virtual reality

Stuff & Things

Club Penguin shut down in March of 2017. It was one of the first online worlds I had been exposed to as a kid, and although I hadn’t played regularly for years by the time the site was taken down, it was still a bizarre feeling to know that all of the digital items I had unlocked or bought in the game were gone. Poof. Non-existent.

This connects to the reason why I prefer physical books over e-readers; I don’t feel as though I truly own books when they are in a digital format. In fact, when e-readers were first released, commentators predicted a quick demise for the printed book, yet…it hasn’t happened. We value things that we own and we see them as extensions of ourselves (source).

How much meaning do we assign to something that is not physically real?

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Artwork from ‘Ready Player One

A study published by Ozgun Atasoy and Carey Morewedge in the Journal of Consumer Research documents this relationship between ourselves and physical objects. 86 visitors of a tourist destination had their photo taken with an actor dressed as a historical character. Afterwards, half of the visitors were emailed a digital copy of the photo right away, whereas the other half were handed a physical copy. The visitors were then asked how much they were willing to pay for the photo, with the proceeds going to charity. Those who received a physical photograph were willing to pay more, stating “I feel like I own it” and “[I] feel like it is mine” in relation to the physical copy compared to the digital version.

Digital Property

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A city built in Minecraft

Digital goods, in most cases, are relative to their physical counterparts. There are digital clothes, furniture, and houses in video games, among other things. There are digital downloads of books and movies that are also available for purchase in a physical form. Do we own these artificial items in the same way we own a “real” physical shirt, couch, or apartment? Technically, yes, although we may not feel like we do, due to the lack of a physical entity going along with that sense of ownership.

The idea that we can own something is one that children grasp by the age of two, and by six are able to place extra value on an object simply because it is theirs (source). So, we come to understand the concept of ownership very quickly, and it plays a large part in the rest of our lives.

Because of this, society promotes physical things over “unreal” ones, i.e. real-life experiences and investments over video games and in-game purchases.

So, then, are digital experiences and goods of a lower quality than physical ones?

UntitledWe consider climbing a non-virtual mountain to be more of an accomplishment than climbing a virtual one. We acknowledge building a business in the real world to be more difficult than in a game. Therefore, ownership is not the only factor at play here, but also the amount of effort and time a task takes.

Perhaps in the near future, technology will advance to the point where digital activities and items rival that of physical ones, but for that to happen, artificial experiences would have to become much more immersive.

 “It could always all be unreal – how could you ever tell otherwise? You took it on trust, in part because what would be the point of doing anything else? When the fake behaved exactly like the real, why treat it as anything different? You gave it the benefit of the doubt, until something proved otherwise.”-Iain M. Banks, Surface Detail


Further watching:

Fifteen Million Merits, Black Mirror 

Death in Virtual Reality

Remember that argument that popped up a few years ago, regarding video games causing violence in gamers? It’s reared it’s ugly head again, now in the form of virtual reality.

Should killing in virtual reality be banned?

Gamers are furious. “I swear, are gamers the only ones able to tell the difference between fantasy and reality?” one gamer posts in a comment to a recent Forbes article about the negative consequences of video games. Playing Destiny isn’t the first step to becoming Hitler.

Radicals are calling for a universal “code of conduct” for all VR games to help monitor moral and legal implications of what goes on inside a video game. They worry that virtual reality simulations will “bring on psychosis” or create “alienation” from the user’s real body.

Yet, gamers aren’t actually killing. Why would we make the act of killing something that doesn’t exist a crime? Perhaps one day there may come a time in which technology develops to the point where we reconsider VR as integrated with reality, but for now, we aren’t actually killing anything or anyone.
a6fd5f9981703de953f58f62a756e229Should a virtual reality player be arrested and possibly imprisoned for crimes they commit in a virtual reality game? These are questions that people are asking. This is a live example of George Orwell’s 1984 narrative put into action; in this dystopian novel, citizens are punished for their
thoughts, dubbed “thoughtcrime“. Why should people be punished for playing a fantasy game crafted by gaming companies? Take Skyrim for example: if your avatar were to kill a character
in a town, he or she would be attacked by the townspeople and would pay for murder. The game has it’s own justice system. Trying to police the way people behave in video games is equivalent to demanding they conform to what you believe to be acceptable modes of thought.

People are trying to take a “ban first, study later” approach, just as they did with the war on drugs, which went so well. Actions are not socially restricted on the basis of the act itself, it is instead based on the harm the act may cause or causes. If I were to punch the air, it’s not illegal, but if I punch someone in the face, it’s illegal.

dc7dfbef7a993d35d0171b7ae1b2d66dA vast majority of the 7-billion people on our planet would not kill even when ordered to do so. The amount of ammunition wasted during war from trained U.S. soldiers who deliberately shot high or low to not kill is staggeringly high. On average, in a squad of ten men, three would fire their weapons in combat. In WWII, only 15-20% of soldiers fired at the enemy. Now, this statistic did increase a bit for the Korean and Vietnam wars, but even during the Civil War, there were instances in which the winner of a battle was determined through a yelling match, not shots fired. In the animal kingdom, most animals do not kill members of their species, with very few exceptions. Like animals, we confront each other via intimidation, and while the other may fight or flee, they very rarely fight to the death.

