Virtual Fantasies Becoming a Virtual Reality

Seth Collins

Virtual technology devices designed
for gaming are, after a lapse of
consumer interest in the 1990s, experiencing
an era of renewed consumer
interest and virtual reality development
efforts. Numerous companies
have staked their claim in the race to
produce a quality headset that offers
users a seamless virtual reality experience.
These include, Sony, with its newly
released gaming headset “Project
Morpheus” that is exclusive to Playstation
4 owners; Oculus VR, an independent
company that is responsible
for the development and distribution
of the Oculus Rift; and finally Glyph,
a charming little headset that projects
images onto your retina.
The resurgence of the head mounted
virtual device was preceded by the
unveiling of the Oculus Rift which, to
a certain extent, engendered the current
wave of enthusiasm for virtual
reality technology.
The Oculus Rift has been in development
by the nascent virtual reality
technology company, Oculus VR, for
the better part of the last two years.
Amidst this period of great technological
progress the device has undergone
a considerable number of modifications.
The modifications and by extension
the device was principally in-
entertainment reporter
spired by the CEO and founders’ vast
collection of virtual reality headsets
and other devices of a similar nature.
Palmer Luckey, the CEO and
founder, contrived the idea while
moderating a virtual reality discussion
board. The headset was originally
designed to solely play video games,
akin to the more primitive virtual reality
headsets of times past.
The company, however, deviated
from this course after selling the
rights to their product to Facebook.
The Oculus Rift’s future is now uncertain,
though extrapolation as to
what Facebook has in store for the
device is running rampant.
Sony’s “Project Morpheus” is, contrary
to Facebook’s Oculus Rift, being
created for the sole purpose of recreational
gaming. Morpheus is to be
released for the company’s flagship
console, the Playstation 4, though
the date has yet to be disclosed to the
greater public. The Playstation 4 is a
powerful platform in its own right,
but some are conflicted as to whether
or not the console is capable of delivering
a smooth and realistic virtual
reality experience to the user.
Virtual reality devices have the
potential to alter every facet of the
modern world, entertainment devices
Facebook, capitalizing on the Oculus
Rift’s team’s efforts, may very
well morph the social and economic
fabric of the world into something far
more, well, digital. Digital transactions
could be carried out face to face,
people could venture out to their local
cinema without leaving their homes,
the possibilities are quite frankly endless.
With the array of gadgets that are
on the horizon, users will find the
number of devices available to them
anything but wanting.

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