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.
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