Vr One Quotes

We've searched our database for all the quotes and captions related to Vr One. Here they are! All 20 of them:

She walked on, comforted by the surf, by the one perpetual moment of beach-time, the now-and-always of it.
William Gibson
I have always held, too, that pistol practice should be distinctly an open-air pastime; and when Homes, in one of his queer humours, would sit in an armchair with his hair-trigger and a hundred Boxer cartridges and proceed to adorn the opposite wall with a patriotic V.R. done in bullet pocks, I felt strongly that neither the atmosphere nor the appearance of our room was improved by it.
Arthur Conan Doyle (The Memoirs of Sherlock Holmes (Sherlock Holmes, #4))
A recluse. A pale-skinned pop culture–obsessed geek. An agoraphobic shut-in, with no real friends, family, or genuine human contact. I was just another sad, lost, lonely soul, wasting his life on a glorified videogame. But not in the OASIS. In there, I was the great Parzival. World-famous gunter and international celebrity. People asked for my autograph. I had a fan club. Several, actually. I was recognized everywhere I went (but only when I wanted to be). I was paid to endorse products. People admired and looked up to me. I got invited to the most exclusive parties. I went to all the hippest clubs and never had to wait in line. I was a pop-culture icon, a VR rock star. And, in gunter circles, I was a legend. Nay, a god.
Ernest Cline (Ready Player One (Ready Player One, #1))
TJ frowns; she can’t write about willing wind and water in the official report. Voicing elements is a rumor. However, she remembers what her grandmother said five decades ago when she was a child; (it was shortly after the war): “Anyone who trains hard can be a Grade A by the time they’re forty or fifty. But it takes decades more to become strong enough to voice one element.” “One element?” TJ asked. “Do you want to voice the entire universe then?” “Can’t I?” Grandmother didn’t answer, not directly anyway, as most great masters do. They never say you can’t do this or no one can do that or that thing is impossible just because they couldn’t do it, or because they hadn’t found it yet. True masters answer differently. Wisely. Like her grandmother answered that day. “Do you know why we evolve, Tirity?” “Because we’re supposed to?” TJ replied. “Yes. It’s in the grand design. We’re ‘supposed to’ evolve. Not just in body, but also in mind,” she said. “In time. You see, time is the key. If given infinite time, you can evolve your mind infinitely. But we live only for a hundred years or so.” “A hundred years is ‘only’?” “You’re so young, Tirity! But yes, it is little for a complete cognitive evolution. Most hard trainers can prolong it to a couple of hundred years. They even get to call the wind or grow a giant plant that could touch the clouds. But voicing everything in the universe? I think only God can do it, the God who created everything with only words. And if God created the world so that he could see how far the humans can evolve, then I’d say, yes, even a human could get godly power. Godlier than voicing one or two elements. If. Given. The. Time.” “How much time?” “More than thousands of years, maybe. Could even need millions, who knows? …” TJ smiles drily; she remembers how her eyes sparkled at the thought of becoming a goddess who could voice everything. She dreamed of flying in the air or walking in space. She thought of making her own garden full of giant flowers where only enormous butterflies would dance. Some days, when she played video games in VR, she even dreamed of voicing the thunder and lightning to join her wooden sword. She thought time could help her do it. But she didn’t know then, time only makes you grow up. Time steals your dreams. Time only turns you into an adult.
Misba (The High Auction (Wisdom Revolution, #1))
Imagine that a scientist creates a human clone in a lab based on the genes of a real man called Raghu. It looks exactly like Raghu. Through virtual reality (VR), its mind is fed with experiences and memories of Raghu so that now it believes that it is Raghu. Now both of them -Raghu and the clone - behave exactly the same way. They cry on same things, laugh on same things. How would you find out which one of them has a soul?
Shunya
Virtuality is the cultural perception that material objects are interpenetrated by information patterns. The definition plays off the duality at the heart of the condition of virtuality—materiality on the one hand, information on the other. Normally virtuality is associated with computer simulations that put the body into a feedback loop with a computer-generated image. For example, in virtual Ping-Pong, one swings a paddle wired into a computer, which calculates from the paddle’s momentum and position where the ball would go. Instead of hitting a real ball, the player makes the appropriate motions with the paddle and watches the image of the ball on a computer monitor. Thus the game takes place partly in real life (RL) and partly in virtual reality (VR). Virtual reality technologies are fascinating because they make visually immediate the perception that a world of information exists parallel to the “real” world, the former intersecting the latter at many points and in many ways. Hence the definition’s strategic quality, strategic because it seeks to connect virtual technologies with the sense, pervasive in the late twentieth century, that all material objects are interpenetrated by flows of information, from DNA code to the global reach of the World Wide Web.
