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Virtual reality (VR) is a fake world that feels absolutely authentic.
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Kevin Kelly (The Inevitable: Understanding the 12 Technological Forces That Will Shape Our Future)
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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.
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N. Katherine Hayles (How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics)
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With exponential development of AI-powered multisensory immersive technologies, within 10-15 years most of us could immerse in 'real virtualities' akin to lifestyles of today's billionaires. Give it another couple of decades, each of us might opt to create and run their own virtual universe with [simulated] physics indistinguishable from the physics of our world. Or you can always 'fine-tune' the rule set, or tweak historical scenarios at will.
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Alex M. Vikoulov (The Intelligence Supernova: Essays on Cybernetic Transhumanism, The Simulation Singularity & The Syntellect Emergence (The Science and Philosophy of Information))
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I'm proud to be part of a team that cares deeply about victims of human trafficking. Through technology like VR Eval and thanks to the generosity of donors and valued supporters, we believe we can help save lives. That is a good feeling. (Carlos Wallace speaking as a Board Member of More Too Life)
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Carlos Wallace
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We are not migrating to VR and AR merely because they are a fun, new technology, but because humans have binocular vision with depth perception, and these are the only interfaces that match our biology. They will increasingly become more useful, enabling us to perform more efficient and more effective interactions in the world, driven by the biology of the human brain and nervous system.
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Gabriel Rene (The Spatial Web: How Web 3.0 Will Connect Humans, Machines, and AI to Transform the World)
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And the number of virtual explorers continues to mount. In 2017, according to an eMarketer study, there were 22 million monthly users, which increased to 35 million by 2018. By the middle twenties, estimates put the VR market around $35 billion or so, and it’ll be hard to find a field not touched.
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Peter H. Diamandis (The Future Is Faster Than You Think: How Converging Technologies Are Transforming Business, Industries, and Our Lives (Exponential Technology Series))
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Paralyzed Reality (The Sonnet)
Newspaper to smartphone,
rabbit r1 to apple vision pro,
social disconnection only
changes face, nothing more.
Nobody is busy enough
to need VR while walking.
People are meant to own tech,
Yet the opposite is happening.
Every tech has its place and purpose,
How many reminders are enough reminder!
First you buried your head in your phone,
Now you walk around as donkeys with blinker.
Companies are not to blame,
Real culprit is consumer idiocy.
In a world of unawareness,
VR and AR make paralyzed reality.
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Abhijit Naskar (Visvavatan: 100 Demilitarization Sonnets)
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Companies are not to blame,
Real culprit is consumer idiocy.
In a world of unawareness,
VR and AR make paralyzed reality.
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Abhijit Naskar (Visvavatan: 100 Demilitarization Sonnets)
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In a world of unawareness, VR and AR make paralyzed reality.
”
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Abhijit Naskar (Visvavatan: 100 Demilitarization Sonnets)
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Virtual Reality (VR) is a technology that creates the illusion of real-life conditions. It does this using computer games, movies, and other programs where fluid images are displayed on a video screen or headset. A virtual reality video game or movie can provide fully immersive experiences for users with full interactivity and 360-degree views. Virtual Reality headsets are used to create the illusion of a virtual environment by using a computer known as an HMD (head-mounted display) that connects to a computer and/or gaming console.
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Manuel Robins (The Metaverse: Unpacking The Hype: Understand What The Future Is Going To Look Like. Discover How To Invest In Cryptocurrency, NFT & Blockchain Gaming. ... Guide To The New Digital Revolution)
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In recent years, the integration of virtual reality (VR) technology into classrooms has sparked a wave of excitement and innovation in the field of education. As educators seek new ways to engage students and enhance learning outcomes, VR presents a promising frontier ripe with potential.
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Digitalboardss
“
VR and AR will eventually converge, and smart glasses will take over our digital interactions.
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Carlos López (Founder @ Oarsis)
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Virtual reality is finally, well, reality—and it’s getting a lot of buzz, thanks to platforms like the Oculus, HTC Vive, Samsung Gear and the Microsoft HoloLens. But a lot of the talk about VR focuses on video games. While exciting, we believe this technology is capable of doing a lot more, including applications that literally save lives.
