Final Essay: - (Jaron, 1972) Arguments

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FINAL ESSAY

Introduction:
The Virtual reality gaming a new generation of computer games with virtual reality technology
will give gamers the true experience, first person perspective of games in action. This involved
the VR devices like VR headset, advanced gloves, hand controllers, and more, Virtual Reality
games can be used on a hardware or software systems, very special console or maybe some
advanced computers and pcs that can power up the VR headsets such as oculus rift. Virtual
reality is a brand new user interface unlike the conventional one, immersing a person in digital
3D environment, instead of watching on a display. Computer generated imagery and content
aim at simulating a real presence through senses sight, hearing, touch. (Liu, 2014)
Background:
The first Virtual Reality gaming was invented in the 1950s in 1957, however it was not patented
until the year 1962. In the early mid 1990s VR headsets were released in video games.
Virtual reality gaming is most commonly used in entertainment applications such as video
gaming and 3D cinema. Consumer virtual reality headsets were first released by video game
companies in the early mid 1990s. (Jaron, 1972)
Arguments:
Most of the people believe Virtual Reality will become the working habit for all connection with
the real world and the non world, just as television and telephone are present time our
technological device to every single thing. Instead of getting on and using your computer,
samsung phone, ipad, or any other devices, you will plug into virtual reality and do every single
thing there. Books and reading, movies and TV shows, video games, breaking news, planning,
going shopping, ordering things, buying stuff, banking money, traveling, learning, studying,
playing, medical advice, and all of these will be accepted in the via virtual reality. Even touching
base with family and texting with friends will be enhanced through VR. Life management,
entertainment, pleasure, knowledge, and business meetings. Anything you do on a computer
now, and most of the things you can now only do by traveling by car, train, airplane or any other
form of transportation, all of these forms will be accepted in the via Virtual Reality. (Adam,
2009).
The Advancement of VR technology has been making brand new chance to enhance the
combined effort between video games and players. The advance/improved of vr hardware or
software has changed the outline of the gaming industry. The gaming industry has accepted this
tech with open arms. It has embraced the vr technology completely it is now becoming much
easier to start growing a connection between the players and the game, Virtual reality tech has
transformed the vr gaming industry. And now vr gaming users are growing focused to make
sure the industry becomes more accepted in the world. (Billy, 2019)

Players are more involved when the gaming is based on VR, equipping them with a higher
number of tools at their disposal as compared to the flat screen tv gaming. While the flat screen
gaming does have the amount to make any gamers feel emotional to some extent, it does not
match up to a VR gaming experience where the players feel as if everything is happening in real
life. The players seem to feel that they are witnesses to the events and they are more
responsible for those scenes. Though the earlier games had also done it to some extent, VR
gaming gives the players more tools in their hands. (Lance, 2016).
It is a typical virtual reality experience incorporates shade or any other headgear that are kinda
bit the same , and that is proves stereographic videos for users to perceive a 3D dimensional
environment, however audio engineering methods for proving virtual clues regards from a
distance and the environment can go further enhanced by reinforcing what user has already
witness. (Donald, 2018)

In the industry more new developers are started taking interest in VR games. This changed the
picture of the games by creating new VR content or maybe changing past content. The
businesses involved in the game started creating more interesting solutions that attract more
brand new users. VR is helping the sellers to overcome these difficult challenges in the gaming
industry while bringing VR game products. The gaming space is increasing the business value
with the help of this new troublesome technology. Virtual reality gadgets are getting in trend
among gamers/players. Besides that, the consciousness of VR is steadily growing among all
users or players. After the release of the VR headset on the vr market, a huge change and
transformation started in the gaming industry. VR gaming headsets were introduced to the
market by early 2016. This resulted in the more challenging of the VR video games. Using a VR
headset for example Oculus Rift, people are excited to experience the 3D creatures in the
computer generated virtual environment. The devices used in the game industry are authorized
with interactive software and hardware. The VR video games can be experienced or controlled
by any movement of the body. Thus, the user, with a virtual reality headset can move around
the VR artificial world in vr. And also the user can encounter with the 3D living life forms that you
will fight on the screen. As stated by the view the global revenues of VR in the gaming industry
were 4.3 billion dollars in the year 2015. The new time of virtual reality has started after the
announcement of the first test devices of Oculus rift and a Samsung Gear VR. The VR headset
is supply with the hand controllers and tracking technology to offer users magnificent experience
in vr. (Shrama,2008).
The vr arcades are more becoming more common among the gaming industry. They are
allowing players to have a full time experience in vr gaming without having to purchase a
headset of their own. The vr gaming as a service, the industry has been making 286.7 million
dollars in the last year, according to research of the data, however it could grow to 2.3 billion
dollar industry by next year 2020. Despite of not being hugely widespread vr arcades or games
are serving a targeted and growing community. (Erik, 2017).