N. Katherine Hayles (How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics)
A door to a long-awaited game-world has opened for those who found its key. This includes Dan Harvester, a guy who lives in a run-down apartment with his cat and runs a gaming channel. He's almost through playing and testing VR games, but is this his one last chance to - really - level-up? What can it promise to him, and its first 'Beta-pioneers'? 'Fountellion' is a nature-world full of artificial life that mimics the laws of 'the Source', our own nature with its force of evolution. It promises to be more than a 'survival experience', for there are six 'Insights' scattered and every player can find their own path to them. How much will Dan be changed? There is only one way to find out: experience and tune in to his 'avalogs'. For only by completing them together with fragments from its development, can you too discover the vision and legacy of 'Fountellion'.
Ade M. Campbell (Fountellion in The Spiral: The Nature of the Game & Progression One)
Love comes with a risk. We all know that. We don’t know what’s going to happen tomorrow…hell, we don’t even know what’s going to happen the next second. So we just love the person we love by the second and pray to God that we get another one with them.
V.R. Avent (What's Lost in the Dark (Dark Paradise, #2))
But love is not selfish longing, Archer. It is not desire, and it is certainly not possession. It is the overwhelming concern for another’s happiness beyond one’s own.
V.R. Christensen (Of Moths and Butterflies (The Metamorphosis Series, #1))
And it is always the impossibility one yearns for most, is it not?
V.R. Christensen (Of Moths and Butterflies (The Metamorphosis Series, #1))
What one appears to be and what one is are very often different things entirely.
V.R. Christensen (Of Moths and Butterflies (The Metamorphosis Series, #1))
We’re all doing VR, every time we look at a screen. We have been for decades now. We just do it. We didn’t need the goggles, the gloves. It just happened. VR was an even more specific way we had of telling us where we were going. Without scaring us too much, right? The locative, though, lots of us are already doing it. But you can’t just do the locative with your nervous system. One day, you will. We’ll have internalized the interface. It’ll have evolved to the point where we forget about it. Then you’ll just walk down the street…” He spread his arms, and grinned at her.
William Gibson (Spook Country (Blue Ant, #2))
There are five ways technology can boost marketing practices: Make more informed decisions based on big data. The greatest side product of digitalization is big data. In the digital context, every customer touchpoint—transaction, call center inquiry, and email exchange—is recorded. Moreover, customers leave footprints every time they browse the Internet and post something on social media. Privacy concerns aside, those are mountains of insights to extract. With such a rich source of information, marketers can now profile the customers at a granular and individual level, allowing one-to-one marketing at scale. Predict outcomes of marketing strategies and tactics. No marketing investment is a sure bet. But the idea of calculating the return on every marketing action makes marketing more accountable. With artificial intelligence–powered analytics, it is now possible for marketers to predict the outcome before launching new products or releasing new campaigns. The predictive model aims to discover patterns from previous marketing endeavors and understand what works, and based on the learning, recommend the optimized design for future campaigns. It allows marketers to stay ahead of the curve without jeopardizing the brands from possible failures. Bring the contextual digital experience to the physical world. The tracking of Internet users enables digital marketers to provide highly contextual experiences, such as personalized landing pages, relevant ads, and custom-made content. It gives digital-native companies a significant advantage over their brick-and-mortar counterparts. Today, the connected devices and sensors—the Internet of Things—empowers businesses to bring contextual touchpoints to the physical space, leveling the playing field while facilitating seamless omnichannel experience. Sensors enable marketers to identify who is coming to the stores and provide personalized treatment. Augment frontline marketers’ capacity to deliver value. Instead of being drawn into the machine-versus-human debate, marketers can focus on building an optimized symbiosis between themselves and digital technologies. AI, along with NLP, can improve the productivity of customer-facing operations by taking over lower-value tasks and empowering frontline personnel to tailor their approach. Chatbots can handle simple, high-volume conversations with an instant response. AR and VR help companies deliver engaging products with minimum human involvement. Thus, frontline marketers can concentrate on delivering highly coveted social interactions only when they need to. Speed up marketing execution. The preferences of always-on customers constantly change, putting pressure on businesses to profit from a shorter window of opportunity. To cope with such a challenge, companies can draw inspiration from the agile practices of lean startups. These startups rely heavily on technology to perform rapid market experiments and real-time validation.