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OCD LAB
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Virtual reality: Since 1991, Sega had been quietly developing a sci-fi-like set of virtual-reality goggles in order to provide the most immersive gaming experience imaginable. Nicknamed the Sega VR, this futuristic visor consisted of dual LCD screens, which merged together three separate 3-D technologies, and a series of tiny inertial sensors that tracked movements of the user’s head. Completion of this project and proper safety testing were still more than a year away. 5.
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Blake J. Harris (Console Wars: Sega, Nintendo, and the Battle that Defined a Generation)
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I was immediately obsessed with the potential for multiple people to share such a place, and to achieve a new type of consensus reality, and it seemed to me that a “social version” of the virtual world would have to be called virtual reality. This in turn required that people would have bodies in VR so that they could see each other, and so on, but all that would have to wait for computers to get better.
I was fifteen years old and vibrating with excitement. I had to tell someone, anyone. I would find myself running out the library door so that I didn’t have to keep quiet; rushing up to strangers on the sidewalk out in the hard New Mexico sunshine.
“You have to look at this! We’ll be able to put each other in dreams using computers! Anything you can imagine! It’s not just going to be in our heads anymore!” I’d then wave a picture of a cube in front of a random, poor soul, and that person would politely navigate around me. Why were people so blind to the most amazing thing happening in the world?
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Jaron Lanier (Dawn of the New Everything: Encounters with Reality and Virtual Reality)
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All technologically-enhanced realities are, de facto, XR. It can be a digital overlay placed over what we can see and experience in the physical world (a simple Snapchat filter, for example), VR roller coasters, or Pokémon GO. Whenever we're not (only) dealing with the physical world, we're in the metaverse.
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Simone Puorto
“
In the machine, hope is our only chance for survival.
”
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Bibiana Krall (Quantum-C (Aether #3))
“
They’ve continued to think of VR as primarily a game technology. But it’s got the potential to be much, much more.
”
”
Lincoln Child (Chrysalis (Jeremy Logan, #6))
“
Not everyone can have Richard Branson’s private island.” VR is the new solution to climate change—or maybe the ultimate surrender to its inevitability. As resources vanish and economic conditions worsen, technological simulations can fill in where real wealth has disappeared. “The promise of VR is to make the world you wanted.
”
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Douglas Rushkoff (Survival of the Richest: Escape Fantasies of the Tech Billionaires)
“
Teaching the first lessons of elementary school to entrance exams through thousands of hours of educational videos in the Fab application, which is the first smart virtual education platform in Iran with the benefit of VR and AR technology
faab.ir
”
”
mojamo-seo
“
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.
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Philip Kotler (Marketing 5.0: Technology for Humanity)
“
We are now living in a world of advanced technologies and we have to respond in a different way, including but not limited to training to the problem, specific problem not generalized, leveraging data, innovation and emerging technologies such as Artificial Intelligence (AI), virtual reality (VR) and augmented reality (AR).
”
”
Evalyne Kemuma
“
The first headgear-type VR machine realizing the full-dive technology had come onto the market in May of 2022.
”
”
Reki Kawahara (Accel World, Vol. 04: Flight Toward a Blue Sky (Accel World Light Novel, #4))
“
Today, multiple major waves seem to be arriving simultaneously—technologies like the cloud, AI, AR/ VR, not to mention more esoteric projects like supersonic planes and hyperloops. What’s more, rather than being concentrated narrowly in a personal computer industry that was essentially a niche market, today’s new technologies impact nearly every part of the economy, creating many new opportunities. This trend holds tremendous promise. Precision medicine will use computing power to revolutionize health care. Smart grids use software to dramatically improve power efficiency and enable the spread of renewable energy sources like solar roofs. And computational biology might allow us to improve life itself. Blitzscaling can help these advances spread and magnify their sorely needed impact.
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Reid Hoffman (Blitzscaling: The Lightning-Fast Path to Building Massively Valuable Companies)
“
Devoid of real estate, Sanford built a fully immersive mega-campus using a virtual world platform called VirBELA (which eXp now owns). Today, eXp Realty’s campus is home to sixteen thousand agents from all fifty US states, three Canadian provinces, and four hundred major real estate markets—all supported without a single office. Instead of coming into work, agents and managers stay home. Using either a VR headset or their laptop, they gather virtually, on a campus replete with a lobby, library, theaters, meeting rooms, and a sports field.
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”
Peter H. Diamandis (The Future Is Faster Than You Think: How Converging Technologies Are Transforming Business, Industries, and Our Lives (Exponential Technology Series))
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