Monday, 2 February 2015

Research

In my essay I plan to talk about how technology evolving has had an impact on the games industry. Mainly how it’s pushed the limits of how realistic we can make virtual worlds. Also how we can become more and more immersed in said worlds through the use of virtual reality, like the Oculus Rift.
I want to compare the differences in games from different generations, also show some form of line chart that shows the progression over time as games were the same for several years and then began rapidly climbing and have been at a consistent pace for years. There would be a direct correlation between the power of the modern day computer and the graphics we see in game engines today.

I’d also like to cover why people want this so much. What is it about virtual reality that entices researchers and investors

~ Mental Notes/Links ~

Virtual reality in fitness, the way it can change how we exercise. Smart glass

http://www.psfk.com/2015/02/glassfit-oculus-rift-virtual-reality-exercise-fitness.html

http://news.bbc.co.uk/1/hi/technology/4137782.stm

Creat your own 'second life' within the game. Stories on woman making real money, explore into VR

http://secondlife.com/

http://www.businessweek.com/the_thread/techbeat/archives/2006/11/second_lifes_fi.html

Realistic VR

http://www.magicleap.com/#/team

Disadvantages

http://www.bbc.co.uk/news/blogs-echochambers-27264418

https://sites.google.com/site/virtuallivingproject/why

Various advantages

http://www.vrs.org.uk/virtual-reality-healthcare/advantages.html

http://www.skills2learn.com/virtual-reality-benefits.html

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