Both of these two articles are meaningful source for me to understand the history of the virtual reality. I’m not particularly familiar with the history of VR previously, and just very interested in really popular virtual reality product nowadays, including the VR games, VR movies, and some interactive VR installations. After knowing the history of the VR, I got the new thinking for it. The article Controlled immersion: A Special 3D/VR Collaboration good expounds the important timeline and interesting story in the development of virtual reality.
For me, the development of VR in the early 1980s was very attractive. As mentioned in the article, at that time, the emerging culture, as well as the impact of the new media way makes new technology and contemporary pop culture are neck and neck. Science fiction began to think about the blurred boundaries between the real world and the virtual world, while many excellent science fictions related to the political, society, and human nature. Virtual reality was sometimes defined as the way of escape from the true reality, people begin to realize that new technology and new media technology in modern society provides a surreal way of being, and we have also been gradually faded away from the reality.
VR technology is advancing these decades. The paper also mentioned that scientists were beginning to use VR to treat phobias and PTSD. That’s also the topic what I am interested in. Virtual reality simulates a relatively safer environment for PTSD patients to overcome their obstacles. In this case, I think virtual reality even reduct a more real environment and scenes happened, which provide a lower cost, and highly effective treatment for users.
What is told at the end of the article Controlled immersion: A Special 3D/VR Collaboration is thought-provoking. The author said. “The continued commercial failure of VR may represent an unconscious resistance to jettisoning our connection to the real. ” For the future of virtual reality, I feel hopeful while nervous. Maybe when we find a no substitutable meaning for the virtual reality that the true reality cannot give, or create a new virtual world that can promote the process of human development and innovation, then perhaps people will be willing to reduce that resistance.
Virtual Object & Experience:
Anamorphine is an immersion adventure VR gram, that trying to use virtual reality technology for PTSD treatment. Tyler is a young man who suffered from the trauma, his wife Elena were killed in a car accident because he did not have the chance to help Elena that time, Tyler feel guilty and hopeless, and let himself get into the infinite spirit of chaos.To compromise to his guilt and sin, Tyler needs to revisit the series of place related to his wife Elena, including where Elena encounter the accident.
In the game, players will experience the memory process of Tyler, and return back to the couple’s past. Players need help Tyler to overcome psychological barriers, trying to find out to find a way to stop his guilt.
Although there was not any fight or violent content in the game, the topic is much more related to mental health such as depression and loss. I believe the theme is meaningful. As we know mental problem is a really private problem, and the virtual reality provides a relatively safer and private space for patients to overcome their psychological disorder.