Virtual Reality/Augmented Reality

Matrix can be found anywhere. According to Wachowski & Wachowski (1999), their argument explains that matrix is all around us. Virtual reality (VR) is a constantly expanding field that surrounds us today, and these famous words from the movie The Matrix aptly encapsulate it. Virtual reality has come a long way in recent years, from rudimentary stereoscopic 3D viewers to completely immersive multi-sensory experiences, despite formerly being limited to science fiction. MIT developed the first mechanical flight simulator in the 1950s, which is when virtual reality initially emerged (Sutherland, 1965). After that, significant advancements have included creating haptic feedback devices, head-mounted displays, and augmented reality systems—which superimpose digital data on the real world (Burdea & Coiffet, 2003). Virtual reality (VR) is widely used for various purposes, including gaming, virtual tours, medical rehabilitation, and military training. It is made possible by consumer devices like the Oculus Rift and HTC Vive. However, Motion sickness, user experience, and expensive equipment continue to present serious obstacles. This essay contends that virtual reality, despite its drawbacks, represents a revolutionary development in the interaction of human computers and will increase in the next ten years in both the consumer and enterprise realms. With the growing shift of our life and work to virtual spaces, the COVID-19 epidemic has only served to accelerate this trend.

The technical cycle of Anderson & Tushman

The technical cycle of Anderson & Tushman

Our Advantages

Quality Work

Unlimited Revisions

Affordable Pricing

24/7 Support

Fast Delivery

Order Now

Custom Written Papers at a bargain