In Nonny de la Pena’s (2015) TED Talk presentation, she talks about the idea of virtual reality and how it can be used through the media. She explains how people watch the news every day for information on what’s going happening in today’s world however, Virtual Reality can expose people to the actual feeling and emotion by being there in projection.
Nonny de la Pena states “I can put you on scene in the middle of the story”, through Virtual Reality. “It’s an experience you can remember with your entire body and not just with your mind”. One specific piece she worked on was about refugee kids and how they were most affected by the Syrian Civil War. It began as any other normal day in Syria when a young girl was singing and a bomb goes off.
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I would play a videogame called Yu-Gi-Oh and it was about dueling cards. You could either play with another online player or an animated character. It felt like I was actually playing against another person and was very engaging and lifelike. The movie I watched was called The Matrix which was about a man named Thomas A. Anderson would lead a double life. By day he was an average computer programmer and by night he was referred to as Neo, a computer hacker who must help people that are imprisoned in an artificial reality known as the Matrix. Both of these are examples of VR and represent how people and I take VR back into our lives to express and inform people what we believe to be a different form of reality.
In conclusion, Virtual Reality comes from many different places and in many different forms. Whether it be from the media, playing a videogame or even just everyday life experiences. The thought and construction that are put into making these pieces have made an impact to people and all of these examples of Virtual Reality have helped begin a new way for people to look at journalism. The main idea is to “feel as if you were in the middle of something you normally see on TV
In Pierre Lévy’s book “Becoming Virtual” and Beth Coleman’s “Interview with the Virtual Cannibal”, the realm of virtual reality and the implications of actions within the digital universe are explored, critiqued, and questioned.
Virtual reality opens a new idea of imagination and what it can provide. It promises the limits of reality in a physical manner. According to Stephen Ornes who is one of the authors on Discover Magazine, “VR makes the unreal real, using computer software and hardware that responds to our body’s movements to immerse us in a convincing alternate existence.” With this concept in mind, the possibilities are endless. Virtual reality is the creation of a virtual environment that is introduced to an individual’s senses that allows them to experience it as if they were really there. Rather than a commodified product that is subjected to the interests of money and power, the
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
In your life, have you ever thought about using virtual reality? Have you ever taken to time to actually look at and think about both sides of virtual reality? Well virtual reality, is good and many people doubt that because of all the cons. But there a lot of pros that defeat these cons. It won't only help you, but it can make you happier and proud. People like to believe in a lot of things, but not everyone sees both sides of everything, especially when it comes to virtual reality. Virtual reality, it develops people it guides people. It’s like being you and creating yourself in the form that you can feel best in. It can be used to do a lot of things but many people are blind to that and just see everything one sided. Virtual reality should be allowed because it’s helpful to struggling or disabled people, therefore virtual reality isn't a cancer to the world, it’s a solution.
Virtual reality is the ultimate empathy machine. Movies are made up of small frames. These frames are really just viewing windows, windows that transports one into another dimension. A movie only places the audience in viewing position of the window, but virtual reality pushes the user beyond the windows and frames of a movie, and
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
As an adult, the burdens of school, work, and other responsibilities can become overwhelming. When this happens, people often look for outlets and other methods of escape. These methods can include, taking a brief break, temporarily moving on to another task, or even starting up hobbies that the person may find to be therapeutic. But the company HTC is offering an entirely new way to escape through a virtual reality system that they call “VIVE.” In HTC’s advertisement for the VIVE, a series of panning shots show men and women of varying races participating in events that the word “unreal” cannot even begin to describe accurately. Then after each of these shots, the scene fades to black, symbolizing a separation seen between the virtual worlds. By means of cinematic special effects and color temperature, these shots effectively prove how HTC’s product will administer consumers with the efficient means of escape they are searching for.
