Virtual Reality

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Joined: Mon Feb 29, 2016 9:53 am

Virtual Reality

Post: #6 Ri_unlimited9
Tue Mar 01, 2016 5:11 pm

Virtual reality secara signifikan akan mengubah film dan game, tetapi beberapa melihat tujuan bahkan lebih Profit untuk teknologi yang sedang berkembang. Memberikan Kontribusi invoatif yang mampu membuat kehidupan yang lebih baik. Palmer Luckey, pendiri Oculus Rift, dan kepala kantor teknologi, John Carmack, bahkan berbicara tentang keharusan moral untuk membawa virtual reality kepada dunia.
Semua orang ingin memiliki kehidupan yang bahagia, sebagaimana Luckey suka mengatakan, tapi itu akan menjadi mustahil untuk memberikan setiap orang segala sesuatu yang mereka inginkan. Tapi VR dapat memberikan miliaran orang dengan versi maya dari segala sesuatu yang take kaya untuk diberikan: tur Louvre, berlayar pantai matahari-belang-belang dari California, atau hanya duduk di padang rumput di bawah langit biru jernih bebas dari asap dan polusi. Virtual reality dapat membuatnya begitu siapapun, dimanapun dapat memiliki pengalaman-pengalaman ini, Luckey mengatakan.
Carmack, pelopor dalam 3-D grafis, telah memperjuangkan misi ini untuk beberapa dua dekade, tetapi hanya baru-baru ini memiliki teknologi yang mendasari mencapai titik harga dimana VR headset dapat biaya sebagai sedikit sebagai smartphone murah. Dan itu, katanya, memungkinkan virtual reality untuk meningkatkan kehidupan nyata orang-orang di seluruh dunia, bahkan kurang beruntung.
Ini adalah perangkat yang bisa Anda bayangkan hampir semua orang di pemilikan dunia, Carmack mengatakan. Ini berarti bahwa beberapa fraksi pengalaman yang diinginkan orang kaya dapat disintesis dan direplikasi untuk berbagai jauh lebih luas dari orang.

Virtual Reality in Life

There’s compelling evidence to suggest Luckey is not alone. I recently lived for some months in the teeming, smog-shrouded city of Beijing and vividly remember noticing how many people were engrossed in 3-D fantasy games, playing them in cavernous Internet gaming cafés or on smartphones in suffocating subways and congested malls. Such games are tremendously popular in China, where hundreds of millions while away their waking hours fixated on the virtual worlds like Fantasy Westward Journey or World of Warcraft. This seems to undermine Nozick’s answer to the experience machine challenge, while reinforcing what many in the VR industry fiercely believe. “There is no difference between a life lived in virtual reality versus ‘real reality,' says Philip Rosedale.
Rosedale was the co-creator of the popular online world Second Life, and he’s currently building High Fidelity. Both attempt to create something like the Metaverse from Neal Stephenson’s seminal novel Snowcrash—a vast, virtual world accessed by millions of people through VR headsets. (Luckey has announced his own long-term goal of building a metaverse.)
There’s an eerie parallel to these Silicon Valley projects and the sci-fi novels that inspired them. Stephenson’s Metaverse thrives as the real world descends into misery—the US undone by crime and chaos, most of Asia ravaged by economic collapse. In Ready Player One, the 2011 bestseller that Steven Spielberg is adapting for film, the poor live in stacked trailer homes and spend most of their squalid lives logged into a metaverse called Oasis. Even as entrepreneurs like Rosedale and Luckey build actual metaverses of their own, the real world also faces a future shaped by economic uncertainty and global climate change. “Doesn’t it seem like a good thing that people have a place to escape to? says Michael Abrash, the chief scientist at Oculus. But some find that idea reprehensible—and worse.
“There’s something hideously limited about an imagination that sees VR as a tool for placating the world’s poor, says Ethan Zuckerman, director of the MIT Center for Civic Media and author of Rewire: Digital Cosmopolitans in the Age of Connection. “This feels like a Western fantasy, a dream that a new technology will solve a problem, one those trying to solve it don’t really understand.
Zuckerman, for his part, does understand the problem. He’s spent many years in Ghana and Kenya, spending much of that time running the high-tech NGO Geekcorps, and rejects the notion that VR will be a meaningful panacea. “The idea that we can make gross economic inequalities less relevant by giving Africans virtual bread and circuses is diabolical and delusional.
The Experience Machine
This assumes, of course, that people are willing to strap into VR devices and not perceive any meaningful difference between what’s real and what only seems to be. Harvard philosopher Robert Nozick explored this very question more than 30 years ago in an influential thought experiment. Suppose, he wrote in 1974, there were an experience machine that would give you any experience you desired. Super-duper neurophysicists could stimulate your brain so that you would think and feel you were writing a great novel, or making a friend, or reading an interesting book. All the time you would be floating in a tank, with electrodes attached to your brain. Would you plug in?

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