Blog 6: Chapter 6

What the term means: Virtual Reality is about computer-generated graphical simulations. “VR is a generic term that refers to the experience of interacting with an artificial environment, which makes it feel virtually real” (Preece, Rogers & Sharp, 2015, p. 178). Current VR technology most commonly uses Virtual Reality Headsets.

Reflection on the Topic

This section is a personal reflection on the knowledge you gained about the core topic or term being studied in module. The reflection should include:

  1. VR stands for Virtual Reality. It provides many opportunities for new kinds of immersive experience which allow users to interact with 3D or 2D graphical interface. It has many advantages such as it can have different viewpoints and illusions can appear to be real-life like objects. The old VR was developed using head-mounted displays, but since they were uncomfortable to wear, they developed headsets which are much better than the old ones.
  2. “Modern VR headsets fit under one of two categories: Mobile or tethered. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around $100, and because all of the processing is done on your phone, you don’t need to connect any wires to the headset “(GreenWald, W).
  3. Matterport 3D Spaces are one of the top 5 Virtual Reality examples.  It’s entirely new form of immersive media invites users to take virtual tours and explore places as if they were really there.
Current Oculus Go Standalone VR Headset 64-GB

My Thought

“Virtual Reality is to look around the artificial world, play with it, and interact with virtual features. Many people use VR today for gaming, and they are available in different formats. VR headsets were first introduced by video games companies which is being used still” (Firdous Ghani, 2018).

Reference List

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. Greenwalk, W.(2018, September 18). The best VR (Virtual Reality) Headsets for 2019. Retrieved from https://www.pcmag.com/article/342537/the-best-virtual-reality-vr-headsets

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