They are both products are artistry and virtual reality is protected just as video games are by the First Amendment. This is Edward’s strongest argument that she uses to dismiss the need for further regulations on virtual reality. While it is effective in appealing to the reader’s logic by relating them to other forms of media in history, her arguments lack support and depth. Her arguments lack further detail that would further convince the reader of her position, thus making it easy to dismiss her argument
Ken Hillis, the author of the book, focuses on the theories behind the absolute, relative, and relational spaces within virtual reality, and he conducts an ethnographic study to experience the use of virtual reality. He dives into virtual reality in media in order to find a meaning behind technology interfaces. Hillis looks closely at how digital and optical technologies interplays in society, and he provides his perspective on the cultural power of digital sensations. He looks at the simulations of reality that people have with what he calls “informational technologies,” in order to see how space and time are shortened and to see how these experiences overlap with social relations and meanings. In his book, he explores the possibility of VR becoming a complete substitute for substantive reality.
VR environments are generated by integrating a group of computer software and hardware components. This combination is used to generate a virtual environment which provides users the impression of being somewhere other than where they actually are. VR is an advanced technology of human-computer interface that permits the user to interact with a virtual environment generated by a computer using interactive software and hardware. VR is defined as “ a real-time graphical simulation with which the user interacts via some form of analog control, within a spatial frame of reference and with user control of the viewpoint’s motion and view direction” (Moshell and Hughes, 2002).
The creator of the content controls everything. He defines if the user can get distracted or not. And if he decides the user can be distracted, the creator can decide by what the user will be distracted. Furthermore: if the user puts on the VR-glasses, he will be more willing to invest some time to explore the worlds he will see. This is another strength of VR. You can build interactive worlds. The communication between text and reader, video and watcher is just one-sided. One recieves information the other part is the information. VR is probalby the first format that allows real interactivity like in computer games. You could build complete cities, make the user part of your story. The user could explore, learn, talk to people in your world. For the first time the user can controll what information he
Experimenters Joon-Ho Shin, Hokyoung Ryu and Seong Ho Jang from Japan took this idea of virtual reality and expanded on it. They made two aims of their study: to develop a task-specific
Since its inception, both in science fiction and in real life, Virtual Reality (VR) technology has been envisioned as an entertainment product; however, in recent years, science has slowly adopted the technology as an experimental and clinical tool. While it has been applied in the treatment of phobias (Klinger et al., 2005), eating disorders (Riva, 2011), and posttraumatic stress disorder (Rothbaum, Hodges, Ready, Graap, & Alarcon, 2001), many areas of psychology have yet to implement VR technology, often preferring traditional paper-and-pen assessment with computerized scoring (Parsons, 2011). Fortunately, many see VR as a viable new tool, offering greater ecological validity without compromising a researcher’s experimental control (Loomis, Blascovich, & Beall, 1999; Campbell et al., 2009; Parsons, 2015). Crucial to VR is a measurement of an individual’s ‘presence’ in the Virtual Environment (VE): Presence is the feeling of being ‘there’, and reflects to what degree an individual feels as though they are actually occupying a real environment. Essentially, then, an increase to presence equates to greater overall effectiveness of VR (Sanchez-Vives & Slater, 2005). Consequently, presence is an imperative factor in determining the ecological validity of VR, and its current and future role as a research tool in psychology.
Virtual reality constitutes on numerous definitions could possibly be related to as near reality or an instance of reality being created by a technological tool. Virtual reality allows an individual to be part of a virtual world and to be able to influence certain objects while part of that virtual world. The selection of virtual reality is based on the large increase of growth based on virtual reality over the past few years.
After standing in line at Best Buy for over an hour, I was finally given the chance to try a new piece of technology I had been following for several years. They fastened a thick headset over my face and I was instantly transported to a different world. Here, my hands held a bow and arrow and I began to shoot countless enemies to defend a kingdom from certain ruin. I was now a part of something that what was once fantasy and now only possible in this alternate world. These digital universes are now possible thanks to the recent introduction of Virtual Reality (VR), a piece of tech that allows the user to enter digitally created realms. The technology consists of a headset (that a user would place on their head), which covers one’s face and sight with a big thick dome. Inside that dome is a screen that projects into the user 's eyes, creating a world in which they can feel and interact in. The user can look around and touch things with their body, just like in the real world. This helps to make someone feel immersed in an alternate reality, hence the name Virtual Reality. This device has definitely had a big impact on the tech world and is a game changer to many. Because this device so new, it has yet to catch on with the general masses, leading many to think that this will not be the next “big thing.” Many believe the tech to be just another fad that will die out, as with Nintendo’s Wii and its motion gaming. Others are skeptical about possible controversies that will arise