“Virtual reality addiction will be a new condition that therapists will have to deal with in the next decades.” – Zaid Mahomedy.
It is a late spring of 2117. This is a time when people can live in two worlds. One of them, of course, is a real-life world; another one is a virtual reality game, which is known as “Dream World”. It was released in 2107 when I was at a secondary school. I remember the excitement and enthusiasm that the “Dream World” created when it was announced through the media like it was yesterday.
Every day I ran all the way home as soon as school ended and dived till dawn. All my friends did the same thing as serious game addicts did. Our every day of being in “Dream World” was like a dream. We just wore a headgear and fell
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It has an almost endless number of skills, including productive skills (such as engineering, designer of clothes, and sewing) and everyday skills (such as cooking, physical workout, and playing music). It allows the player to not only adventure the huge game but also actually “live” in it. If you want and your skill levels are high enough, you can buy a house and live as in the real world. In other words, this game can truly render a virtual reality.
The virtual reality fulfilled all our fancies and dreams. To feel as heroes and supermen, we became the addicted gamers. Up to this day, I thought that all players in the “Dream World” were like us. But now I realized that there might be other reasons for being in this virtual world. And I, 18 years old teenager, play this game every night not for fulfilling the desires of the game addict but for a completely different
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After some time, I realized that I was in the reality. I quickly opened my eyes and lifted up my upper body. Then I carefully took off the headgear from my head and glanced at an embedded clock on the wall. It clearly displayed the current date and time.
Tuesday, May 7th, 2117. 7:35AM.
Before breakfast, I decided to go upstairs into a room where I can find my reason for being in the “Dream World”. I quietly entered and walked to the large window on the right side of the room. I opened the curtains with both hands, and the glaring sunlight dyed the inside of the room in pale yellow. I slowly approached a bed in the middle of the room and carefully sat on its edge. My eyes fell on three green-lighted dots on the headgear that were aligned like a modest constellation.
I extended the finger of my right hand, probing the lights. The LED indicators displayed the current operating status of the machine, “Dream World”. Situated on the front part of the headgear, the indicators monitored — from the right — the main power, network connection, and cerebral connection. At the moment when the light on the far left edge would turn to red, it would signify the destruction of the brain of the gear’s
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
The pros of virtual reality outweigh the cons of virtual reality. Virtual reality help a lot of people that are lonely and giving them some help, maybe boosting their confidence or even providing them with information on how to do something like getting a date. According to the source: “ ‘A lot of people are lonely.’ Anderson admits. ‘ They want some sort of entertainment or companionship or a little bit of both.’” (Article 2, Page 8) This shows how, virtual reality can be used to help out the lonely people, the people that don't have confidence. Virtual reality is more of like a voice for the voiceless. Also, another way virtual reality shows how it has many pros, and those pros beat out the cons the following shows this from the text (My Virtual Girlfriend) : “I’ve been in a real relationship for almost a year and , in some ways, playing My Virtual Girlfriend reminded me of what my boyfriend and my early dalliances felt like.” Furthermore, both quotes support the claim of how people are struggling and disabled people, letting people believe, and it gives a pro over a con. It doesn't let people struggle, it gives people options, and you may ask how? Well, virtual reality allows you to believe that you are this, you are good at this that feeds into your mind and you begin to build your confidence to get that entertainment to go out
More and more people in society are turning to virtual realities as a way to escape their lives or the body they’re in. Several games and software have been released allowing people to do so, such as Sims, IMVU, and Cityville. In these online worlds people can have virtually whatever they want, from the biggest house on the block to the nicest cars. “The first
The military only recently adopted Virtual Reality into their training schedule; notwithstanding it has fast become one of their primary training sources. Argument 1(Military):.It is being used in all of their services. Much like the teenagers, the soldiers are going on missions to learn how to operate with one another in different dangerous settings. Nevertheless to the gamers these kinds of simulators play a considerate role in the military's training. By doing everything from combat, shooting practice and airborne missions in these simulations, it saves and is reusable.
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
Later, I lay awake in bed. There’s a strange feeling in the air, and I feel like someone is watching me. I pull the blinds up on the window, but there’s nothing to be seen but darkness. The ‘digi-clock’ on my bedside reads twelve o’ clock. I walk into the kitchen to grab a glass of water.
Monotonous processes in everyday life take a toll on the livelihood and overall quality of life in the everyday individual. Breaking the monotony requires an escape from these processes into whatever gives comfort to that individual. For some, this escape is a book, a videogame, sports or a club; for Wade Watts, and most of the world in 2044 CE, the escape is a haptic-enabled virtual-world simulation known as the OASIS. In Ready Player One, James Halliday created the OASIS (Cline 1), or Ontologically Anthropocentric Sensory Immersive Simulation (Cline 48), a massive multiplayer online simulation game, which is a virtual universe with countless worlds, a public-school system, combat simulation, businesses and a host of other simulated activities
Due to this “possibility space,” people can not only imagine different scenarios, but they can be involved in and create them. Gamers expand their people skills learning “creativity, community, self-esteem, and problem-solving” because they are able to “create and interact with elaborately simulated worlds, characters, and story lines.” Thus, video games have become a vehicle for self-expression. Moreover, in the near future, these games will adjust themselves in accord with who the players are and what they like. “And more than ever, games will be visible, external amplification of the human imagination” (279-283).
As I listened for the constant scuffling of rats scampering around in the rusty pipes, I tried counting to ten. In the darkness, I went in and out of consciousness, images of my mother and father replaying behind my lids. After a while, I drifted off to a half-conscious sleep riddled with jolts of fear and pangs of hunger. I could no longer close my eyes without seeing the nightmares that have plagued me since I was young.
With the virtual reality industry constantly expanding to include many different uses, clearly our current society is slowly becoming more similar to the World State in Brave New World. VIRTUAL REALITY IN BRAVE NEW WORLD In the World State, several different ways to escape reality exist. One of these ways is through the
In this type of therapy there are multiple advantages and disadvantages in using virtual therapy. The therapy is known to be more successful than any other therapy. The technology that is used in making a virtual environment is a push into better and newer technology for new therapy ways. Being able to help someone who cannot even walk out of their own house or go anywhere else is a huge accomplishment for the psychology world because they can now help more people who most likely needs it
The gaming industry has grown tremendously in the past century. It went from silent pong games to intense story plot and mind blowing real life graphics like Final Fantasy. Games are becoming more and more realistic, characters can talk, and blink, jump, wave and every part of the body moves like a real person can.
The year is 2025. The oculus rift has swept through humanity and every human owns at least one. This becomes a problem when an MMO called “EarthOnline” comes out. Humanity is hooked. The world becomes dark, and barren due to humanity being engulfed in this virtual reality. Basic human needs are no longer needed. Humans have lost rights, but do not notice. They are put to work in the real world slaving away at quarries and farms, but are hypnotized by the illusion that they are completing game tasks.
I finally rolled out of bed and opened my eyes to reveal an isolated stone room with a bed dead in the center of it and nothing else to speak of. I opened the big, creaky door only to witness the lemon-sour light penetrating my eyes and overpowering the distant horizon. Then after a few paces, I opened another door which led straight the main hall where I was being awaited.
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.