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Thomas Regnante

December 7th 2016


Period 6
Annotated Source List

"About Us." Balti Virtual, www.baltivirtual.com/. Accessed 8 Oct. 2016.

The Balti Virtual website provides information, under the several tabs, to give the
viewer an in depth look at the virtual and augmented reality company located in
Baltimore. The company is a growing team of experts in the field of 3D and virtual
reality. Their mission is to create "state-of-the-art virtual and augmented reality"
experiences; the team prides itself on high quality and low cost virtual reality and
augmented reality platforms. The company's employees have been working in the 3D
filed for a little less than 20 years, initially working on PC and console games. Although
the company is relatively new, their clients range from the Baltimore Ravens to Under
Armor. The company's services include the following: manufacturing and selling PC
based virtual reality, mobile virtual reality, and augmented reality. On the bottom of their
website, they have a form where one can contact them about a particular issue. To the
right of this, the company has provided its phone number, email, Twitter link, and
Facebook page link.
This source is exceptionally helpful to me, as it is the website of a company that I
am considering interning at. Most importantly, I have all the information (expect the
company's address) to contact the high tech company in pursuit of an internship.
However, I am rather skeptical about the company. The only business the company has
conducted was with the Baltimore Ravens, Under Armour, and General Electric (none of
these are high tech companies). In addition, the Balti Virtual organization is essentially a
start-up. So would they have the necessary funding to work on virtual reality and
augmented reality in the same way as a professional high tech corporation like Sensics
would? Also, I would have to travel over 30 minutes every day to Balti Virtual for an
internship. If the company is better than all of my other options, than that inconvenience
is worth it. However, with so many better options closer to my house, this internship at
Balti Virtual may not be worth the time and effort (relative to the other virtual reality
companies).

"Autodesk." http://www.autodesk.com/, www.autodesk.com/products/inventor/overview.

Autodesk Inventor is a computer animated design (CAD) software that enables


individuals to construct and render their own 3D images on a personal computer. The
website is divided into 8 tabs: overview, features, compare, free trial, system
requirements, case studies, subscribe, and support & learning. On the top page of the
overview tab, there is a button, that if clicked, provides the user with a free trail of the
newest version of Autodesk Inventor. However, obtaining this free trial requires the user
to have an Autodesk account and be signed into it. The bottom of the overview tab
includes a section describing the new features to Autodesk Inventor 2017 and additional
tools to aid programmers in their CAD endeavors.
Autodesk Inventor is absolutely necessary in virtual reality programming, as it is
one of the best CAD softwares available for free. The website is easy to navigate and
offers the user multiple ways to download the program throughout the website. During
my PLTW class sophomore year, I became proficient in all of Autodesk Inventor's
features: rendering 3D items; displaying items from an isometric, oblique, and
orthographic perspective; and connecting different sketches together into one final
product. I have already downloaded the student version of the 2017 Autodesk Inventor
CAD software 4 months ago; I have been perfecting my CAD skills ever since.

"The Best VR (Virtual Reality) Headsets of 2016." http://www.pcmag.com/,


www.pcmag.com/article/342537/the-best-virtual-reality-vr-headsets.

The article compares four VR headsets (Sony Playstation VR, Oculus Rift,
Samsung Gear VR, and HTC Vive) in the following categories - lowest price, editor
rating, headset type, connections, resolution, refresh rate, field of view (degrees), sensors,
controls, hardware platform, software platform, and read review. The article lists where
each headset falls into each category, but doesn't provide an overall ranking at the end of
the article.
I believe that this article is imperative for anyone researching the virtual reality
market. Currently, these products are the top of the line and are at the forefront of the
mainstream market. I appreciate how the article compares the different aspects of each
headset so the reader can make an informed decision about which one to buy or research
further into. Personally, I like the Sony Playstation VR headset the best because of its
relatively low cost (compared to the others) and the fact that it can be attached to a
Playstation 4 console (whereas the others are compatible with only high tech computers).

"The big problem with VR no one is talking about."http://www.geek.com/,


www.geek.com/tech/the-big-problem-with-vr-no-one-is-talking-about-1666515/.

