Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. Virtual reality as expressed in chapter 5 is experienced through sight and sound. I find it interesting that sound plays a huge role in orientating and immersing people in the virtual reality environment. Virtual reality is effective in convincing the user of a 3D audio environment. Virtual reality gives the user an opportunity to enter another world.
As of an advantage virtual reality it’s also a main concern as expressed in chapter 6. Virtual reality calls into question for many things as it raises red flags. Concerns that rise are those in regards to social order and concern over how humans may disconnect from reality and “never engaging in productive efforts”. The chapter also mentions how virtual reality may replace workers who cannot cope with change and technological advances. There are many implications to virtual reality like those of who’s in control and who is held accountable or liable for actions by an individual. The new technology links up the user with the medium therefore it’s easy to get lost in translation. There aren't any laws or regulations as to what behaviors are tolerated under virtual reality. This opens a margin for error.
Chapter 7 discusses how graphics play a huge role in electronic representation and communication. “Cyberspace is a graphic space” (Bolter, 124). Graphics are used today to convey and convince the user at the other end of the device. Written communication in today’s society is mediated by arbitrary signs. As the internet evolves so will our means of communication. The graphics are needed because users want to give their message a voice and a possible face. It seems as though our culture is moving towards a reliance on electronic graphic presentation. Electronic technology has redefined the balance between image and word.