By Tyler Goucher
Reporter
March 19, 2015
Filed under Features
Bakersfield College:
The Renegade Rip Newspaper
Imagine the world you
live in is replaced with an alternate reality. One where anything is possible
and nothing is as it seems.
What was once
considered to be science fiction when we were younger is now becoming a true
possibility, if not a probability.
Virtual Reality, or VR,
is a computer-simulated environment created by computer programs and presented
on digital displays. The main goal of VR is to create life-like experiences by
incorporating user interaction, immersion, and presence into the content so
that one day, we are able to do just about anything we can imagine and have it
feel as close to “real” as possible.
Although VR has had its
ups and downs since its consumer launch in the early-mid ’90s, it is finally
stepping into its prime as we are being introduced to the most powerful,
technically advanced VR systems ever created in this day and age.
Through thousands of
hours of work and dedication, and with the help of crowd sourcing, a man named
Palmer Luckey, in 2012, created a new, highly advanced head-mounted VR display,
called the Oculus Rift. Since it’s spawn, it has brought VR back into the
multimedia spotlight and has opened up new doors and avenues for both software
developers and engineers alike.
In 2014, after being
acquired by Facebook for over $2 billion, the Oculus Rift became the next big
thing in emerging technology.
Already, Microsoft and
Google, as well as other major competitors, have jumped on the bandwagon and
have started developing their own VR equipment that will be compatible with
their own products.
Much like there have
been videogame console wars in the past, this will be the first type of war for
VR equipment since the mid ’90s.
Even outside of the
professional world of VR, many individuals have become hardcore VR enthusiasts.
Ian Hamilton, a
journalist by trade, is a VR enthusiast who has been following this movement
for sometime now. Hamilton got interested a while back when he was a technology
reporter for the Orange County Register and was introduced to the Oculus Rift
developer’s kit by a friend.
After having a
first-hand experience with the prototype headset, he was turned on to purchase
his own developer’s kit, which fueled his newly found interest in VR.
Since his purchase of
the Oculus Rift developer’s kit 2, he has started a blog dedicated to VR news
and updates, and has even started to develop his own VR content.
Now many people believe
that VR is going to change the world forever, and that may very well be true,
however there is a lot to consider.
“It’s hard to gauge how
quickly VR will become influential,” Hamilton said. “Society will be
fundamentally different when space doesn’t separate us, and you can go to any
world you can imagine.”
There is also much to
be said about the effects it will have on the human mind and whether or not it
could potentially have negative effects on our mental health.
“It’s not going to be
for everyone,” he said. “I’d think people who don’t have a solid grip on what’s
real to begin with and those who don’t like this world anyway, might have
problems handling alternate realities too.”
It may never get to
that point unless the experience becomes fully immersive and as of now, there
is a lot that stops it from being just that.
Where the Oculus Rift
relies heavily on head tracking to give the user that feeling of immersion, it
still hasn’t gotten to the point of incorporating full body sensors to capture
movements of the arms and legs.
Some of Rift’s
competitors including Microsoft’s HoloLens and Google’s Magic Leap, which are
also still in development, are focusing on a different type of technology to
pierce through the world of VR.
Augmented reality takes
a real-world environment and augments it by using computer-generated sensory
input such as audio or video.
Since this technology
isn’t replacing the real world with a fake one, it won’t rely on sensors to
track body movement for a virtual character.
It will instead allow
the user to experience the augmented reality, while still being able to see
their bodies and interact with the environment in real time.
When the time comes for
consumers to choose a product, there will be a lot of variety in the type of VR
headsets that will be available.
“There are mobile VR
setups like Gear VR and Google Cardboard, desktop VR systems like Vive and
Rift, as well as console VR like the Morpheus,” said Hamilton.
What consumers should
keep in mind, is whether or not how powerful the device is, will outweigh the
price and mobility of the unit.
“Desktop VR is where
all the excitement is right now because of the powerful sense of presence that
can be produced using the highest end graphics cards inside desktop gaming
PCs.” He said.
“Mobile VR is so much
more convenient though, because it’s less expensive, wireless and you can get
into bed or get on a plane to use it. But because mobile VR relies on a fully
functioning cell phone, there are weight and heat limits to how powerful it can
be.”
There is so much
potential for this technology in more than just gaming and entertainment.
Hamilton explained,
“Education could be enormous. Every person could learn any subject from the
best teachers in the world.”
Facebook even plans on
taking social networking to the next level with the Oculus Rift. In the future,
we may experience Facebook in a completely different way.
“Social VR would be
even bigger,” Hamilton said. “You could meet with anyone you want, to do anything
you want, anytime you want.”
At the end of the day,
though, this is all speculation. All of these companies have now, are beta
versions of what will hopefully be everything they aim to be, revolutionary.
“The next five years are going to be about improving software and hardware so
prices come down for consumers, while the capabilities improve, to bring more
of who you are, into VR,” said Hamilton.
If VR enthusiasts like
Hamilton are interested in experiencing what these headsets have to offer in
their early stages, development kits and beta versions are available. However,
the consumer versions of these products will be vastly different in quality,
appearance, and content.
“The devices out now
are not ready for consumers yet. Wait for the consumer version unless you want
to invest a fair amount of money and time to learn how to make VR experiences
yourself with the tools that are available,” Hamilton explains.
More information and
news on VR can be found at Ian Hamilton’s blog http://ianhamilton.net or by
simply searching for Virtual Reality on Google.
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