The author, Daniel Starkey, has one giant problem with modern day virtual reality:
movement. The author claims that, just like 20 years ago with the failure of Nintendo's
virtual boy, one cannot really move around. Even though one can look around and gaze at
amazing new worlds with lush and colorful landscapes, the individual cannot truly
occupy the virtual space (due to lack of movement). In addition, Starkey has been
tinkering with how to make movement a necessary part of VR technology. However,
Starkey felt nauseated and unconformable almost every time he took the VR headset off
after experimenting. Starkey's solution to the movement dilemma is to build games from
the ground-up instead of porting already existing games to VR. This way, games
designed specifically for VR will have a better opportunity for the movement to be
realistically portrayed.
Daniel Starkey does mention a true and valid point about virtual reality games -
inability to move in a realistic manner. Yet, I find that warping from location to location
is just as sufficient and even easier to program. I understand that everything in VR has to
be realistic, but this shortcut (although not realistic at all) is perfectly fine as well.
Honestly, I do not see a huge difference between the two. As far as I am concerned, as
long as one is immersed in vision, hearing, and touch, it is VR to me.
"Citi eyes a trillion-dollar industry in virtual reality technology." http://www.cnbc.com/,
www.cnbc.com/2016/10/14/citi-eyes-a-trillion-dollar-industry-in-virtual-reality-
technology.html.

According to a new research study performed by Citi Bank, the virtual reality
market could be a trillion dollar industry by the year 2035; Citi is hoping to invest in the
industry now to gain revenue. The article notes that VR technology is already making a
huge impact in the tourism sector, education, and health care (virtual reality is not just for
video games anymore); the key to and success of VR is solely contingent on the
machine's content.
This is an interesting article as it blends the engineering aspect of VR with the
profits made in the field from the business aspect (both fields I am interested in majoring
in during college). Citi Bank is absolutely right to predict that the VR field will be worth
a total a trillion dollars. With all the practical uses for virtual reality, anyone can find a
suitable need to buy one.

"Discover a new world of unexpected gaming and entertainment experiences with


PlayStationVR." https://www.playstation.com, www.playstation.com/en-
us/explore/playstation-vr/.

Sony has recently launched its newest console on October 13th, Playstation
Virtual Reality. The Playstation VR website has several tabs to click on: overview,
games, tech specs, gallery, try ps vr, and tips. Under the overview section, the site
overwhelms the reader with a plethora of images of vast and expansive landscapes of
some virtual reality games. Scrolling towards the bottom of the page, the website claims
that the Playstation VR has "industry leading design" - easily adjustable, comfortable,
and well balanced. In addition, the website asserts that the Playstation VR is designed to
feel like the user is in another realm (completely immersed in the fantasy world of virtual
reality and detached from the events of the real world), keeping the user free from
distractions as he/she explore new gaming worlds.
This source is extremely helpful to me, as I can analyze it and see how the virtual
reality market is working for the gaming industry.Playstation VR has already announced
a multitude of successful video game brands to debut on the new platform, so it will not
be long before the public expresses their love or animosity for the new system. Interning
for a company that uses virtual reality for gaming is a possibility (although Sensics does
this already), but not what I am primarily interested in virtual reality for. The only
problem I can see with this virtual reality product is its high initial price: $399. This is
without any games too, so I am not sure how many people are willing to pay this price for
a headset and games. Overall, this source provided me with new information about how
virtual reality is shaping and molding the gaming industry.
"Home." VisiSonics, VisiSonics Corporation, visisonics.com/. Accessed 8 Oct. 20160.

Unlike the other sources, VisiSonics focuses more on producing sounds in a 3D


environment instead of producing virtual or augmented reality. VisiSonics adds a third
dimension to the sound one hears electronically, bringing 3D sound to entertainment,
virtual reality, and gaming platforms. In addition, with its advanced RealSpace Audio
Panoramic Camera, VisiSonics can capture, measure, and analyze dimensional sound in
any environment. The RealSpace Audio has already been incorporated into virtual reality
gaming; it is the audio software for the one of the best selling oculus rift games,
technolust. The website has several tabs including home, RealSpace 3D Audio,
VisiSonics Audio/Visual Camera, Company, and News & Events. The company is
supported on a plethora of platforms including Android, Unity, Microsoft, and IOS. On
the bottom of the website, the contact information is listed: email and address.
Visisonics is definitely a departure from what I was originally looking for in a
internship: the programming behind virtual or augmented reality. However, just analyzing
and creating the audio for virtual and augmented reality is not a bad choice either. My
only concern is if they even take interns. Their work, audio in virtual reality and 3D
environments, is highly specialized. Therefore, they may only hire individuals with a
bachelor or masters degree. Since they are relatively close to the University of Maryland
at College Park, they also may accept UMD interns. However, being a high school intern
for this company seems like a stretch. if I do become an intern, I would like to invest
more time into the RealSpace Audio system, as this program will give me a better
understanding one out of the two (second one is visual) aspects of virtual reality.

