Shawn Payne project proposal
The idea of virtual reality
has taunted people for over a century through fiction reading and sci-fi
movies. Though some large expensive forays in to VR such as flight simulators have
been around since the 90s, the newest equipment has started to take VR to the
mainstream population. Simulation technology from companies like Oculus Rift
and Samsung Gear VR, are the platform for interacting in multi-player platforms.
Star Trek: Bridge Crew allows fans to collaborate for missions on a Federation
Vessel. Social VR games like Second Life and Sansar allow you to build your own
world in which you can be anything or go anywhere. In fact, these types of
social based games that have players purchase virtual “land” and virtual objects
like cloths and furniture, have the possibility of being used as platforms for
online business offices, classrooms, or join friends and family to build your
own world (Metz 2017). My project will identify the current technology’s
abilities and consider the possible physically isolating effects on social interaction
that this type of increased VR saturation may result in. I will balance this against the current technological limitations and the effects other current technology has had socially.
Metz, Rachel. “Remember Second Life? Its Creators Are Back
with a Virtual Reality Platform.” MIT Technology Review, MIT Technology
Review, 3 Feb. 2017,
www.technologyreview.com/s/603422/second-life-is-back-for-a-third-life-this-time-in-virtual-reality/.
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