Friday, March 28, 2014

Virtual Reality Becoming A Reality

The way users interact with technology is ever finding new innovative outlets and experiences. The Oculus Rift is one of the newer ideas the technology community has fostered. Started in 2012, Oculus Rift is a low costing virtual reality head mounted display.

The device, originally funded by KickStarter donations, is an immersive multimedia device that puts users into computer simulated  environments. The possibilties of those environments and subsequent events associated with them are nearly limitless. Therapeutic uses like exposure therapy could be done easily for people suffering from phobias or even PTSD (post traumatic stress disorder). Doctors could have the ability of exploring the inside of the human body or malignant tumors. Soldiers could train for different environments or even flight simulations with VR devices. For less practical uses, virtual reality could also allow more immersive experiences in video games and sight seeing.

Since its creation, Oculus Rift has been hailed by many for advancing virtual reality technology to the point it is at. Although the device is not on the market for consumer use yet, developers are able to get their hands on the head mounted display for just a few hundred dollars. Many believe this kind of technology will be the new big "thing" in the coming years. I am inclined to agree with them; the device seems almost limitless in its properties, both the useful and mundane. It is no surprise Oculus Rift gained over $2.4 million dollars from supporters in its' early inception.

Surprisingly, Oculus Rift has just recently been acquired by social media giant Facebook. The deal costed around $2 Billion USD and is the most any KickStarter funded project has ever sold for. Facebook CEO Mark Zuckerberg stated that they will use the device to concentrate on immersive gaming followed by other experiences. He goes on to say:
"Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face, just by putting goggles in your home... This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures."
This all sounds perfect and exactly what the device should be able to fulfill, but is putting it in the hands of Facebook the right choice? Time can only answer that question, but Oculus Rift's founders believe (with a $2 Billion incentive) they can. The internet and game developers on the other hand, seems to think otherwise.

Some believe Facebook's intentions are less noble than they let on. The companies track record is not the most impressive in reliability. Facebook's purpose today is to collect as much data on their users as possible and to sell it to the highest bidder. Many believe they will use this kind of policy in Oculus Rift's experiences. The device originally hailed as the tech or hacker's dream, could now potentially spam advertisements directly to your face or make you pay for certain services in a micro transaction fashion. This sentiment has disappointed many, with even some developers who originally gave support to Oculus Rift pulling away. MineCraft game developers did just that, believing Facebook to be "shady". With consumer products expected to be released by the end of 2014 and year 2015, we will see soon enough.

Related Article: Facebook Will Acquire Virtual Reality Company...

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