is VR great with education but it has also been found to be helpful in
the medical field. This is a TEDx talk that highlights the uses of virtual reality
beyond entertainment, and he mentions that patients who put on a VR headset
displaying a relaxing location experience a decrease in pain by 40-60%. (Sackman)
He even mentions people using Virtual Reality to conquer fears and to change
opinions. So when these devices release, it will present a whole new area that needs
to be thoroughly researched. When these devices release they will start ripples
which to turn to waves, that will change the way we live across the entire world, and

with this information you are now prepared to face the waves. Heres what the
biggest, and fastest moving wave looks like now.

Sources for Pictures

A) Nelva, Giuseppe. A depiction of Project Morpheus, a Virtual Reality headset


made by Sony. Digital image. New Project Morpheus for PS4: Trailer and
Official Spec Sheet Released by Sony; Give More Details. DaulShockers, 03
Mar.
2015.
Web.
20
Apr.
2015.
<http://www.dualshockers.com/2015/03/03/new-project-morpheus-for-ps4trailer-and-official-spec-sheet-released-by-sony-give-more-details/>.
B) Rebato, Carlos. A depiction of the HTC Vive Virtual Reality device. Digital
image. HTC Vive: Virtual Reality That's So Damn Real I Can't Even Handle It.
GIZMODO, 04 Mar. 2015. Web. 20 Apr. 2015. <http://gizmodo.com/htc-vivevirtual-reality-so-damn-real-that-i-cant-even-1689396093>.
C) Microsoft. An image depicting the Hololens. Digital image. Microsoft HoloLens
|
Official
Site.
Microsoft,
2015.
Web.
20
Apr.
2015.
<https://www.microsoft.com/microsoft-hololens/en-us>.
D) Virtual Environment Reality Workstation Technology (helmet & Gloves). Digital
image. Ames Imaging Library System. NASA, 25 Feb. 1995. Web. 4 Apr. 2015.
<http://ails.arc.nasa.gov/ails/?
v=thumbs&st=1&so=unsorted&page=1&r=0&qs=Virtual+Reality&x=0&y=0
>.

E) Bruce, James. Development Kit 2. Digital image. Makeuseof. N.p., 23 Sept.


2014. Web. 19 Apr. 2015. <http://www.makeuseof.com/tag/oculus-riftdevelopment-kit-2-review-giveaway/>.

F) Sorenson, Rasmus K. A depiction of the first Oculus Rift development kit.


Digital image. Oculus Rift - Beyond Your Wildest Dreams - Review FlatpanelsHD. FlatpanelsHD, 02 July 2013. Web. 20 Apr. 2015.
<http://www.flatpanelshd.com/review.php?
subaction=showfull&id=1372782855>.

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