VIRTUAL REALITY QUOTES VII

quotations about virtual reality

Virtual reality is all about selling the illusion that we're being transported somewhere entirely new. The challenge is getting users to suspend their disbelief in an immersive format, which presents hurdles not present in two-dimensional media. We accept that representations on a television screen aren't exact or even remotely accurate, but when we're standing in the middle of a computer-generated landscape, our real-world experiences come into conflict with simulated sensations.

MICHAEL FUTTER

"The Virtual Reality FAQ", gameinformer, #273


Virtual reality is a bundle of technology that fools our senses into thinking we've gone somewhere else.

BEN KUCHERA

"IdeaFestival: Exploring Virtual Reality", Insider Louisville, September 29, 2016


Virtual reality is the one-time next big thing that never quite was.

NICK SCOTT

"Virtual reality: is it here to stay?", Director Magazine, January 10, 2017


Human brains are already wired to enjoy gambling, and there's evidence that virtual reality is addictive too. What happens when these two powerful entities collide?

DYLAN LOVE

"Casinos are Making a Bet on Virtual Reality", Inverse, April 26, 2017


The best experiences, VR acolytes agree, are still yet to come.

NICK MOKEY

"We Have Virtual Reality. What's Next Is Straight Out Of The Matrix", Digital Trends, December 19, 2016


The vital factor of virtual reality is immersion, the degree to which the user's senses are limited to the simulation and screened from a real world.

FJODOR RUZIC

Effective Utilization and Management of Emerging Information Technologies


Why is it that the good things are always bad for us? Maybe with virtual reality, that doesn't need to be the case.

JINSOO AN

"We Sampled The Gastronomic Frontier Of Virtual Reality", NPR, January 29, 2016


Mastering immersion and the fundamentals of gameplay in this realm is only the first step towards a world connected by virtual reality and augmented reality. As for what comes next, we'll just have to wait and see.

BRAD BOURQUE

"This Year's VR Milestones Elevated It From Novelty to Art Form", Digital Trends, December 30, 2016


The term virtual reality was coined by Jaron Lanier, the founder of VPL Research, one of the pioneer companies dedicated to the development of hardware and software for VR systems. The designation is, from any viewpoint, a contradiction in terms. Notwithstanding the philosophical acceptance of different views about the ontological meaning of reality, from a day-to-day experience, reality is defined as a collection of objective experiences which surround our life in contrast to dreams, fantasy, hallucinations, or any other type of subjective creation. As defined in the dictionary, "virtual" is "being so in effect or essence, although not in actual fact or name." The contradiction between the two words is evident; reality cannot be defined as virtual from an existential perspective because virtuality denotes the opposite.

DANIELA BERTOL

Designing Digital Space


For students who struggle with learning from books, VR could be the ultimate "field trip," opening up more engaging learning experiences that were too expensive, or even impossible, to access before. It's no longer about telling them, it's about showing them.

NICK MOKEY

"We Have Virtual Reality. What's Next Is Straight Out Of The Matrix", Digital Trends, December 19, 2016


One of the big stumbling blocks for virtual reality is understanding game mechanics, and re-examining how they work in a virtual space. Even the most basic tasks, like moving through a space, or picking up an object, go from trivial to complex in an instant, and one flaw in the process leave gamers with an upset stomach.

BRAD BOURQUE

"This Year's VR Milestones Elevated It From Novelty to Art Form", Digital Trends, December 30, 2016


For human experience, a virtual reality is a sequence of events and situations which express facts in the world of the possible and the artificial, without a bilateral comparison with tested reality.

GIUSEPPE RIVA

Virtual Reality in Neuro-Psycho-Physiology: Cognitive, Clinical and Methodological Issues in Assessment and Rehabilitation


By now, you're probably tired of hearing about how virtual reality is the next big thing for movies and games. But here's one you may not have heard yet: that virtual reality could be the next big thing for culinary experiences. Potentially, the technology could help us consume our favorite tastes while avoiding unwanted side effects -- whether food allergens or just extra calories. As someone who has long had a fraught relationship with the rotation of wonders at my local doughnut shop (think seasonal confections like Pumpkin Fool), the idea holds an undeniable appeal.

NOAH NELSON

"We Sampled The Gastronomic Frontier Of Virtual Reality", NPR, January 29, 2016


Charging forward towards a world laced with virtual reality and augmented reality, there's little in the way that can stop the technological machine. But what most people don't realize is that we're on the cusp of a new age where surfing the web will no longer involve the click of a mouse, or even the pressing of keys. No, the world of the future is filled with tactile interactions with objects in the digital world much like we've experienced in the real world. And not just visual and audio-based interactions. This is that Matrix-esque future where you'll be able to see, feel, hear, smell, taste and manipulate the digital world.

R. L. ADAMS

"Virtual Reality Is About To Revolutionize These Three Industries", Forbes, September 7, 2016


Consider this: the most popular tech of the last decade has been social. Studies show that when we check email and social media, we actually get a hit of oxytocin, the same "cuddle chemical" that is released when we embrace, or fall in love. That's what makes it all so addictive, and why we keep coming back. Yet VR is the opposite: it excels at novelty, but falls short on human connection. And that could be the biggest factor in VR's stalled growth.

RAMONA PRINGLE

"Virtual reality is still too isolating to be the next big thing in tech", CBC News, February 14, 2017


The interesting thing about virtual reality is that everything is possible. You can basically recreate a complete new reality. In any context, you can play blackjack on the moon, or you can play slots while flying around. You can create a game, where, instead of playing will let you run around in a roulette wheel or you are actually inside the slot game or you are part of the slot game or part of the story.

RAF KEUSTERMANS

"Social Casinos Will Be The Last To Adapt To Virtual Reality", Calvin Ayre, September 21, 2016


I know that I'm not alone, and other people who play VR feel the same thing, where it's like, nothing really feels real anymore. It's very odd.

ALANAH PEARCE

attributed, "Virtual Reality Is Disorienting People Into Questioning Reality", Nextgov, December 21, 2016


Virtual reality has pushed suspension of disbelief to new heights.

BRAD BOURQUE

"This Year's VR Milestones Elevated It From Novelty to Art Form", Digital Trends, December 30, 2016


No matter how well virtual reality mimics the sights and sounds of flying, floating, or swimming, it's impossible to feel that you're really doing those things when your feet are planted firmly on solid ground.

RACHEL METZ

"Using Virtual Reality Underwater Is Weird (but Fun)", Technology Review, February 20, 2017


Communication in the age of virtual reality is in some ways about transportation. Tele-presence replaces tele-vision. The body's sensorimotor channels are conveyed to distant real and virtual worlds. Experience is transmitted. Transmission and transportation share more than a common root word. In the 19th century, telegraph wires and train tracks raced side-by-side across the fields and forests of America's western frontier. These two transmission channels, the train and the telegraph, competed to "transport" information. Trains, planes, and trucks still transport information carried on physical media like paper and ink: mail, newspapers, and magazines--consider, for example, the postal system. Although the telegraph had far less information-carrying capacity than the train, it easily outraced the physical transportation channel. The telegraph's thin flow of information was more valuable than the train's car loads of slow information. The flow of communication is now sent across space and time through various transmission channels: copper wires, fiber optic cables, the electro-magnetic spectrum, and so forth. Millions of miles of wires criss-cross the planet and wrap it like a giant ball of string. Surrounding this giant ball, the electromagnetic spectrum thrums with the chant of millions of messages. The transmission of information surrounds us.

FRANK BIOCCA & MARK R. LEVY

"Virtual Reality as a Communication System"