How to Pursue the Perfect Virtual Reality Experience
Virtually everyone is smitten with VR. But it's not going to go far unless entrepreneurs fix its problems first.
Even in today’s tech-driven, gadget-filled world, you’d be hard-pressed to find anyone who isn’t completely enamored with virtual reality. Just the concept of strapping on a pair of goggles and being whisked into a different world awakens the dreamer in all of us.
Related: Why Virtual Reality Is Vital
Devices such as the Oculus Rift and HTC Vive are already ushering in a new generation of VR. Tech experts predict that this industry will continue to grow into a market worth $150 billion by 2020.
Yes, the VR industry could be on the cusp of a major revolution -- if it only can overcome its growing pains.
A recent New York Times article highlighted some significant flaws that still plague the VR market. If entrepreneurs and startups don’t address these issues soon, further negative press could keep VR technology from going mainstream -- or put a stop to the VR revolution altogether.
Improving the VR experience to advance the industry
The appeal of VR technology is that the possibilities seem endless. By simply donning a headset, users are thrust into environments where their senses of touch, hearing and sight are immersed in stimuli, allowing them to participate in any number of unique, life-like experiences.
Yet, as it stands today, VR has a long way to go before it can expect mainstream success. Recent critiques have indicated that the technology is too immersive, too isolating and too incompatible with how users engage with the digital world. Others argue that it’s just too gimmicky and limited with regard to content.
But perhaps the largest obstacle holding VR back from widespread popularity is vergence-accommodation conflict, or “VR sickness,” a condition of users’ eyes having trouble focusing on the conflicting images put before them in a VR simulation. VR sickness often causes discomfort and fatigue and can cause users to shorten VR experiences -- or develop aversions to VR altogether.
Structure of the Lead:
Who-everyone
What-Virtually everyone is smitten with VR
How-But it's not going to go far unless entrepreneurs fix its problems first
Why-not given
Where-not given
When-not given
Keywords:
1.smitten:重擊
2:enamored:著迷的
3:ushering:引導
4:on the cusp of:處於...的開端
5:mainstream:主流6:immersive:身歷其境的
7:incompatible:不相容的
8:gimmicky:耍花招的
9:simulation:模擬
10:fatigue:疲勞
I think VR is good for us. But it also has something we have to notice when we in a VR simulation. When we spent too much time on VR, it may cause VR sickness which will make us discomfort and fatigue. But I think if we can use VR properly, the development of VR has many things we can look forward.
回覆刪除I think VR is a convenient invention, and it's a good invention to human being. But we have to control our time on using VR. If we can do that we will not use our time in vain. VR is a great invention, if we use it properly.
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