"How Baltimore aims to be a virtual reality hub." Upstart Business Journal.

The article looks at several virtual reality companies in the Baltimore city and
surrounding area and provides an in depth analysis of the different companies. The article
starts with Look on Media, a local Baltimore virtual reality tech group started
by Johnathon Powell and Brian Mahoney, and its background. It states that Powell and
Mahoney work with students who have disabilities to create 3D
sensory deprivation environments (which soothe and calm the students). the article
moves on to talk about Alchemy Learning and how it applies virtual reality a professional
training setting. The article then lists the Sensics company located in Columbia,
Maryland. It states that the company has been around for more than 20 years and is the
most well known business on the list. The article progresses to the next section on how
students at the University of Maryland College Park are using virtual reality to aid them
in their endeavors. The article then mentions Balti Virtual, a start up company in
Baltimore that previously worked on PC and console video games. The article concludes
with VisiSonics, a company specializing in the audio elements of 3D and virtual reality
environments.
This article provides a list of a plethora of different virtual reality companies and
businesses in the area. It is great to know that I have so many local options around me.
Out of all these options, I would have to pick the Sensics company to pursue and
internship with. This company is local, the most developed, and has the most staff
members to aid me in my endeavors.
"How I empower business with virtual reality." Interview by Morgan Eichensehr.
Baltimore Business Journal.

The CEO of Sensics, Yuval Boger, has a question and answer session with a
columnist at the Baltimore Business Journal. Mr. Boger states how he is excited about the
growth in the virtual reality industry and how dramatically the company has changed
since 10 years ago (when they first opened their doors for business). He proceeds to
discuss his company - revealing that Sensics does not just produce specialized virtual
reality goggles, but fits the needs of its costumers on a basis of what they need (whether
it is VR goggles to hardware or software). Currently, Boger and his team have been
developing goggles for amusement park use (a specialized high performance pair of
googles). The interview concludes with Boger expressing that the uses for virtual reality
are limitless, as he has used it for engineering, designing a car, military training, and
crane operation/wielding in the past.
This interview provided me with new information about the Sensics company.
Previously, I have thoroughly analyzed their website for facts and statistics about the
business. However, this interview allowed me to look at Sensics from a new perspective.
From their website, I would have never known that they developed specialized military
VR googles or VR googles for amusement park use. In addition, I gained a greater
understanding of the virtual reality market. Boger describes how companies like Sega, a
Japanese gaming corporation, are using Sensics' technology to attract the public's interest
(in this case, by creating a virtual reality zombie killing experience at an amusement
park).

"How to Pursue the Perfect Virtual Reality Experience." The Entrepreneur.

The article acknowledges the sudden boom in the virtual reality market, claiming
that experts in the field are predicting that the industry will continue to expand into a
market worth $150 billion by 2020. Next, the article offers several ways to make current
virtual reality products even better for consumers: tackling VR sickness, working on both
large and small scale projects, making VR more accessible, and turning VR into a social
interaction. The author asserts that only by correcting and improving current devices and
products can startups truly take VR to the next stage. Currently, critics are complaining
that the virtual reality experience is either too immersive or not immersive enough. If the
author's advice is heeded, the virtual reality industry will be able to satisfy customers and
critics on both ends of the spectrum.
This article touches upon the major concerns in the current virtual reality market.
It is essential for any company or corporation to understand the flaws and weaknesses in
their systems in order for them to advance to the next level. Virtual reality technology is
just becoming mainstream in the media and with the public. Therefore, the current virtual
reality products and systems have many inherit failures. However, the article mentions
that if the industry and companies within the industry adhere to his four principles, the
market can continue to expand to new horizons. I believe that the author's concerns are
valid, but not enough to deter individuals away from the exponentially growing virtual
reality market; the technology present within the field is sufficient enough for consumers
to take an interest in the VR products already.

"How Virtual Reality Works." howstuffworks.com, electronics.howstuffworks.com/gadgets/other-


gadgets/virtual-reality.htm.

The article is a simple narrative explaining the fundamental principles and


research behind creating a VR headset and other devices. The article starts with
reviewing a tech term - classifying virtual reality and virtual environment as essentially
the same word. Although the names may sound different, the author assures the reader
that the concept is still identical: using CAD to create a three-dimensional world where
the user can interact with the plethora of diverse and unique digital objects in the
landscape.The source wraps up all the aforementioned information by introducing a
video at the bottom of the page to further elaborate on the topic.
There are a multitude of articles on how virtual reality is being used, but not
enough on the actual technology behind virtual reality. This source demonstrates that
anyone can understand what virtual reality is an how it is applied to various settings. I
would have liked the article to be more specific, as it is catered to an audience that has
never heard of the term virtual reality. However, it provides the reader with a
fundamental understanding of virtual reality technology in the modern age.

