Virtual reality

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    class, we reviewed Rome Reborn, a 3D digital model of illustrating the urban development of ancient Rome. I thought it could be tied nicely into understanding new media, more specifically how the use of virtual reconstruction methods and the technologies are culture/historical conventions. A virtual reconstruction, as a simulation, may be regarded, as accurately representing the past in the form of imitation and it may also be comprehended as a model constituting a hyperreality. These two viewpoints

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    Chapter 7 Review Questions 1. What is a knowledge management system? a. A Knowledge management system attempt to help organizations achieve their goals. They usually help in means of increasing profits or reducing costs. 2. What is a chief knowledge officer? What are his or her duties? b. A chief knowledge officer is a top level executive who helps the organization work with a knowledge management system to create, store, and use knowledge to achieve organizational goals

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    one of the first virtual games that was massively multiplayer; which, helped it foster an online community greater than any game before it. Jane McGonigal uses the game as a case study in her book Reality is Broken: Why Games Makes Us Better and How They Can Change the World. McGonigal’s Halo study is but one of the many tools that help her identify the communal capabilities of virtual gaming, as well as the many other ways gaming can improve the interaction between humans and reality. Another tool

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    Ready Player One Analysis

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    Miranda 1 Andy Miranda Professor Cheresh English 114B May 14, 2018 Virtual Freedom It is immensely unorthodox to pertain the theoretical abstract of what the true meaning of insinuating oneself’s physique into a virtual reality world. As many people today seem to harness the idea of forsaken fortitude in our society and culture, meanwhile, technology vastly continues to prosper but humanity as a whole awaits great solitude and unhappiness based on current events that befall today. One’s conception

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    streaming service. There have been four generations released since 1994. There are many products that branch off from PlayStation including the PlayStation Vita, a handheld device, PlayStation Plus, an online streaming services, and PlayStation VR, a virtual reality system.

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    Virtual Assistive Technology Two of the biggest challenges currently faced by both special and general educators are to diversify instruction in order to make core content area curriculum available to all learners and to keep the learners involved and interested in the learning process. The No Child Left Behind Act (NCLB) and the 2004 reauthorization of the Individuals with Disabilities Act (IDEA) mandate that statewide tests be used to measure and evaluate student progress. This leaves educators

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    Additionally, VR can also be used as a way to have virtual treatment centers that can help many people. These treatment centers would reduce the amount of space needed to have the treatment for the patient. According to the article, “VR has been proven effective in the treatment of PTSD and anxiety disorders. Right now, VR is largely used for exposure therapy, gradually exposing people to the situation that triggers their anxiety and PTSD” (Titava). These treatment centers can be highly effective

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    “Ubiquitous Networking: Towards a New Paradigm”, Vries Tantalisingly Close: An Archaeology of Communication Desires in Discourses of Mobile Wireless Media, Serino et al.’s “Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians”, and Jack Loomis’s “Presence in Virtual Reality and Everyday Life: Immersion within a World of Representation”. Serino et al. (2016) stated that we are “living in a technologically advancing world” (p. 673), these advancements, for better

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    the player into a completely different world whether it is a first person shooter or a virtual reality headset. There is something attractive about getting away from the real world and experiencing something out of the ordinary. Take the short story, written by Rachel B. Glaser, “The Jon Lennin Xperience” as an example. The main character, Jason, has a younger sister who is constantly playing a virtual reality game where she is dating Kanye West. Jason eventually is sucked into a similar game where

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    Mind transferring requires an in-depth understanding of how the brain works, interactions between the original and the virtual counterpart, and a stimulated world for the virtual consciousness. Dvorsky doesn’t believe that mind transferring would be possible due to lack of knowledge about the consciousness, or how to map out a stimulation to understand complex thoughts that humans have. And if we tried to experiment with this, wouldn’t subjects be injured during the process? In SOMA, a game that

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