The
technology of virtual reality (VR) also known as computer-simulated life or
immersive multimedia, has a longer history as you may think. A first signs of VR can be traced
back to a visual simulator, called View-Master, which was introduced in 1939. “Reels” that were be inserted into some kind of glasses contained seven stereoscopic 3D
pairs of small color photographs. These two-dimensional
images are then combined in the brain to give the perception of 3D depth, mostly showing tourist
attractions or travel view. Today they are still available in different designs,
mostly intended as a children toy.
Viewmaster, 1939 |
Since
then the development of similar technologies proceeded slowly. A major
contribution was the introduction of the flight simulator in 1966, for air force
training purposes. It took some time until in the 1980s the first consumer VR
devices were developed, by a company called VPL research. Their products, the “data
glove” and the “eye phone”, laid the basis for modern VR
technologies. The data glove was used as an input system for computers; 6502
Microcontrollers tracked the movements of the users hand and transmitted the
data to the computer, so the hand could be duplicated virtually. While the eye
phone was a head-mounted display that meant to immerse users into a computer
simulation, further it could also track head movements. But even with sale of
the patent to the famous video game company Mattel the breakthrough of this
technology failed to appear.
Data
Glove and Eye Phone, 1989
|
In
the 1990s VR headsets were used mainly for arcade games, introduced by the video game
developer and manufacturer Sega. Their device allowed users to track head
movements and to feature 3D polygon graphics in stereoscopic 3D. Such games should not
to be confused with video games that use 3D game graphics, which although they
feature graphics on screen, do not give the illusion of depth beyond the
screen.
Sega VR, 1994 |
Even though the
technology was already in existence it took until 2012, when the company Oculus
VR crowdfunded their VR Glasses Oculus Rift, to discover the potential of this
technology for modern society. Facebook quickly saw this potential and acquired
the company for over 2 billion dollars in 2014, justifying this decision by
stating: Oculus is “a strong candidate to emerge as the next social and
communication platform”. Further the well-known CEO of Facebook Mark Zuckerberg
said in a statement, “Oculus has the chance to create the most social platform
ever, and change the way we work, play and communicate.” After this acquisition
they also introduced a new type of input device called Oculus Touch, which
basically fulfills the purpose of the previously mentioned data glove, so it is
able to track specific hand movements and gestures. Upcoming technical
developments can also be expected due to the recently new established cooperation
with South Korean electronics manufacturer Samsung. Soon we are going to see
how successful this new technology is going to be, when the Rift is available
in store, starting in the first quarter of 2016. Of course there are also other
producers, which are trying to challenge the pioneer status of Oculus, but they
all follow the same modern idea and concept of virtual reality devices.
Oculus Rift & Touch, 2015 |
As I described the
current status of the VR technology, can this really determine our future type social
interaction and communication? People always enjoyed creating avatars and
having a secondary virtual life. This phenomenon can also be seen in the video
game "Second Life", which has until today 36 million users and simply serves the
purpose of creating your own virtual avatar. In this parallel world you are
able to interact with other users and play out your pretended freedom. But VR is
different, as you are completely taken out of your environment (visual vise)
and transferred to the digital world. Through the new controllers even a third aesthesia (touching) besides seeing and hearing is added. Possibilities seem so be
endless. This could lead to people being completely addicted to their second
virtual life, where they can fulfill their fantasies. It could be also expected
that we are moving to a status similar to the matrix, where you act in two
separate worlds. But is communication enhanced or limited to the users of this
technology?
It may take some time but in the future this device can play the
same connecting role as a smartphone. Just think back 20 years, nobody would
have expected what the smartphone generation is able to do now and this could
be the same for VR. Coming back to the possible threat of virtual reality
addictions, I can say since the introduction of the first electronic medium
there were always some users, who had the tendency to show an addictive behavior,
so for VR it would be no different. Of course it is bringing social and
communication platforms on a new level, so that you can basically enter or see
the internet, which is at this moment hard to image to be a normal thing. For
now this technology can definitely be seen as broadening the horizon of
people’s interaction, but if people really will use this technology to its full
potential and for what kinds of purposes remains unknown.
One undiscussed purpose
is definitely porn and you can image the possibilities virtual reality is
offering to users, but it could also safe some long-distance relationship. To
come to an end, as I said we will see in the future how quick this technology
is evolving, but the potential for changing how people socially interact is
definitely given.
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