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Bibliography for Virtual Reality: Can It Change The World?

By: Edward Jenkins


Source
Helsel, Sandra K. Virtual Reality: Theory, Practice,
and Promise. Westport: Meckler, 1991. Print.

Rheingold, Howard. Virtual Reality. New York:


Summit, 1991. Print.

Annotation
This source discusses the techniques
used in the 90s to produce Virtual
Reality. It also resembles the way
they felt about this new idea, and
whether or not it could be
implemented. The section that I am
specifically citing is in Chapter 12,
the chapter called Simulated World
as Classroom: The Potential For
Designed Learning within Virtual
Environments. This chapter goes into
the idea of looking at virtual reality in
the aspect of education. It even
mentions that history lessons would
be completely revolutionized. Since
you would experience the historical
events first hand, then it is proposed
that students would learn faster, and
more efficiently. Especially if an
entire event is rendered in 3D, in a
virtual environment. This book and
especially this chapter, show that
Virtual Reality can be used for much
more than just entertainment. Then
once this book is linked with other
sources, I can begin to form a clearer
picture on the direction of Virtual
Reality in this world.
This book discusses virtual reality in
general, and can help me build my
arguments for its viability in todays
world. However the book also
addresses some issues that may
arise from the invention of Virtual
Reality. Such as the possibility of
certain aspects of humanity
becoming obsolete. The author even
mentions that our species may enter
into what he calls Man-Computer
Symbiosis. Will virtual reality
technology enable us to enter some
sort of symbiotic relationship with
computers? He mentioned this
possibility in 1991, and in my opinion
mankind is already reaching this
point of dependence. A point of

Thoughts
I thought that
using this book
would show a
great
representation
of virtual reality
in the
educational
space. Which
has been
mentioned in
many of the
sources that I
have gathered.
Its goes into
great detail on
the past
projects that
were done by
NASA on the
topic of Virtual
Reality

This source was


connected
because it
discusses some
of the possible
negatives of
virtual reality.
Which the
Verge website
displays as
well. Both of
these sources
speak of a
different
perspective.
Which is always
needed when
developing a

Bibliography for Virtual Reality: Can It Change The World?


By: Edward Jenkins

"IAMA Oculus Rift Developer, Ask Me


Anything about Our Game Ambient
Flight and What the Future of Virtual
Reality Holds /r/IAmA." Reddit. Web. 9
Feb. 2015.
<http://www.reddit.com/r/IAmA/commen
ts/1wunu2/iama_oculus_rift_developer_a
sk_me_anything_about/>.

THOMSON REUTERS STREETEVENTS


EDITED TRANSCRIPT NFLX Netflix Inc
Earnings Call." Ed. Thomson Reuters. 20
Jan. 2015. Web. 16 Feb. 2015.
<http://files.shareholder.com/downloads
/NFLX/3899572329x0x804317/472009E5924C-4FCB-BDAA-AB4DF807B7D4/NFLXTranscript-2015-01-20T22_00.pdf>.

dependence in which we are so


connected with our machines, that
they enable us to grow our
knowledge much faster than ever
before. Just look at youre
smartphone, as you set up a
schedule on your digital calendar, or
use your calculator and maybe a few
internet sources to solve a math
problem. Knowledge is spreading
much faster than ever before.
This is a Reddit interview with staff
for Wild Child Games. They discuss
the viability of VR and what it means
for their company. They answer
many questions such as: How does
developing for VR like Oculus Rift
differ from normal game
development?
And even another great question
such as: When do you think Virtual
Reality will really become
"mainstream"? It looks very
interesting to me but at the same
time complex and still a few years
ahead of its time. These questions
along with the answers, can provide
a deeper understanding of the
possibilities that the Oculus can
enable. Also it highlights certain
difficulties of designing for VR
environments that developers may
have trouble surpassing.
This source is of a transcript that was
produced during an interview with
the Netflix CEO and CFO. I grabbed
this source because the statements
and statistics that Netflix presents
shows that the general public is
ready to change the way we receive
our entertainment. Such as the total
hours that are being streamed by
daily users constantly increases. Also
the fact that they gain subscribers
after every original Netflix series
release. It shows that people dont

well-rounded
opinion of a
topic.

I latched onto
this source
mainly because
it is related to
gaming, which
is a main use of
virtual reality in
the future. The
entertainment
industry is the
most viable
place in which
Virtual Reality
will thrive.

I picked this
source with a
desire to prove
that there is a
market for the
Oculus Rift.
With something
like the design
of a virtual
movie theater
displayed in the
YouTube video.
It shows that

Bibliography for Virtual Reality: Can It Change The World?


By: Edward Jenkins
want commercials, or a large cable
payment. They also dont want to
see all of the totally useless
channels. They want their favorite
type of entertainment on demand.
The Oculus will arrive in stores right
when specific aspects of new
entertainment will be peaking. Such
as Netflix, the gaming industry and
etc. Perfect timing, allows for a quick
and comfortable switch for the
consumer. Which provides more
evidence for my case that Virtual
Reality will sweep the world in a
great way.

Review, VR. "Top 10 Short Oculus Rift


Demo's to Show Your Friends." YouTube.
YouTube, 17 Feb. 2014. Web. 16 Feb.
2015.
<https://www.youtube.com/watch?
v=BvpOQDpDo30>.

"The Rise and Fall and Rise of Virtual


Reality." The Verge. Web. 16 Feb. 2015.
<http://www.theverge.com/a/virtualreality/intro>.

