Introduction to Virtual Reality
The world of virtual reality (VR) has been expanding rapidly over the past few years, with quite a few firms investing on this technology. As someone who has played with several VR systems, including the PlayStation VR headset, it’s clear that VR has the potential to move users to latest and exciting worlds. However, despite its impressive capabilities, VR still has some kinks to work out, including motion sickness and a scarcity of social interaction.
The Importance of Social Interaction
As a researcher who has studied the social aspect of the web and games for 15 years, it’s turn into clear that the social aspect of a brand new technology is what matters most. People are more entertained by interacting with each apart from by the technology itself. Even single-player games turn into more enjoyable when discussed with others, resulting in the creation of chat rooms, blogs, and podcasts. The best "content" is other people, and when people get together in online games, they’re primarily entertained by the opposite players.
The Success of Social Games
Looking at the preferred games of recent years, akin to "World of Warcraft," "League of Legends," and "Pokémon Go," it’s clear that they’re successful because they supply a platform for social interaction. These games can have higher graphics and stories than others, but it surely’s the social aspect that makes them more enjoyable. As a species, we’re social monkeys, and without others, we turn into bored, restless, frustrated, and sad.
The Limitations of Virtual Reality
While VR has the potential to be a groundbreaking technology, its lack of social interaction is a serious limitation. As I look out on the early VR landscape, I see only a few developers creating social VR spaces to compensate for the isolating headsets. Without a give attention to community, I’m not hopeful that VR will turn into a mainstream technology. Instead, I expect it to stay a distinct segment technology, enjoyed by a dedicated but small group of users.
The Potential of Augmented Reality
On the opposite hand, Augmented Reality (AR) has the potential to be a more mainstream technology. AR systems, akin to those utilized in "Pokémon Go," allow users to interact with the actual world while also accessing a virtual layer of knowledge. This technology has the potential to spread into our business and social lives, with uses akin to helping a foreman manage constructing materials or a surgeon locate a tumor. AR is also used to facilitate social interactions, akin to providing dating profiles for people at a nightclub.
Conclusion
In conclusion, while VR has the potential to be an exciting and immersive technology, its lack of social interaction is a serious limitation. As a researcher, I imagine that the social aspect of a technology is what matters most, and and not using a give attention to community, VR will remain a distinct segment technology. On the opposite hand, AR has the potential to be a more mainstream technology, with a wide selection of uses in our business and social lives. Ultimately, the killer app is one another, and it’s as much as smart digital media designers to understand this and create technologies that facilitate social interaction.