This is just the abstract of a 2009 research paper authored by me, Billy Zhong and Christopher Gamache and advised by Prof. Neil Heffernan. Download the full paper here.
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...
hi
ReplyDeleteGreat post regarding school education. Ask questions about school or college education from qanda team which can provide valuable advice to both teachers and students.
ReplyDelete