In 2012 the Oculus Rift, a virtual reality (VR) headset display, made headlines in the technology world when it raised US$2.5 million through crowdfunding. In 2014 it was acquired by Facebook for a whopping US$2 billion. Ever since then leaders in technology have been pouring money in VR research & development and there is no shortage of creative studios producing VR content. Although VR have not reached universal adoption, the data looks to be auspicious. In 2010, just 2 years prior to VR's supposed harbinger, I wrote a chapter in my Sufficiency in the Philosophy of Technology under Prof. John Sanbonmatsu titled 'The Ontology of Virtual Reality'. Rereading it, I think it is still relevant today. Here it is: There are two aspects of virtual reality that pertains to human use: information and communication (Valentine and Holloway n.d.). Virtual reality is a space filled with information provided by its architects. Perhaps the easiest example to grasp is the internet
Anas Maghfur
Kinsman. Technologist. World Citizen.