Virtual reality now has the knowledge to help these people understanding and sharing with
others, and some organizations are already using the technology for exactly this purpose. Any
nonprofit organizations are using virtual reality to encourage potential volunteers to get involved
in the organization. The same businesses can start using virtual reality to help workers get
closer to the customer by creating VR experiences that imitate the daily life of potential people
who will a purchased. In order to get close to the customer, businesses presented time have
employees conduct live interviews, listen to voicemail phone calls or take over customer hold up
channels. In the distant future, organizations will just ask employees to watch a video about VR
experiences on a regular basis to get closer to the customers.The number of employed
Americans or so on who spent time working from a distance make greater about 4 percent over
the past 5/4 years. The same study found that almost 45 percent of employed Americans
worked from a distance for some period of time. (Pérez-Peña, 1917)
Virtual reality brings an entire dimension of possibility into the workplace. It will make it possible
to go even further shrink from a distance among employees in other parts of the whole world.
The results ended by increasing the efficiency of a global workforce. Only just a few years later
these people are expecting to join colleagues in a virtual 3D workspace and interact with them
in real time of freethinking of the location. Any technology has amazing potential to leveling up
our level of global joint action, organization, and efficiency working with the amazing skills in the
world. (Caroline, 2014)
Users who used VR training for 2 hours improved their time on task by 83 percent and were
more than 70 percent of more efficient in movements and measurements.
Counterargument:
People stay away from VR gaming probably because their fear it causes seizures for everyone,
however, who doesn’t suffer from epileptic conditions, doesn’t need to worry about as far as the
experiences are concerned, although there have been cases of it happening.
Virtual Reality Gaming experiences will most likely affect children or teenagers, all media is
designed to affect people on emotional or intellectual levels. But that the researchers have yet
to no doubt show that the VR gaming has any greater negative impact on child and teenagers
development than literature, television, devices and maybe video games.
VR gaming can also ruin your eye vision, The VR headsets can cause eye strain for players and
the problem is that they need to strain their eyes in order to focus on a headset screen that uses
a single refractive optic device, They do not usually directing the optic issues with VR eye
devices, and they quickly become uncomfortable after a few minutes in the VR gaming. (Amir,
2018)
Conclusion:
The facts noted above it all is well it is clearly confirm that Virtual Reality gaming is by far one of
the best inventions that has ever made of all video gaming history, which have enhanced the
experience of gamers and brought so much excitement, fun, and enjoyment while playing. So
get to enjoy yourself the best VR headset
and gaming device and experience the best set of games, apps, computers, and so on . (Rashmi,
2006)

Reference list
(Liu, 2014) Liu Chuanzhi, Lenovo. Retrieved from
://www.lenovo.com/us/en/faqs/pc-life-faqs/what-is-virtual-reality-gaming/

(Jaron, 1972)
Jaron Lanier, "Virtual reality: Meet founding father Jaron Lanier". New Scientist. Retrieved from
https://www.vrs.org.uk › virtual-reality › history

Adam D'Angelo, 2009 Retrieved from


https://www.quora.com/

Billy Agnew, (2019) Retrieved from


https://virtualrealitysocial.com/how-virtual-reality-technology-changed-the-world-of-gaming/

(Lance, 2016)
Lance Uggla, Finextra (2016). Finextra Research. Retrieved from
https://www.finextra.com/blogposting/14870/the-impact-of-virtual-reality-technology-on-human-
lives

Donald Norman, (2018), UX Collective Retrieved from


https://uxdesign.cc › incorporating-ux-in-virtual-reality-64bcb93af944

(Shraha, 2008)
Shradha Sharma, Yourstory.com". Femina. Retrieved
from .https://yourstory.com/mystory/how-virtual-reality-is-transforming-the-gaming-ind

Erik Scheel, (2017) Retrieved from


https://www.viar360.com/future-virtual-reality-video-games/

(Perez, 1917)
Pérez-Peña, Richard (October 4, 2007).VR will change in the workplace. Retrieved from
https://www.forbes.com/sites/deeppatel/2017/11/14/6-ways-vr-will-change-the-workplace/
#74fddef627cd

(Caroline Stokes, 2014) Official Website". The Forward. Retrieved from


https://www.theforward.co/virtual-and-augmented-reality-will-impact-work/

(Amir yanay, 2018)


Retrieved from
https://www.vesttech.com/

(October 4, 2006)
Rashmi Sinha, www.linkedin.com. Retrieved from
https://www.slideshare.net/

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