Virtual Reality 101: All the stuff you need to know: (plus a little more.) by Terry Taylor
English | October 8, 2018 | ISBN: 172689276X | 75 pages | AZW3 | 1.38 MB
English | October 8, 2018 | ISBN: 172689276X | 75 pages | AZW3 | 1.38 MB
We are gradually getting to a point in technological advancement where the “crazy” and ‘Wow! That’s so cool!” things we read about in sci-fi novels and see in our movies may no longer be “someday” fiction, but may quickly become everyday interactions in our lives. The line between today’s fantasy and tomorrows reality is a constantly moving one. The growth of our technology is exponentially pushing the frontier in our real, and virtual, world past preconceived limits.
Would you like to experience the thrill of swimming with dolphins deep in the ocean without the fear of being in danger from sharks? What about being in a movie theater, playing a video game, watching your favorite team, interacting and cheering with your friends, while still being physical present in your own home? These and many more types of experiences are quickly becoming likely in the near future as the use of virtual reality technology continue to expand. In this book we will look at what virtual reality is, how it started, and how we use it today. We will also look at some of the fields it is disrupting, creating and destroying. We will discuss the differences between virtual reality and augmented reality and we will look at the economic drivers behind their development.
Finally, we will touch upon the moral and ethical considerations that a fully immersive technology has a a culture.
We will even engage on a fanciful “how far can this go” conversation.