(Editors Note – Saturday March 29, 2014)
Originally Published on: Jul 27, 2012 @ 19:58
This is for personal record regarding the recent acquisition of this virtual reality company known as Occulus by Facebook Inc. and a closer look at what may be in the works for the near future in the technology industry and specifically, digital social networking services.
The Oculus Rift is an upcoming virtual reality head-mounted display. It is being developed by Oculus VR, which has raised US$91 million for its development. The consumer version of the product is expected (but not confirmed) to become available in late 2014 or early 2015. On March 25, 2014, Facebook announced that it had agreed to buy Oculus VR for $400 million in cash, $1.6 billion in Facebook stock, and an additional $300 million subject to Oculus VR’s meeting certain financial targets in a transaction expected to close in the second quarter of 2014
Perception Is Reality. New Perception = New Reality/World Order
Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experienceâ€”for example, in simulations for pilot or combat trainingâ€”or it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology’s proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time.
Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. People often identify VR with head mounted displays and data suits