"Inside Los Angeles' Virtual Reality Haunted House." https://www.fastcompany.com,


www.fastcompany.com/3064634/inside-los-angeles-virtual-reality-haunted-house.

A company called Ctrl Collective decided to transform their office space into a
virtual reality haunted house for Halloween.The event served not only as a party, but a
way for Los Angeles techies, investors, and game developers to meet together in this new
VR community. In addition to the haunted house, Ctrl Collective designed a VR zombie
survival game all within the confines of their own office space.The article mentions how
virtual reality horror can become the next big concept for virtual reality developers; this
is a way for designers and developers to branch out from their core audience (gamers)
and specialize in the VR made for horror and scary experiences.
The VR haunted house and horror experience is a brilliant idea. Unlike
traditional means of viewing horror (films, literature, plays), the user is put directly in the
action in VR. This redefines what game developers can do in a horror setting, increasing
the sense of fear (more than by watching horror via traditional means). There is a huge
untapped potential in this industry. I may not want to pursue an internship in tis field of
VR but it is an interesting concept nevertheless.

"News." Sensics, sensics.com/. Accessed 8 Oct. 2016.

The Sensics website gives an overview of the virtual reality company, from
products to the services that they provide customers. Under each and every one of the
website's tabs, one can find more information about a specific part of the company
(whether it is how to contact them or asking questions about their products). There is also
a link to their blog in the top right hand corner, where curious individuals can ask the
Sensics team questions about their company. Since the late 1990s, Sensics has been
creating high-performance VR products long before VR was in popular culture. For over
a decade, Sensics has been manufacturing high-end virtual reality goggles that provide
the best possible viewing experience for customers. Sensics products and technologies
have been used by thousands of technological companies (like Ubisoft, LG, and Airbus)
for research purposes. In addition, Sensics has targeted consumers by co-founding the
Open Source VR (OSVR) initiative - they created the OSVR software platform and
continue to work on the software project.
The Sensics company is my first choice for a virtual reality internship. Out of
all the other sources on this list, Sensics is the most established company in the area.
From the long list of professional programmers that work here to the huge list of
universities, technological companies, and car manufacturers, Sensics has established
itself as a professional virtual reality company. The best thing about this company is that
it is located in Columbia (right off of Snowden River), so I could go to my internship
here nearly every day after school. However, even though this company is well
established and my best option, it is difficult to contact them. The company only has a
phone and fax number as well as an email for press releases. Since I don't qualify for the
latter, I attempted to call them. My call was transferred immediately to a dial in line
where speaking to a representative of the company was not an option. There's also a form
on the website to ask questions, but that does not seem to be a great option considering I
doubt the employees (or at least the employee that deals with internships) will read the
message. Overall, besides the contact information, this website provided me with all the
necessary information to peak my interest for applying for an internship with the
company.

"A New Species of Solutions Provider." Unleashed Technologies, www.unleashed-


technologies.com/.

Unleashed Technologies is a web hosting site that allows users to customize and
create their own website using the company's user friendly interface. The home page has
five main tabs: what we deliver, our technologies, our work, resource center, and about
us. Under the what we deliver tab, the mission statement is declared: "our team delivers
the technical experience, web development and design capabilities, and right-sized
hosting you need to transform your business." Below the mission statement is the
definition of the wosting, a term the company created and trademarked. Wosting is a
service that includes web development and web hosting with the intent of improving the
web experience. The website later explains the benefits of wosting as one scrolls down.
Even though this is a departure from the virtual reality field I am looking to be
apart of, I should still consider this company for an internship. My father stated that he
has worked with them before, so I have an in with this company. If I am not accepted as
an intern with any virtual reality company, this is an excellent backup option; I still will
learn about the field of technology and programming. The website was an overall average
description of the company, however, I feel as though there are still some questions
unanswered. For example, how is wosting different from normal web hosting? How is
Unleashed Technology different than every other web hosting company? Does Unleashed
Technologies just work with word press or are there any other platforms they work with?

"Podcast: Look On Media co-founders talk virtual reality in Baltimore."


Interview by Johnathon Munshaw. Baltimore Business Journal.

