Contents |
The spark--Pygmalion's spectacles--The ultimate display--Console cowboys--Into the rift--Two billion reasons--Taking hold--VR and coding in Las Vegas--The oncoming train--This is real--We'll use the orgasmatron--Magical thinking--The age of the unreal. |
Summary |
You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. |
Subject |
Virtual reality.
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Technological innovations.
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Human-computer interaction.
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ISBN |
9781101983713
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110198371X
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