While most of the readings explored the philosophical implications and commercial products of VR and AR technologies, I am most interested in thinking about them in the context of commercial possibilities and threats. But first—how do these differ?
Virtual reality refers to the simulated environment similar to or replacing the real world, in an attempt to create a lifelike experience, or to provide a virtual escape which can be significantly different from the reality, such as in VR games (Drell 2012). Virtual reality aims to remove the individual from the real world completely, and place the user into a virtual world where completely different sensations and possibilities are open to be experienced. It transplants us into separate, isolated realities that replace our sense of belonging within one sensory environment with that of another.
Augmented reality, on the other hand, is a live, direct or indirect view of a physical, real world environment whose elements are augmented by computer-generated sensory input, such as sound, video, graphics or GPS data (Wikipedia 2012). This modified, mediated (possibly even diminished rather than augmented) reality functions by enhancing one’s perception of reality and inserting technology into the real world to maximise or improve on the sensations. Augmented reality enhances our experience and perception of reality when engaging with live (but heavily mediated) views of the real-world.
For example, Lego used to enhance customers’ vision of what their boxed products looked after they were built. Another exciting movement is that the Sesame Street production brought still objects/dolls into lively characters, as seen in the video below. (It is really cool, please watch it!) It is believed that augmented reality helps consumers to envision what is possible and promised in a product.
Sesame Street Augmented Reality Dolls Take AR to the Next Level
Despite the overwhelming commercial potential of augmented reality, Havens (2013) criticised the intrusion of privacy, the blurring of the moral and social boundaries, as well as the ethical issues surrounding augmented realities. Indeed, these concerns are reasonable. Think about the latest autonomous drones developed by the American navy (Hennigan 2012). Flying plane/weapon without a pilot is no longer a dream or representation in Hollywood films like Oblivion, it has become a fact. Instead of controlling these technologies, the AR products in turn possess control over us, in forms of weapons, media consumption, beliefs and perceptions.
What about virtual reality? Most of the current virtual reality environments are primarily displayed on either a computer screen or through special stereoscopic displays, but some simulations include additional sensory information (Wikipedia 2011). They allow the creation of virtual worlds and enable users to participate differently in the virtuality of the world. An excellent and engaging example would be the virtual barber shop shown in the video below. Just plug in your headphones and close your eyes for four minutes, you will be amazed to experience a virtual haircut. (You have to do it to really experience it!)
Virtual Barber Shop Hair Cut - 3D Sound
So how did it feel? Did you feel virtually suffocated when he first put the plastic bag over your head? Did you feel a tingling sensation on your back when the barber cut the hair from your back? Did it feel real when he whispered in your ears? My answers to these, are all 'yes'. Such response from a virtual experience is known as the 'autonomous sensory meridian response', in which we experience a tickling sensation in our bodies in reaction to various visual, auditory and cognitive stimuli (Wikipedia 2011).
What does this experiment tell us? It proves that our sensations can be formed or even tricked by virtual elements. This explains how players can get so engaged and identified with virtual games and even create their second life, such as the game World of Warcraft. Indeed, virtuality is not just the mediation of transfer of message, it is also about shifting the whole field of human-social-ecological potentials into our future, and changing the potential relations that are embedded in that future (Murphie 2011). Due to this shifting of VR into the reality, many issues have arisen, including the mixing identities and statuses derived from video games. In some extreme cases, gamers that are overly attached to the virtual realities of World of Warcraft and have committed suicide after finding out their weapons have been stolen or hacked (Cheung 2005).
Critics have argued VR products are enriching individuals' experiences as they are exposed to situations that are impossible in their real worlds. However, VR products can get problematic. Imagine how dangerous would it be when virtual reality becomes aware of itself and gets attached to its users?
Examples include the first virtual sex device for men, which complement and synchronise with video aids (Gizmag Team 2010); and the recent emergence of virtual sex simulation game with series of 'fully-immersive erotic encounters', developed by Sinful Robot (Fox News 2012). With the intensified sensation, pleasure and glorified status gained from these virtualities, users are tricked to believe that they exist in and belong to such reality.