Jonathan Munshaw (digital editor) talks with Jonathan Powell and Brian
Mahoney. Powell and Mahoney are hoping to convert much of Baltimore's businesses to
become lovers of virtual reality with their company, Look On Media. The duo co-
founded the business last year with the intent of manufacturing virtual reality games and
programs for clients in Baltimore. Look on Media is no newcomer to the virtual reality
field, as they have previously worked with Chimes International, Power 52, and Johns
Hopkins Hospital. The company is not focusing on one particular industry to invest their
time in, however, Powell states that there is a plethora of opportunities for their company
in the health care sector (anxiety and stress management). The co-founders hope that the
virtual reality devices they create for their clients will allow them to escape their stressful
everyday lives; or to put them in stressful situations so that the patients can adapt and
deal with those pressures in the real world.
This is a unique approach with virtual reality. I never thought that virtual reality
could be applied in the medical setting, but it seems to work. This unique perspective has
peaked my interest, as engineering and biotechnology are among my areas of interest for
a college degree. If I were to intern with Look On Media, I would still have to program
and understand the algorithms of the coding like any other virtual reality internship.
However, this differs from the rest because I can now apply my technological knowledge
in a medical setting. Instead of just programming for a video game or audio soundtrack, I
will be using virtual reality to help those in need.

"Virtual Reality Fails Its Way to Success." New York Times.

The article begins with author Virginia Heffernan mentioning the thenrecent
Facebook acquisition of Oculus Rift for $2 billion. Out of Oculus Rift's many accolades,
the article states that the Rift's non-nauseating attribute is one of the most
significant. Heffernan had the honor of testing out this fact and trying on the Oculus Rift
VR headset in company Relevant marketing agency's office. After experiencing an
Oculus Rift simulation, Heffernan confirmed her original statement: the Rift is non-
nauseating. She believes it is this quality of the Oculus Rift that makes it stand out from
the competition.
This was an interesting article to say the least. Although Heffernan only
mentioned one point and confirmed it, her arguement that the Oculus Rift is superior to
all other VR headsets because "Rift doesn't make you vomit". I like to believe that
judging an object based off of one category should not make it superior to all other
products in the same field (instead opting to meticulously compare products based of a
criteria of various categories). However, I must remember that this article was written in
2014, when the modern VR individuals recognize today was just emerging by start up
companies.
"Virtual Reality 101." https://www.cnet.com, www.cnet.com/special-reports/vr101/.

The website starts off with an overview about what virtual reality entails. It states
that VR is a computer-animated world that allows the user to experience a different and
alternative reality. The website further explains that the VR headset is positioned around
your head and the visor is inches from your eyes. Once engaged with the virtual reality
simulation, the user is visually separated from whatever space he or she
is physically in. The website has no tabs, but opts to instead display all of its information
on one sheet (the user has to scroll down to view all of the pages' contents). While
scrolling down, the website provides its "five best options for VR" and gives an
explanation about the strengths and flaws of each product: Google Cardboard, Samsung
Gear VR, Oculus Rift, HTC Vive, Sony Playstation VR. The page concludes at the
bottom with a list of ways that people can utilize VR technology - entertainment, artistry
& design, gaming, education & simulation, tourism & exploration, psychology
& meditation, real estate & shopping, and Social & telepresence.
This website was extremely beneficial to my research on VR technology. Not only
did it give me a definition of what virtual reality is, but it also gave me the pros and cons
of popular virtual reality devices currently on the market. I could tell that this source had
relatively low bias, as it examined each VR product in the same critical lens. This website
is a terrific starting point for anyone who is interested in the filed of virtual reality but
does not know enough information to understand the field. Essentially, this site acts as a
fantastic starting point of research for an individual looking to explore the VR technology
field.

"Virtual Reality Still Has 5 Big Problems to Overcome." http://www.makeuseof.com/,


www.makeuseof.com/tag/virtual-reality-still-5-big-problems-overcome/.

Like the title suggests, the article lists the five main problems with the growing
technological field of virtual reality - the technology is out of reach, price is still a
problem, the health affects are still unknown, getting non-gamers to commit, and the lack
of the monetization plan. It is a fact that less than 1% of the over 1 billion computers in
the world have the graphical capacity to render VR images and software. Although there
are some computers than can accomplish this feat, they are not cheap (which reflects
problem number 2). In addition, scientists are currently unsure of all the potential side
effects (impaired balance, excessive sweating, and seizures) linked with playing with VR
technology. Finally, the VR companies cannot find a way to pander to audiences other
than gamers and create a lucrative plan.
Although I am a fan of the VR field and technology surrounding the field, I will
admit the tech has its down sides. The medical concerns are all legitimate and I
wholeheartedly believe them. However, the claim that VR companies cannot "get non-
gamers to commit" does not sound entirely accurate. I know from my previous source
that other businesses are implementing VR in the medical field (for surgery and mental
illnesses), military field (specialized googles by Sensics), and tourism field (shared VR
experiences). The interest for non-gamers in this type of tech is present, however, the
businesses and corporatons have to tell the public that these uses are included in VR
tech.
"Virtual Reality: the hype, the problems and the promise." http://www.bbc.com/,
www.bbc.com/future/story/20160729-virtual-reality-the-hype-the-problems-and-the-
promise.

