The Future Of Virtual Reality

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The Future Of Virtual Reality
The Future Of Virtual Reality
Do you wish you were born a 100 years into the future?


Think of all the cool gadgetry....advances in human knowledge....especially medicine (especially age reversing drugs), cognitive science, and virtual reality (think holo deck from star trek)

Oh noooooo... too scared about what's coming up.

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Future Kitchen Future Kitchen

 
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Description

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Description

WallMonkeys wall graphics are printed on the highest quality re-positionable, self-adhesive fabric paper. Each order is printed in-house and on-demand. WallMonkeys uses premium materials & state-of-the-art production technologies...

Wallmonkeys Peel and Stick Wall Decals - Augmented Reality (ar) - Removable Graphic Wallmonkeys Peel and Stick Wall Decals - Augmented Reality (ar) - Removable Graphic

 

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Johnny Mnemonic Johnny Mnemonic

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Meet the Robinsons Meet the Robinsons

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Disney's Meet the Robinsons based on the Walt Disney Pictures animated film is a time-traveling action/adventure game. Players experience the adventure as Wilbur Robinson helping him chase the dastardly Bowler Hat Guy and his diabolical robotic hat Doris through multiple timelines in an attempt to thwart their evil plans...

Disney's Meet The Robinsons Disney's Meet The Robinsons

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Disney's Meet the Robinsons is great time-traveling action & adventure, based on the Walt Disney Pictures animated film. Become Wilbur Robinson, the brilliant inventor whose time machine has been stolen...

Disney's Meet the Robinsons (DVD-Rom) Disney's Meet the Robinsons (DVD-Rom)

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Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete

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Every week, millions of people including many of your employees spend hours playing multi-player online games with a level of engagement they don t bring to work. These aren t just adolescent video games we re talking rich narrative quests with 3-D environments, cool avatars, and compelling goals and rewards...

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"In an era of "post-cyberpunk" science fiction, Maughan is firmly cyberpunk - or maybe "cyberpunk++," a genre that captures all the grit and glory of technology with a higher degree of plausibility and respect for real computers and networks than the genre had in its glory days...

How Computer Games Help Children Learn How Computer Games Help Children Learn

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In the not too distant future, will virtual reality become the only way to stop human suffering?


What I mean is that Earth has a finite amount of land and resources and man is in permanent competition for both.

Do believe that in the next century or so, humans may voluntarily lock themselves up into a matrix like environment such that the need for food and housing if not eliminated entirely is greatly reduced? Clearly, the humans in this Virtual Reality world would have to be fed through tubes and stored somewhere, but in an advanced society this would probably be more efficient than each person having a 2,000 square foot home, a car, driving on the roads to work, etc.

I don't see our lifestyle as sustainable.

That is an excellent question. Thinkers and writers have been grappling with the Malthusian problem for some time, and especially interesting is the book Futurological Congress by Stanislaw Lem. This book deals with exactly the scenario you might envision regarding Virtual Reality as a so-called "solution" for over-population.


One Comment

  1. akito01
    Posted October 6, 2011 at 5:33 am | Permalink

    This was one of those things that I followed quite avidly during the 90s as well. Interestingly, the technology isn't quite as dead as you might think. A new head mounted display helmet was recently shown off at CES, so people are still working on getting that bit of tech right. Rendering 3D graphics in real time has become so common we barely think of it as being anything remarkable anymore. The controller for the upcoming Nintendo Revolution is definitely an interesting mutation of the kind of technology found in the old DataGloves.

    The main reason VR of the kind we think about from the 90s didn't take off, is that it didn't allow for passive use. Take for example the television -you are free to watch it, ignore it, or kind of watch it while you read or do the dishes. With VR, you are required to strap on several different bits of kit, and restricted you from doing anything else while in VR.