According to Murphie (2011), there are two sides of real: virtual and actual. And most often than not, the virtual is too real. When media speed up and alter the mediated realities, there is a reality change - a change on an either global scale or hyperlocal scale. And before you know it, you'd already be addicted to and blindfolded by these realities. Undoubtedly, virtual and augmented realities benefit our lives and indicate the future of human development - AR technology facilitates our lives and add layers and perspective into our realities; while VR technology provides us with a platform to experience entirely new sensations and encounters to enrich our lives. However, it is just as important to acknowledge the potential risks associated with exploitation and over reliance on these technologies.
According to Murphie (2011), there are two sides of real: virtual and actual. And most often than not, the virtual is too real. When media speed up and alter the mediated realities, there is a reality change - a change on an either global scale or hyperlocal scale. And before you know it, you'd already be addicted to and blindfolded by these realities. Undoubtedly, virtual and augmented realities benefit our lives and indicate the future of human development - AR technology facilitates our lives and add layers and perspective into our realities; while VR technology provides us with a platform to experience entirely new sensations and encounters to enrich our lives. However, it is just as important to acknowledge the potential risks associated with exploitation and over reliance on these technologies.
Should one 'embrace the new virtual universe' and experience 'a whole new space where our mind is the only boundary' (The Future of Augmented Reality 2010)? It's your choice.
Blog word: Experience (given in lecture 4)
References:
'Augmented City 3D', 2010, Youtube, online video, accessed 13 April 2013, <http://www.youtube.com/watch?v=3TL80ScTLlM&feature=html5_3d>.
'Autonomous sensory meridian response', Wikipedia, wiki article, January 2011, accessed 13 April 2013, <http://en.wikipedia.org/wiki/Autonomous_sensory_meridian_response>.
Cheung, H. 2005, 'Parents blame death of son on World of Warcraft', TG Daily, 22 November, accessed 13 April 2013, <http://www.tgdaily.com/business-and-law-features/21757-parents-blame-death-of-son-on-world-of-warcraft>.
Drell, L. 2012, ‘7 Ways Augmented Reality Will Improve Your Life’, Mashable, December 20, accessed 13 April 2013, < http://mashable.com/2012/12/19/augmented-reality-city/ >.
Fox News 2012, 'Sinful Robot developing fully-immersive virtual reality sex game', Fox News, 17 December, accessed 13 April 2013, <http://www.foxnews.com/tech/2012/12/17/company-developing-fully-immersive-virtual-reality-sex-game/#ixzz2ReEoG34I>.
The Future of Augmented Reality 2010, Youtube, online video, accessed 13 April 2013, <http://www.youtube.com/watch?v=tnRJaHZH9lo>.
Gizmag Team 2010, 'RealTouch - World’s first virtual sex device for men (NSFW)', Gizmag, 10 February, accessed 13 April 2013, <http://www.gizmag.com/realtouch-virtual-sex-device-for-men/14126/>.
Hennigan, W. J. 2012, ‘New drone has no pilot anywhere, so who’s accountable?’, Los Angeles Times, January 26, accessed 13 April 2013,< http://www.latimes.com/business/la-fi-auto-drone-20120126,0,740306.story >.
Hidden Limited 2010, Hidden Limited, Manchester, United Kingdom, accessed 14 April 2013, <http://hiddenltd.com/our-solutions/>.
Jurgenson, D. 2009, ‘Towards Theorizing An Augmented Reality’, The Society Pages, 5 October, accessed 23 April 2013, <http://thesocietypages.org/sociologylens/2009/10/05/towards-theorizing-an-augmented-reality/>.
Murphie, A. 2011, 'Virtuality', Australia, accessed 13 April 2013, <http://www.andrewmurphie.org/3091/course-outline-and-readings/#virtuality>.
Sesame Street Augmented Reality Dolls Take AR to the Next Level 2012, Youtube, online video, accessed 13 April 2013, <http://www.youtube.com/watch?v=U2jSzmvm_WA>.
'Virtual Reality', Wikipedia, wiki article, January 2011, accessed 13 April 2013, <http://en.wikipedia.org/wiki/Virtual_reality>.
Virtual Barber Shop Hair Cut - 3D Sound 2008, Youtube, online video, accessed 13 April 2013, <http://www.youtube.com/watch?v=8IXm6SuUigI>.
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