The article begins with the author, Tim Maughan, describing his experience in the
VR headset during "The Giant" simulation. The story features a typical American family
during March, 2017. Very quickly, the player can tell that something is off. Bombs are
heard in the background and the family is huddled together, scared that their lives are in
peril. After Maughan finishes the video game, he takes off the headset and comes back to
the reality of the real world. The author then explains the origins of "The Giant"
simulation and the programmers intent of the game.
This article gave me an in depth look of what experiencing a simulation through
virtual reality is like. By Maughan's descriptions, the anxiety and fear within the game
was almost tangible for him. It was only after he took off his VR headset that he realized
he was still in the real world. This sense of immersion is what I admire about virtual
reality, your willing suspension of disbelief is strengthened each time an individual puts
on the VR headset.

"What Does Virtual Reality Do to Your Body and Mind?" The Wall Street Journal.

This article poses the questions about the health risks to the new virtual reality
field and headsets. Even though virtual reality technology is becoming increasingly more
popular with the public, does not mean that the technology comes with its flaws. Nausea,
impaired vision, and seizures are all common side effects of current VR products. In
addition, the VR technology can actually change and shape the users behavior in and out
of the virtual reality universe; there still remains a great deal of psychological unknowns
regarding the field.
This article is extremely important because it addresses the current flaws and
holes in modern day VR technology. Before VR technology can expand, it is crucial that
game developers and programmers fix the existing flaws with their products so the
industry can move in a more positive direction for the consumers. More importantly, it is
the unknown effects of VR equipment that psychologists are still analyzing that pose the
greatest threat to users. Hopefully, more research on this topic will be available soon in
the future.

"What is Virtual Reality?" http://www.vrs.org.uk/, www.vrs.org.uk/virtual-reality/what-is-virtual-


reality.html.

Virtual Reality Society explains three major basic questions about VR - what is
virtual reality, how is virtual reality achieved, and why have virtual reality? The website
first delves into the very definition of VR (near-reality or reality emulation). The site
proceeds to clarify the process of achieving full virtual reality to the reader. Virtual
Reality Society discusses how special gloves, omni-directional treadmills, and headsets
stimulate our senses and produce the apparition of a false reality. The article wraps up its
discussion by introducing the benefits to having virtual reality - architecture, sports,
medicine, the arts, and entertainment.
The site serves as a fantastic description of what, how, and why virtual reality is
being used in current day society. For an amateur who is not well versed in VR, it
answers all the fundamental questions necessary to understand the system. I enjoyed the
straightforward and direct narrative of the article and how it walked me through the steps
to fully comprehending all that VR encompasses. However, my only gripe with the
source is that it barely touches upon the actual process of how VR technology is made. I
feel like the viewer would have better fathomed the information if there was a section
that presented how VR technology is produced from a scientific perspective.

"Why Virtual Reality is About to Change the World." Time.

As the title implies, the article explores the ways that virtual reality can make life
easier and better for anyone. The article starts by looking back at the origins of virtual
reality technology decades ago. But never before has there been so much money and
talent invested in the industry, until now. Although the hardware and software for VR are
expensive, the net result of the production and selling costs produce a lucrative profit.
The article then discusses what happens during a virtual reality demo. The article
concludes with the author mentioning that although the future of VR technology is not
certain, it will still be a radical new form of expression.
This source is the most depth article I have analyzed for my annotated source list.
The article provides substantial information not only about virtual reality technology, but
about the industry, the history of the industry, and the current developments within the
market. The article focuses on many facets of virtual reality, opting to view it in a holistic
sense instead of meticulously analyzing one sect of it. By a large margin, this source is
the most helpful to me in my VR endeavors.

"Will 2016 be the year virtual reality gaming takes off?" The
Guardian,www.theguardian.com/technology/2015/dec/28/virtual-reality-gaming-takes-off-2016.

