MachineMachine /stream - tagged with virtual-reality https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[OK, This Oculus Rift Business Is Getting Out Of Control]]> http://kotaku.com/ok-this-oculus-rift-business-is-getting-out-of-control-1573194348

There's totally a chance that Birdly, a device which simulates flying like a bird, could be an amazing experience. But that doesn't make this elaborate set-up, which includes a fan, a scent machine, and the Oculus Rift, any less ridiculous (in a good way).

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Wed, 14 May 2014 15:20:39 -0700 http://kotaku.com/ok-this-oculus-rift-business-is-getting-out-of-control-1573194348
<![CDATA[Virtual Reality and Hallucination | Reality Sandwich]]> http://www.realitysandwich.com/virtual_reality_and_hallucination

Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR.

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Wed, 20 Nov 2013 05:13:06 -0800 http://www.realitysandwich.com/virtual_reality_and_hallucination
<![CDATA[How Video Games Are Infiltrating—and Improving—Every Part of Our Lives]]> http://www.fastcompany.com/magazine/151/everyones-a-player.html

Games are sneaking into every part of our lives -- at home, school, and work. Cisco, IBM, Microsoft, and even the Army depend on games. and Pretty soon, you'll be a part of one. We guarantee it.

If Schell's vision seems a little, well, out there, consider this: Much of what he discusses already exists, having infiltrated our culture and our business landscape in ways that are barely recognized. Sure, 97% of 12- to 17-year-olds play computer games, but so do almost 70% of the heads of American households, according to the Entertainment Software Association. The average gamer is 34 and has been at it a dozen years; 40% are women. One survey found that 35% of C-suite executives play video games.

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Wed, 08 Dec 2010 07:46:00 -0800 http://www.fastcompany.com/magazine/151/everyones-a-player.html
<![CDATA[A Society of Simulations]]> http://www.nextnature.net/?p=3361

This essay aims to increase our understanding of simulations and their impact on our notion of reality. Following on some observations regarding the dominant role of visual representations in our culture, I will argue that we are now living in a society, in which simulations are often more influential, satisfying and meaningful than the things they are presumed to represent. Media technologies play a fundamental role in our cycle of meaning construction. This is not necessarily a bad thing, nor is it entirely new. Yet, it has consequences for our concepts of virtual and real, which are less complementary, than they are usually understood to be.

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Mon, 20 Apr 2009 15:22:00 -0700 http://www.nextnature.net/?p=3361