Virtual Reality Application in Entertainment: A Critical Analysis
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This report critically analyzes the application of virtual reality technology in the entertainment industry, specifically in gaming. It explores the advantages and disadvantages of this trending technology and discusses its distinctive benefits and theories. The report highlights the significance of VR technology in various fields and its impact on the gaming industry. It also sheds light on the future scope of growth and development as a result of VR technology.
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Running head: VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
Virtual reality application in entertainment
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Virtual reality application in entertainment
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1VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
Title
A CRITICAL ANALYSIS OF THE APPLICATION OF VIRTUAL REALITY
TECHNOLOGY IN ENTERTAINMENT INDUSTRY
Title
A CRITICAL ANALYSIS OF THE APPLICATION OF VIRTUAL REALITY
TECHNOLOGY IN ENTERTAINMENT INDUSTRY
2VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
Abstract
The subsequent report deals with analysis of virtual reality technology application in the
entertainment industry. The origin of virtual reality technology can be traced back to a long
time back. However, in recent time the advancement in technology have further upgraded and
popularised the use of virtual reality technology in the entertainment industry especially in
gaming design. The following report discusses the advantages and disadvantages of this
trending technology and critically analysis its application in the gaming industry.
Furthermore, the report explores the distinctive benefits and theories that helps in
understanding the virtual reality technology.
In contemporary time, the virtual reality technology have gained much popularity.
Consumers are keen to explore this trending technology as it gives its users the sense of real
feeling. Henceforth, consumers belonging to gaming industry have high demand for this
technology. Companies are in rage to explore this technology and use it in their products in
order to satisfy the customers. In this report, the various theories and advantages of this
technology shall be discussed for the purpose of understanding this trending virtual reality
technology.
Abstract
The subsequent report deals with analysis of virtual reality technology application in the
entertainment industry. The origin of virtual reality technology can be traced back to a long
time back. However, in recent time the advancement in technology have further upgraded and
popularised the use of virtual reality technology in the entertainment industry especially in
gaming design. The following report discusses the advantages and disadvantages of this
trending technology and critically analysis its application in the gaming industry.
Furthermore, the report explores the distinctive benefits and theories that helps in
understanding the virtual reality technology.
In contemporary time, the virtual reality technology have gained much popularity.
Consumers are keen to explore this trending technology as it gives its users the sense of real
feeling. Henceforth, consumers belonging to gaming industry have high demand for this
technology. Companies are in rage to explore this technology and use it in their products in
order to satisfy the customers. In this report, the various theories and advantages of this
technology shall be discussed for the purpose of understanding this trending virtual reality
technology.
3VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
Research background and significance
The popularity of virtual reality technology in recent time have accelerated essentially
and major industries are utilising this trending technology to give out the consumers
innovative and creative products. However, the origins of virtual reality technology is not a
recent phenomenon. In fact, the term “virtual reality” (VR) was first used by the author
named Damien Broderick, later the term was further explored and evolved to become virtual
reality technology (Chavan 2014). The exact origins of this technology is still a debatable
topic still it has been evident that the distinctive elements of virtual reality technology can be
traced back to as early as 1860’s (Earnshaw 2014). The concept of virtual reality was further
enlightened when a French playwright named Antonin Artaud stated that illusion and reality
are not distinctive from each other (Bay-Cheng 2015). However, the concept of virtual reality
came into reality when the idea was explored and experimented in the field of science and
technology. Since the 1950’s to 70’s many scientists explored the idea and came up with
various elements of virtual reality technology and giving the world a new view of seeing
things (Mihelj, Novak and Beguš 2014). In the late 1970’s the technology of VR was
predominantly used in the field of medical, automobile industry for the purpose of
constructing designs (Mihelj, Novak and Beguš 2014). However, in the mid-1990’s the
entertainment industry introduced and explored VR technology (Mihelj, Novak and Beguš
2014). Since then, it has evolved and gained popularity worldwide. In recent time, the
popularity of VR technology have been increasing day by day. In fact, since the year 2016,
VR technology in the field of entertainment have been explored and popularised to a
significant level (Berg and Vance 2017). This resulted in opening up a new scope for
companies that are willing to utilise the intuitive technology of VR in various aspects.