The article contemplates if 2016 is the year for the massive virtual reality industry to
finally become mainstream in the public eye. The article states that even though the first wave of
virtual reality devices were a huge flop, products such as the Oculus Rift, Sony Playstation VR,
and HTC vive are currently on the market and will be much more successful than its
predecessors. The article proceeds to mention the history of virtual reality gaming starting with
the Nintendo Virtual Boy in 1995 and progressing to present day.
The article provides a terrific narrative about the past and the future of VR technology.
The article suggests that game developers have the necessary technology to develop
sophisticated virtual reality experiences for the consumer and immerse them in their own world
(away from actual reality). I believe that it was essential to discuss the previous history of virtual
reality gaming in order to draw conclusions about how far game developers have come from just
under 20 years ago.
"Will Virtual Reality Change Your Life?" Rolling Stone.

The article focuses on the Oculus Rift VR headset and how it recently debuted to the
public on March 28th, 2016 at a price of $600. Just two years ago,the Oculus Rift start up was
purchased by Facebook for $2 billion. Unlike Oculus Rift's predecessors, this VR headset will
not fail the user in producing dozens of realistic and lifelike experiences. For instance, the user
can become a guitar wielding rock star in the rock band VR game. The headset utilizes motion-
sensing hardware in tandem with positional tracking to allow the player to interact with every
digital surrounding in the simulated reality.
The source provided me with a thorough report about the history and technology behind
the Oculus Rift headset. I admire how the Oculus Rift is not just a VR headset for gaming, but so
much more - virtual surgery simulation, mental illness treatment, and shared VR experiences.
Although the source praises Oculus Rift's positive attributes, it omits many flaws in the system:
substantial lag, motion sickness, and dizziness. Overall, Oculus Rift has come a long way from
when it was first developed, but it still has a long way to go before it becomes a staple
technology in the public eye.

"YouVisit." http://www.youvisit.com/, www.youvisit.com/virtual-reality.

YouVisit is an immersive virtual reality app found on the App Store and Google Play. The
website has several tabs to click on: explore, virtual reality, YouVisit studios, and contact us. The
app requires three steps in order to be able to utilize virtual reality on the user's smartphone.
First, the YouVisit VR application must be downloaded on the smartphone. Second, open the app
and place your phone into the mobile VR headset (on the website it shows Google Cardboard).
Third and last, enjoy the unlimited VR streaming and simulation options. At the bottom of their
page, the app has different VR experiences from around the world (like "Alaska VR", "Vietnam
VR", "helicopter VR") for the user to encounter during a simulation.
This source has provided me with crucial information to understand how VR has affected
the App Store and Google Play. Before I read this article, I had no idea that VR technology
existed on my smartphone in the form of an app. I learned that VR technology can be ported to
any platform and device as long as the platform can support the VR software. Although the
technology is present, I am still skeptical of the fact that the VR on the smartphone works at the
same processing speed and graphical capability as a VR headset; a smartphone has a
significantly less RAM on its hard drive than a computer or headset.

"Democratic Party on Gun Control."


ontheissues.org,www.ontheissues.org/Celeb/Democratic_Party_Gun_Control.htm.
Accessed 28 Apr. 2015.

The article explains the Democratic Party's platform regarding gun control. The article
sates that Democrats will protect Americans Second Amendment Amendment right to own
firearms and reauthorize assault weapons bans (close gun show loopholes). In addition,
Democrats believe that the owning firearms are subject to reasonable regulation and background
checks. This way, the safety of the public is ensured and protected from irresponsible law-
breakers. Overall, the main view of the Democratic party on the issue of gun control is that
America needs to strengthen gun control in order to reduce violence.
With all the recent shootings tragedies, it is not doubt that gun control will play a key role
in the 2015 Maryland Senatorial race. So not surprisingly, Chris Van Hollen places a huge
emphasis on gun control for his campaign. He is fed up with the multitude of gun related
accidents and believes that regulation of firearms is the way to achieve safety. Everything about
the Democratic firearm platform article is echoed in Chris Van Hollen's views. For example, Van
Hollen recently introduced the Handgun Purchaser Licensing Act of 2015 that stresses more
regulations and procedures for handgun purchases.

Hernndez, Arelis R. "Heather Mizeur endorses Rep. Chris Van Hollen in Maryland Senate
race." Washington Post [Washington DC], 26 Aug. 2015.

