quotations about virtual reality
As a mere substitute of reality, a mask of the truth that hides behind its signs, virtual reality is not different from any other semiotic code: a mixture of conventional and iconic (mimetic) signs, both being signifiers of reality, the reality being the signified. And yet virtual reality claims to be much more than mimesis and representation. Virtual reality is a simulation of reality that demands to be experienced as a total replacement of reality itself. Whoever approaches virtual reality's environment as a totalizing experience is hanging on the balance of such duplicity. On the one hand, one knows perfectly well that what he or she is experiencing is not real. On the other hand, the temptation to call it another reality (if not a self-sufficient reality) is very strong. Virtual reality is not just an experience that creates a new fragment of reality: the degree of participation involved is so high that it displaces nonvirtual reality.
ALESSANDRO CARRERA
"The Rise and Fall of Reality", Between Philosophy and Poetry
I think VR has a lot of potential, but the problem is that it's a very anti-social medium. Whenever I've tried it, I've been cut off from everyone else. It's really fantastic, but I felt so vulnerable.
SAM MOTTERSHAW
"How long will virtual reality last?", Develop Online, September 16, 2016
The potential was there from the 1980s and the early era of 3D ... but computers then didn't have the processing power. So a virtual environment back then involved lag -- the picture moved a fraction later than your head did, and it made some people feel horribly sick. VR got a bad reputation. The entire concept became toxic. No one was interested.
DAVID COCKBURN PRICE
attributed, "Virtual reality: is it here to stay?", Director Magazine, January 10, 2017
Any real virtual reality enthusiast can look back at VR science fiction. It's not about playing games ... The Matrix, Snow Crash, all this fiction was not about sitting in a room playing video games. It's about being in a parallel digital world that exists alongside our own, communicating with other people, playing with other people.
PALMER LUCKEY
interview, re/code, June 19, 2015
After decades of gestation ... virtual and augmented reality (VR and AR) [have] finally gone mainstream. In short, people are now comfortable with the idea of interacting as pixels, and it is changing the way they want to work.
CATHERINE MCINTYRE
"How Virtual Reality is finally starting to be useful for businesses", Canadian Business, January 9, 2017
At the moment, VR is really about lessons learned. It's in an exciting (and frightening) experimentation stage, something that might not be perfect during the first go-around but should still be invested in. This is the way we will start breaking new ground and challenging the norms.
RESH SIDHU
"Virtual Reality Is A Renegade Technology That's Disrupting The Creative Process", Fastco Create, December 28, 2016
Wow, people really want Rifts. There must be a lot of lurkers in the VR community.
LUCKY PALMER
Twitter post, January 6, 2016
VR's very purpose is to make it difficult to distinguish simulation from reality. But what happens when the primitive brain is not equipped to process this? To what extent is VR causing users to question the nature of their own reality? And how easily are people able to tackle this line of questioning without losing their grip?
REBECCA SEARLES
"Virtual Reality Is Disorienting People Into Questioning Reality", Nextgov, December 21, 2016
The biggest challenge our company -- and the vast number of companies I know in virtual reality -- is facing is survival until such time as any of us can actually make some money out of this!
JULIAN PRICE
"Nine Things We Learned About Virtual Reality From MIPTV", Music Ally, April 14, 2017
The potential for advertising in virtual reality is huge. Instead of just taking up a screen, an ad in VR takes up a person's entire field of vision, and he or she can't look away. VR advertising demands a viewer's attention, making it extremely valuable. The company that can capture that market stands to make billions in revenue over the next decade.
ADAM LEVY
"Google Is Getting Serious About Virtual Reality", The Motley Fool
One danger for the industry is that if people's first experience of VR is bad -- whether it gives them motion-sickness or just turns them off with clunky storytelling and ill thought-out interactivity -- they will not come back for a long time.
STUART DREDGE
"Virtual reality: Is this really how we will all watch TV in years to come?", The Guardian, April 8, 2017
There is no NBC of VR yet. There is no Netflix of VR yet.
SANDY CIOFFI
attributed, "New political reality? Why these lawmakers donned VR headsets in a committee hearing", GeekWire, January 11, 2017
We all live every day in virtual environments, defined by our ideas.
MICHAEL CRICHTON
Disclosure
The dawn of a new era is upon us -- one of full immersion into the digital world. It's an era that will be founded upon the technological revolution that's been silently brewing for more than a decade. Our once-dreamed-up reality of wedding the digital world with the physical world is no longer the stuff of fabled fairytales; it's happening, right here, right now.
R. L. ADAMS
"Virtual Reality Is About To Revolutionize These Three Industries", Forbes, September 7, 2016
Right now, an ongoing clinical trial at Cedars-Sinai Medical Center in Los Angeles is testing virtual reality as a way to deal with the pain and anxiety that patients in the hospital are experiencing. So far, the results from this study and from previous work in this area are promising. It seems that the immersive experience of VR is powerful enough to help treat pain -- not just to distract people, but to actually affect the brain in ways that reduce the feeling of hurt. This is cool not just because VR is fun and interesting (though it is!), but because it shows how by using an alternate -- and in this case non-pharmacological -- pathway we can change our experience of the world. It's a psychoactive effect without the need for a substance.
KEVIN LORIA
"One of the best ways to treat excruciating pain is to change people's reality so they forget it exists", Business Insider, January 8, 2017
So will we be hauling ourselves to virtual parties in Vegas in the future? Perhaps! But we'll also be partying on the tops of mountains, at the bottom of the ocean, and on the surface of the moon.
DYLAN LOVE
"Casinos are Making a Bet on Virtual Reality", Inverse, April 26, 2017
The state of virtual reality is akin to the rise of PCs in the early 1980's, when few people beyond technologists thought computers could be useful for multiple tasks like spreadsheets and other business applications.
JONATHAN VANIAN
"This Powerful Gaming Executive Isn't Worried If Virtual Reality Fails", Fortune, February 16, 2017
After years of mass-market availability feeling like a distant pipe-dream -- the stuff of techie fantasies and Red Dwarf episodes -- realistic, immersive and vivid VR gaming is now finally hitting homes ... and even people's mobile phones. But while the most attention-grabbing demonstrations have depicted players humorously panicking while negotiating a virtual skyscraper roof, or jumping out of their skin while experiencing a VR horror game, the potential for virtual reality as a fresh entertainment medium goes far beyond mere theatrics.
MARK BUTLER
"Virtual reality is a wild new frontier for gaming", iNews, September 28, 2016
If I have to explain VR in a simple way, I would describe it to be an interactive fantasy world where everything is possible.
JARLE FINK KONDRUP
attributed, "How This Workspace Operator Is Using Virtual Reality To Attract New Members", AllWork Space, January 4, 2017
VR has finally broken the jinx and is changing all norms in the tech space. It is likely to grow exponentially as it promises a whole new dimension to customer experience.
ONKAR SHARMA
"Virtual Reality Is the New Reality", DataQuest, March 8, 2017