Research background and significance
The popularity of virtual reality technology in recent time have accelerated essentially
and major industries are utilising this trending technology to give out the consumers
innovative and creative products. However, the origins of virtual reality technology is not a
recent phenomenon. In fact, the term “virtual reality” (VR) was first used by the author
named Damien Broderick, later the term was further explored and evolved to become virtual
reality technology (Chavan 2014). The exact origins of this technology is still a debatable
topic still it has been evident that the distinctive elements of virtual reality technology can be
traced back to as early as 1860’s (Earnshaw 2014). The concept of virtual reality was further
enlightened when a French playwright named Antonin Artaud stated that illusion and reality
are not distinctive from each other (Bay-Cheng 2015). However, the concept of virtual reality
came into reality when the idea was explored and experimented in the field of science and
technology. Since the 1950’s to 70’s many scientists explored the idea and came up with
various elements of virtual reality technology and giving the world a new view of seeing
things (Mihelj, Novak and Beguš 2014). In the late 1970’s the technology of VR was
predominantly used in the field of medical, automobile industry for the purpose of
constructing designs (Mihelj, Novak and Beguš 2014). However, in the mid-1990’s the
entertainment industry introduced and explored VR technology (Mihelj, Novak and Beguš
2014). Since then, it has evolved and gained popularity worldwide. In recent time, the
popularity of VR technology have been increasing day by day. In fact, since the year 2016,
VR technology in the field of entertainment have been explored and popularised to a
significant level (Berg and Vance 2017). This resulted in opening up a new scope for
companies that are willing to utilise the intuitive technology of VR in various aspects.
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4VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
It has been observed that entertainment is generally linked with escapism, immersion
and creating something impossible to life and give the spectators the feeling about forgetting
the reality (Johnson et al 2016). The technology of VR gives the consumers the same feeling
in addition with vast technological elements to it. The VR technology stimulates a
surrounding and graphics that gives its users the sense of real feeling. The usage of VR
technology are numerous ranging from the field of medical and health, military, automobiles,
entertainment and many more. Its significance over the period has expanded over various
fields. It has been observed that in the real estate industry, the VR technology is applied and
utilised for enhancing the quality of their functioning in the competitive market. With the
application of VR technology, the business owners can change the décor of the any area and
make alterations as per their desire without making any changes in the actuality. This saves a
lot of time and money for them as this could give them the actual idea of the real world
without actually making any alterations in reality. Similarly, in the entertainment industry as
well, the VR technology is used abundantly since it gives the users the feel of escapism and
immersion to a high level which are some of the key elements of entertainment. VR
technology in gaming industry have been advancing at an extremely fast pace. The reason
behind this is the popularity of this technology among consumers. The aspect of generating
an alter reality world for the users is the unique aspect that attracts millions of consumers
towards it (Bower et al 2014). However, consumers tend to forget the accompanied
disadvantages of this technology. Companies in order to meet the demand of the consumers
have been in fast pace in giving various products that have more advance application of
virtual reality technology. Gaming industry have been one of the significant industry that
have been in this fast pace business growth, as consumers belonging to this category are
increasing, who seek for virtual reality technologized gaming products. From exploring
It has been observed that entertainment is generally linked with escapism, immersion
and creating something impossible to life and give the spectators the feeling about forgetting
the reality (Johnson et al 2016). The technology of VR gives the consumers the same feeling
in addition with vast technological elements to it. The VR technology stimulates a
surrounding and graphics that gives its users the sense of real feeling. The usage of VR
technology are numerous ranging from the field of medical and health, military, automobiles,
entertainment and many more. Its significance over the period has expanded over various
fields. It has been observed that in the real estate industry, the VR technology is applied and
utilised for enhancing the quality of their functioning in the competitive market. With the
application of VR technology, the business owners can change the décor of the any area and
make alterations as per their desire without making any changes in the actuality. This saves a
lot of time and money for them as this could give them the actual idea of the real world
without actually making any alterations in reality. Similarly, in the entertainment industry as
well, the VR technology is used abundantly since it gives the users the feel of escapism and
immersion to a high level which are some of the key elements of entertainment. VR
technology in gaming industry have been advancing at an extremely fast pace. The reason
behind this is the popularity of this technology among consumers. The aspect of generating
an alter reality world for the users is the unique aspect that attracts millions of consumers
towards it (Bower et al 2014). However, consumers tend to forget the accompanied
disadvantages of this technology. Companies in order to meet the demand of the consumers
have been in fast pace in giving various products that have more advance application of
virtual reality technology. Gaming industry have been one of the significant industry that
have been in this fast pace business growth, as consumers belonging to this category are
increasing, who seek for virtual reality technologized gaming products. From exploring
5VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
various platforms to collaborating various technological systems, companies have been
putting continuous efforts in providing the consumer what they need.
Even though the popularity and significance of VR technology have been globally
appreciated, the existence of this technology is still debatable. It has been argued by many
that VR technology in entertainment industry is a vicious cycle that gives rise to ill feelings
among the users or consumers (Clark 2014). The VR experience that the users get is the only
result of the technology instead of giving an insight or beneficial result from its experience.
In addition to this, the VR experience can tend to create a powerful impact in the minds of the
consumers and this could give rise to health complications. One of the major consequence
that can be observed as a result of virtual reality technology is creating an addictive quality of
virtual reality environments (King et al 2013). However, despite of these consequences the
popularity of VR technology in the entertainment industry has become mainstream in recent
times. Consumers are keen to explore the technology especially in the gaming industry that
explores the elements of augmented reality and technology and graphics in use.