The Washington Post Article Describes how former Democratic Lawmaker Heather
Mizeur pledges her support to Chis Van Hollen and his senatorial campaign on August 26th.
Mizeur praised Van Hollen as being a "stellar candidate." Mizeur's support could be crucial to
Van Hollen's campaign, as Mizeur appealed too much of the states' liberals in her unsuccessful
2014 gubernatorial campaign. "While other people like to play us-versus-them politics, Chris and
I look at how are we going to get this done," Mizeur States.
Looking at who is supporting and endorsing Van Hollen's campaign is just as important
as focusing on the individual candidate. In addition, it gives me insight to how the person's
believe is intertwined with Van Hollen's campaign. For example, Mizeur is a staunch liberal and
Van Hollen will have to appeal to the hardcore liberals in order to gain an advantage of his
opponent (Donna Edwards). Considering that Mizeur appealed to the 21.4% of the gubernatorial
vote in 2014 (particularly Baltimore County), the demographic of the people who endorsed
Mizeur is one that Van Hollen wants to appeal to in order to get the votes of the most populated
and important county. It is essential that Van Hollen learns from Mizeur's mistakes but continues
her successful tactics in his own campaign.

Obama, Barack. "Executive Order 13508-- Chesapeake Bay Protection and Restoration."
Executive Order. Originally published in Executive Order.

On May 12th, 2009, President Obama created an Executive Order regarding the
Chesapeake Bay. In the document, President Obama acknowledges that the Chesapeake Bay is a
national treasure that constitutes as the largest estuary in the United States. However, at the
current level scope of pollution control within the Chesapeake Bay, restoration of the bay is not
expected for a long time. Obama further explains that nutrients (excess nitrogen and phosphate),
are largely responsible for the pollution of the bay. Obama proceeds to outline programs that will
protect and restore the bay.
President Obama's Executive Order 13508 mimics policies that Chris Van Hollen would
support and has already implemented as the Co-Chair of the Congressional Chesapeake Bay
Watershed Caucus. Regulating the environment (especially the Chesapeake Bay) for a more
sustainable future is a huge aspect of Van Hollen's platform, so it is crucial to understand these
points. Obama's statement echos Van Hollen's beliefs when he claims " [pertaining to the
USDA's working lands] These programs should apply priority conservation practices that most
efficiently reduce nutrient and sediment loads to the Chesapeake Bay, as identified by USDA and
EPA data and scientific analysis." This is exactly what Chris Van Hollen is fighting for in
Congress to maintain this regulation. The Executive Order 13508 serves as a better insight for
Chris Van Hollen's platform and the Democratic platform regarding environmentalism.

Van Hollen, Chris. "Chris Van Hollen's Twitter Page." Twitter, twitter.com/ChrisVanHollen?
ref_src=twsrc^google|twcamp^serp|twgr^author. Accessed 30 Sept. 2015.

Twitter is a social media website that allows people to publish short posts (about 135
characters) on their page. This makes Twitter is a great site for publicity. For example, A
multitude of politicians, musicians, and celebrities have Twitter pages to address their fans and
followers in order to keep them updated. The website also uses a following and follower system.
People can follow other individuals to see their page and keep track with that individual's
activities, and vice versa.

Chris Van Hollen's Twitter page gives me an insight of what is currently on his agenda
and his priorities. Subscribing to this Twitter page will keep a supporter informed of the
multitude of Chris Van Hollen rally events and current issues that he discusses. His Twitter page
is yet another form, along with his congressional page and senatorial campaign page, of
maintaining relations with the public. Although this is Chris Van Hollen's account, he doesn't
write his own tweets, his public relations representative does. Overall, Chris Van Hollen's Twitter
account is a great way to spread publicity and issues for his campaign, I'll be sure to follow the
account.

Van Hollen for Senate Campaign. "Chris Van Hollen for United States Senate." Van Hollen,
www.vanhollen.org/. Accessed 1 Oct. 2015.

Immediately when one visits the site, one can see the pledge homepage (where
individuals can submit a form that includes their email and zip code to aid the campaign). On the
top right of the website, there are three main tabs- Volunteer, Donate, and Menu. If one scrolls to
the menu tab, one will see several options below the tab- Meet Chris, Issues, Endorsements,
News & Media, and Women For Van Hollen. These sub tabs are intuitive and present a plethora
of information about the topic once clicked.
The site serves as a contribution and information page for Chris Van Hollen's campaign for
the United States Senate. It also serves as a way to project announcements about his current
events. The first thing it says under his announcement tab for current events is his basic platform
and achievements. For example, Chris Van Hollen stresses that he is an avid environmentalist
and has diligently worked on keeping the Chesapeake Bay clean via the Congressional
Chesapeake Bay Watershed Caucus (which he is the co-chair of). Overall, the site provides all
the information necessary to explain the basics of Chris Van Hollen, his senatorial campaign, and
how to get involved.

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