Philip Kotler (Marketing 5.0: Technology for Humanity)
The journey back to civilisation was often a whole lot faster and just as dramatic. On an MI-17 helicopter no less! Sitting atop and around military cargo. The best way to describe the Tawang sojourn was to compare it to a VR game, where one went from 'Jack and the Beanstalk' to the land of Black Hawk Down, all within nine weeks
Nidhie Sharma (INVICTUS)
An early incarnation of the metaverse can already be seen in gaming, one of the most (if not the most) immersive digital industries in the world, so if you're into video games, the whole concept may not be entirely new to you. Fitness is another industry where both VR and AR have been used quite heavily in recent years, so it would not be surprising that the foundations of the metaverse could emerge from these industries. Moreover, applications of VR/AR have been massively democratized recently. But let's not kid ourselves: this journey will go on for decades. First of all, the metaverse needs some infrastructures that not only do not exist today, but the whole Internet landscape has not been originally created to support such a revolutionary platform. Moreover, we will need standards and protocols (possibly from day one) exactly as we have for the Internet today, and -because of the complexity of the metaverse- this could take years. Not to mention the privacy and regulation concerns that building the metaverse can trigger. At this stage, therefore, any prediction on how the metaverse will look won't be much more than pure speculation, and the risk that the "hype" turns into "a bubble" is quite tangible.
Simone Puorto
The Tungans’ weapons were a motley lot. One was a Winchester .303, an old sporting model and clearly the legacy of an expedition. There was an ancient Japanese service rifle, several Snyders, a German rifie (1890), and a Lee-Enfield from the Indian frontier very approximately dated by the initials VR. But the most intriguing of all was a Remington marked 1917 and stamped clumsily with the double eagle of Imperial Russia.
Peter Fleming (News from Tartary)
The Tungans’ weapons were a motley lot. One was a Winchester .303, an old sporting model and clearly the legacy of an expedition. There was an ancient Japanese service rifle, several Snyders, a German rifie (1890), and a Lee-Endeld from the Indian frontier very approximately dated by the initials VR. But the most intriguing of all was a Remington marked 1917 and stamped clumsily with the double eagle of Imperial Russia.
Peter Fleming (News from Tartary)
Was it possible for a mother to love one son more than the other? No, surely not. But there were sons that needed more love than others, of that she had no doubt.
V.R. Cardoso (The Dragon Hunter and the Mage (Wounds In The Sky, #1))
VR is not as new as it seems: It germinated inside Alan Kay’s research lab at Atari. The lab collapsed when Atari did, scattering Kay’s people across the Valley, but a young, dreadlocked, programming prodigy, Jaron Lanier, continued the research on his own dime. His original goal was to revive an old dream. Like Doug Engelbart and Alan Kay, Lanier wanted to create a computing environment that was immersive, flexible, and empowering. The difference was the interface. Engelbart invented the mouse. Alan Kay added the desktop metaphor. And in Lanier’s iteration, one donned goggles and gloves and stepped into virtual reality. Lanier actually coined the phrase. And the whole point of this new, all-enveloping interface was to be able to program the computer from the inside. There was just one problem: Once people got inside the computer, virtually no one wanted to code. There was a whole world in there, a cyberdelic Disneyland just waiting to be explored. Lanier thought he was building a next-generation programming language with the corresponding next-generation graphical user interface, but what people experienced was something a lot more fun. VR was The Well’s cyberspace made real. Taking advantage of the ensuing limelight, Lanier swiftly assumed a more Jobs-like role and marketed the heck out of his virtual reality machine, but in the end, the cost of an E ticket was just too high.
Adam Fisher (Valley of Genius: The Uncensored History of Silicon Valley (As Told by the Hackers, Founders, and Freaks Who Made It Boom))
So keep your eyes wide open when you're in VR. A door might appear in the fabric of your world, one that doesn't fit. Open if you dare. If it's the Game, you'll know it by the snow.
Kesia Lupo (Let's Play Murder)