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SPRING 2018

5

Virtual Reality is the Next Big Thing

The dream of virtual reality technology

is that in addition to providing entertain-

ment, which is its primary function now,

it could allow you to experience virtually

whatever is possible in the real world.

For instance, you could check out the

view from the top of Mt. Everest, visit

Tahiti, tour the Louvre Museum, or even

walk on the Moon. While you can see

many of these places online now, the vir-

tual reality versions would enable you to

feel as though you were actually there.

Granted, the technology has a way to go

before it reaches that point. But it can

currently allow you to do some pretty

cool things—such as invite friends to

join you in a virtual cinema so you can

watch movies together, or let you virtu-

ally attend live concerts and TV show

tapings. Other apps are being developed

including 360-degree photos, movies,

and business programs. Media outlets

such as

The New York Times

,

The Wall

Street Journal

, and the Associated Press

have released their own virtual reality

content as well.

With the potential for so many fascinat-

ing uses, there’s no telling which virtual

worlds we may be able to enter next.

In 2012, Oculus VR initiated a Kickstarter campaign to fund development

of the Oculus Rift, a virtual reality headset. The campaign raised $2.5

million for the company, which was 10 times its fundraising goal.

In 2014, Facebook purchased Oculus VR for $2 billion. These figures

demonstrate excitement within the general public and Silicon Valley

about virtual reality technology, and there’s a lot to be excited about.

A Look Back at Virtual

Reality’s Beginnings

The concept of virtual reality in vari-

ous forms has been around at least

since the 1800s, when visual artists

created large 360-degree paintings

to immerse viewers in the world

depicted within. An early version of

the virtual reality machines we have

today was created by Morton Helig;

his Sensorama presented films that

provided input to the viewer via sight,

sound, smell, and touch.

The term“virtual reality”was popular-

ized in the 1980s by field pioneer Jaron

Lanier, whose company VPL Research

developed several early virtual reality

devices. Since that decade, the technol-

ogy has continued to develop through

uses in gaming, space exploration, mar-

keting, and other virtual experiences.

Meanwhile, popular culture has also

reflected the notion of virtual reality.

For example,

The Veldt

, a 1951 Ray

Bradbury story, takes place within a

virtual nursery. Later, author William

Gibson wrote

Neuromancer,

which

also involves characters acting within

a virtual world.