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A spirit that is not afraid

Our virtual future: the release of Oculus

As the release of wild new technologies seems to become more common, feelings of opposition to a futuristic world grow to new levels. The role of technology and change in society is a highly personal stance. However, following the official release of Oculus — the first commercial virtual reality headset — we all must question if the future has become the present.

The pre-orders for Oculus Rift, the first commercial realization of virtual reality, officially began March 28. Through what looks like a pair of oversized ski goggles, people can play games and experience interactive scenarios in a world that is completely removed from the physical one they are in.

Discussions of virtual reality began over 80 years ago with simulations and simple toys. It has grown to be a huge realm of the technology world in terms of interest and development efforts, consuming many innovators’ entire careers. 

The Oculus Rift and applied virtual reality does indeed create a rift between the user and the actual world. This rift brings both dangers and benefits to users and society.

For various applications, including gaming and education and bridging distances, the ability to see and function in a new space is valuable. Games become more real, convincing and immersive through advanced sensory development, connecting movement, sound and touch — maybe soon smell — in a virtual world. 

Positional trackers, gaming controllers and audio elements combine to make the experience smooth and fun. The headsets and systems facilitate new spaces and activities that even skeptics may enjoy. Users say it’s unlike any other experience: transformative and delightful.

Family gatherings, educational demonstrations, field trips, surgeries and medical appointments may all gain a new level of accessibility and adventure through the possibilities virtual reality brings. 

From a psychological perspective, virtual reality can actually offer impactful benefits. Experiences and personalities in the virtual realm can transfer to everyday life. People can overcome fears and PTSD, gain confidence and acquire traits of their virtual reality character.

There is a difference between virtual reality and augmented reality.

The former completely submerses the user in the virtual experience and blocks out the real world. The latter combines virtual elements into the visible real world. 

The virtual reality headsets don’t have lenses that let you see the environment around you. Some prototypes put the user at risk for tripping on wires, elements in the room or on other people around you. Imagine if someone unable to manage such overwhelming risk, such as a child, were to accidentally put on a headset.

If the virtual world were to be perfect, people may struggle to remain involved in the real world.

Virtual reality may streamline or so significantly improve experiences to the extent people will not want to behave under the strains of reality. There could be issues of responsibility and ethics, addiction or even health impacts like we experience now from technology, such as weight gain or nutritional deterioration.

Various insights and a recent poll from Fortune indicate that a significant amount of people are interested in trying virtual reality. However, less than 20 percent plan to purchase one. 

The founder of Oculus tweeted, “VR will become something everyone wants before it becomes something everyone can afford.” 

The price for Oculus is $599. Other concepts to be released soon include the HTC Vive and the PlayStation VR. The market continues to develop, and as prices reduce, the devices may become more common.

I am still a bit nauseated thinking of a virtual world coming so soon — and in fact that virtual reality might actually cause nausea — but it does seem to have more potential applications than I imagined. Whether it is a technology just for games or one that changes the way we conduct our lives is yet to be known.

Rachel can be reached at intrigue@ThePlainsman.com.


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