This source is a very simple source to


explain, as I picked this source to
show a demonstration of some of the
things that the Oculus can do. I
figured that one of the best ways for
my readers to be engaged with the
new technology. Is to actually see
some implementations of the device.
The video shows educational uses,
and entertainment uses. Such as the
virtual movie theatre, and even an
exploration of our solar system. This
video is the best way for me to
represent exactly what Virtual Reality
can do right now.
This video shows that not only are
these things possible but you can
hook it up and experience it right
now, no waiting, or guessing at the
future. The next source that connects
to this, will be a source of multiple
reactions of those who have tried a
Virtual Reality device.
I decided to pull out this source
because of the interviews with the
leaders of a Virtual Reality
development team that are on

the market for


Virtual Reality
is not just
viable for
gaming. It can
cross into
everyday
entertainment.
Especially as
the weight and
design of these
devices
constantly
begins to
decrease. I
imagine it will
be something
similar to what
happened with
phones.
The main
connection with
this source, is
that it is a
source that
pieces all of the
other sources
together. With
demonstrations
, such as in
educational,
entertainment,
and other
various uses.
Such as horror
experiences
being much
more effective
in a virtual
reality
environment.

I connected
with this source
mainly because
of its relation to

Bibliography for Virtual Reality: Can It Change The World?


By: Edward Jenkins

Novac Domen, Samo Begus, and Matjaz


Mihelj. "Virtual Reality Technology and
Applications." Virtual Reality Technology
and Applications - Springer. Springer, 1
Jan. 2014. Web. 23 Feb. 2015.
<https://www.dropbox.com/s/5bugpxqap
d3khnx/Virtual%20Reality
%20Technology%20and%20Applications
%20(Chapter%2010).pdf?dl=0>.

opposite sides. One is from team at


Sony, as they develop a device called
the Morpheus. The other is from the
team at Facebook, who recently
bought Oculus Rift. They discuss the
purpose of the purchase and their
outlook on the future of the device.
This source will provide an in-depth
view of what these individual
companies feel about the
development of Virtual Reality
technologies. It even discusses the
past of virtual reality, and begins to
discuss exactly why it failed in the
past. This explains some of todays
skepticism, and throws it out the
window. The source also has 2
examples of how Virtual Reality has
been used to solve problems right
now. Once again proving that this
time, virtual reality is here to stay.
This source was chosen for a very
specific section. That is Chapter 10.
Especially with a focus on section
10.4, this section explains perfectly
how Virtual Reality can be used in
education. It even demonstrates this
with sections of the brain that are
activated within a virtual
environment. The explanation that it
provides is golden for my reader to
understand why VR can completely
change education. It describes how
virtual environments allow for
teachers to get across exactly how
an object looks or reacts, rather than
the student speculating.

the books that I


sourced earlier.
It also mentions
the name of the
NASA project. It
also pieces
together a
history of
virtual reality,
which was
originally
conceived in
the 1960s.

This source is
mainly
connected to
the educational
aspect of
Virtual Reality.
It also
describes some
medical uses as
well.

Source

Annotation

Thoughts

Chorafas, Dimitris N., and Heinrich


Steinmann. Virtual Reality: Practical
Applications in Business and Industry.
Englewood Cliffs, N.J.: Prentice Hall
PTR, 1995. Print.

This is an incredibly useful


source! An entire book
based on how VR can be
used in the space of a
corporate business office!
This is perfect for getting

The main thought and


connection with this
source is to discuss its
viability in a corporate
office. This is really
connected to ALL of the

Bibliography for Virtual Reality: Can It Change The World?


By: Edward Jenkins

"Oculus Sexy Rift: The Best and


Funniest OR Reactions Ever
Compilation." YouTube. YouTube, 27
Aug. 2013. Web. 23 Feb. 2015.
<https://www.youtube.com/watch?
v=INDKNA7kXoo>.

Sackman, David. "Real Change through


Virtual Reality | David Sackman |
TEDxEastEnd." YouTube. YouTube, 20
Feb. 2015. Web. 23 Feb. 2015.
<https://www.youtube.com/watch?
v=gpOZIdqYMlU>.

across the notion of how the


Oculus rift can impact a
businesss finances. Thus
showing my readers that
virtual reality has a place
EVERYWHERE not just in
gaming/entertainment.
It goes in depth on using it
for conference calls, and
even for people to view new
products in 3D spaces.
This source is purely for my
reader to understand the
way the Oculus Rift can
trick an individuals brain
into believing that you are
in another reality. As you
can see the individuals in
this test are immediately
thrown off balance. Other
people have to grab them,
and hold them steady.
Almost to give them a grasp
on the fact that the roller
coaster isnt reality. I also
used this source to get
across the point that many
different kinds of people
tried on the device, and the
results were the same
across the board.
This video is used to help
the reader conceptualize
the use of Virtual Reality.
This is also from some
credible sources that work
within the industry. This
source is very specific, I am
using it to get across to the
reader the examples of how
the Oculus can be used.
David Sackman also lists
tests and studies in which
the Oculus is proven to be
effective. Such as allowing
patients to displace pain
using the device. Showing

other sources, because


this is just representing
another section of our
world in which Virtual
Reality could improve
upon.

This source can be


connected with the
previous YouTube video
which displayed demos
for the Oculus Rift. This
however, shows the
numerous reactions that
people have when they
are immersed into a
virtual world. This is
basically a look at the
user, and using this to
examine how it makes
them feel and react.

This source can be


connected with all of my
sources, as this is a TED
talk that aims to tie
everything together. It
provides a clear picture
that is presented to the
audience of multiple
uses. I also love how the
presented quotes specific
studies that were done at
universities.

Bibliography for Virtual Reality: Can It Change The World?


By: Edward Jenkins
that 40-60% of pain is
decreased.

KEY:
RED: The red text represents the history of Virtual Reality.
ORANGE: The blue text represents the possibilities of Virtual Reality, the WAY its
going to change the world.
GREEN: The green text represents the viability of Virtual Reality in the world
market.

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