So, no, virtual reality will not unleash your child’s suppressed psychosis or anything of the sort. Video games, similar to movies, books, music, and other forms of entertainment, come with age ratings and game descriptions. For now, the psychotic-VR-causing-murder rampage just isn’t happening.

“People fear what they don’t understand and hate what they can’t conquer.” -Andrew Smith

“Improving” Reality

Reality: [noun] the state of things as they actually exist, as opposed to an idealistic or notional idea of them.

According to the Oxford dictionary, we can’t change reality–it’s fixed in place for us. We  can build upon it, add to it, and avoid it, but we cannot change reality itself.

Take a look at this fictional (yet based on real technology) video by Keiichi Matsuda showing an average day in the life of augmented reality https://player.vimeo.com/video/166807261” target=”_blank”>here (I highly recommend watching it. I would’ve put it in this post if I could, but WordPress doesn’t like me today).

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screen shots from Matsuda’s video

Looks like Pixar’s film Wall-E (2008) wasn’t too far from hitting the mark after all. After watching the video, I was a bit stunned, but it no longer seemed like something out of a sic-fi film. Instead, it looked like our future.

The Future of Your Living Room

2a96e3ecf0fc37a8970c86ed82f0aa98Generally speaking, the living room of a house is the designated area for social gathering. Equipped with a couch, a television, maybe some chairs and a coffee table, this household space, though morphing slightly over the years, has generally remained the same. In fact, the last greatest change to the classic living room was most likely the addition of the television, and now, in 2016, we’re about to gain a new groundbreaking addition.

You’ve probably heard the terms “augmented reality” and “virtual reality” tossed around in conversations a few times lately. Articles across the internet have been increasing by the week on these two innovations, although, it’s usually as a competition. Neither AR nor VR are being pitted against each other.

  • Virtual reality: Immerses user in a digital world with simulated people, objects, and surroundings
  • Augmented reality: Adds a layer of 3D content to the user’s pre-existing surroundings

One enhances reality while the other creates it, though both strive to immerse the user.

The main hurdles that both VR and AR have been and continue to deal with are funding for technology, field of view size, and ready-made apps, experiences, and games for all users.

fa1a31d21ac82760f4e76f893636d5c8For most users, the “cool factor” is the content, not so much the technology. The better demo presented to buyers will be dubbed the better technology (which can be a bit of a downer for those coming from a strictly tech-based background).

In 1953, sci-fi writer Ray Bradbury published Fahrenheit 451, a dystopian novel in which citizens are consumed by technology. In the living room of each household were four television screens covering each wall, along with “seashells” (the equivalent to today’s earbuds) to hear audio from the screens. Now, 63 years later, Bradbury’s vision is coming to fruition with the rise in popularity for VR and AR.

By 2025, it’s projected that 500 million headsets for both virtual and augmented reality devices will be sold per year (source). As for this year, the sales for Oculus Rifts, Samsung VRs, and PlayStation VRs will be in the millions as well (continue reading here).

So what does this mean for all of us? Well, for one thing, both AR and VR will become more mainstream in less than 365 days. By this December, who knows what your living room will look like?

A Virtual Diet

Who’s job is it to innovate? We tend to think it’s someone else’s job. Because as individuals, who are we to think we can evoke change?

That thought is our greatest weakness.

Innovation can be your job; it’s anyone’s job, really. The key: think big, start small, and act now.

ce478da14e49ad27593ba27d1d4e38f0This concept plays a huge role in the upcoming technologies of virtual reality. With 2016 rapidly approaching, it’s time we make another push. It seems as though VR has been on the cusp of going mainstream for years now…why hasn’t it? With futuristic films like Tron and The Matrix, the public is nothing less than excited for the technology to become available. The difference is, 2016 is offering us new and improved technology we never had before.

TrendForce predicts that by the end of year 2020, 38-million people will be involved in virtual reality. Companies such as Oculus, HTC, Samsung, and Sony all claim to be the leaders in VR.

Now, this isn’t all just to push the gaming industry (which will be really, really cool), but also for short-term education and exploration. One key component to VR is empathy. The user can engage in situations with currently existing in life as well as fictional settings from the point of view of anything ranging from a pebble to a martian fleet invading the planet. We could simulate an operation to train doctors. Or volunteer firefighters on how to approach a difficult situation. Think of the possibilities, and then think some more, because it’s impossible to create a full list of VR’s capabilities.

Looking ahead to 2016, technology is our form of attainable magic. ef8d663471db58a554baac6f04b95ff8Economists predict the VR movement will be the 7th largest media/technology revolution in history; right up there with mobile phones and the internet. (Conversely, writers have been predicting this for centuries.)

But don’t sit back in your chair and wait for the “professionals” to take care of all of this VR business. Here you can share your thoughts with the Virtual World Society–who knows, maybe you have the key to unlocking one of the greatest milestones in human history.