Now, no matter the technology of VR sounds complex in nature, the experts have
efficiently developed the VR technology and made extended elements to it. However, the VR
technology have four crucial elements that are essential to construct it. Firstly, the visual
displays that is one of the key elements that immerse its users in a virtual environment
creating an obstacle between the users contradictory sensory impressions and the real world
(Brooks 2013). This element of virtual technology is considered to be one of the major aspect
as it feeds the users with the displays that are artificially created by technology. Secondly, the
technology that is used essentially in creating virtual reality is the graphics rendering system
that produces transitional images at 20 to 30 frames per second (Brooks 2013). This highly
advanced technology gives a quality rendered graphics that enhances the system of VR
technology. Thirdly, the integrated tracking system in the distinctive device that repeatedly
various platforms to collaborating various technological systems, companies have been
putting continuous efforts in providing the consumer what they need.
Even though the popularity and significance of VR technology have been globally
appreciated, the existence of this technology is still debatable. It has been argued by many
that VR technology in entertainment industry is a vicious cycle that gives rise to ill feelings
among the users or consumers (Clark 2014). The VR experience that the users get is the only
result of the technology instead of giving an insight or beneficial result from its experience.
In addition to this, the VR experience can tend to create a powerful impact in the minds of the
consumers and this could give rise to health complications. One of the major consequence
that can be observed as a result of virtual reality technology is creating an addictive quality of
virtual reality environments (King et al 2013). However, despite of these consequences the
popularity of VR technology in the entertainment industry has become mainstream in recent
times. Consumers are keen to explore the technology especially in the gaming industry that
explores the elements of augmented reality and technology and graphics in use.
Now, no matter the technology of VR sounds complex in nature, the experts have
efficiently developed the VR technology and made extended elements to it. However, the VR
technology have four crucial elements that are essential to construct it. Firstly, the visual
displays that is one of the key elements that immerse its users in a virtual environment
creating an obstacle between the users contradictory sensory impressions and the real world
(Brooks 2013). This element of virtual technology is considered to be one of the major aspect
as it feeds the users with the displays that are artificially created by technology. Secondly, the
technology that is used essentially in creating virtual reality is the graphics rendering system
that produces transitional images at 20 to 30 frames per second (Brooks 2013). This highly
advanced technology gives a quality rendered graphics that enhances the system of VR
technology. Thirdly, the integrated tracking system in the distinctive device that repeatedly
6VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
passes information about the user’s head and limbs. This tracking system works on a
continuous loop in synchronisation with the images that are displayed in the device. Lastly,
the database construction and maintenance system for the purpose of constructing and
maintaining precise and realistic models in the virtual environment. All of these four
elements and technologies goes hand in hand in order to create and build the virtual reality
technology.
In the gaming industry, the virtual reality technology is utilised to an extensive level
in creating a virtual world for the users. It has been observed that in virtual reality games
there is a significant usage of video screens which is provided to the users with the help of
head mounted display devices (Larsen et al 2018). The device helps create a sense of
immersion among the users since the ambient lights are blocked as a result of the device.
According to Anthes et al (2016), one of the advantages of using the VR technology in
gaming devices is that it gives the users the 360 degree panoramic view giving them the
illusion of higher level of intuitive experience. The technology in itself has high level of
uniqueness and its adoption in gaming designs further accelerates the technology’s popularity
in gaming industry. No matter the uniqueness of the technology, the usage of head mounted
devices could result in serious health complications among the regular users of it. It has been
observed that the distance between the display screen of the head mounted device and the
users eyes are close and the regular usage of the device could seriously impact upon the
optical power of the user (Smith and Smith 2018). This can cause optical health
complications such as visual fatigue, short-sightedness and various other problems.
The usage of virtual reality technology in gaming designs have been a rage since the
2016 despite of the obligatory debates contradicting the technology. According to Billieux et
al (2013), the popularity of virtual gaming system is its highly modified usage of VR
passes information about the user’s head and limbs. This tracking system works on a
continuous loop in synchronisation with the images that are displayed in the device. Lastly,
the database construction and maintenance system for the purpose of constructing and
maintaining precise and realistic models in the virtual environment. All of these four
elements and technologies goes hand in hand in order to create and build the virtual reality
technology.
In the gaming industry, the virtual reality technology is utilised to an extensive level
in creating a virtual world for the users. It has been observed that in virtual reality games
there is a significant usage of video screens which is provided to the users with the help of
head mounted display devices (Larsen et al 2018). The device helps create a sense of
immersion among the users since the ambient lights are blocked as a result of the device.
According to Anthes et al (2016), one of the advantages of using the VR technology in
gaming devices is that it gives the users the 360 degree panoramic view giving them the
illusion of higher level of intuitive experience. The technology in itself has high level of
uniqueness and its adoption in gaming designs further accelerates the technology’s popularity
in gaming industry. No matter the uniqueness of the technology, the usage of head mounted
devices could result in serious health complications among the regular users of it. It has been
observed that the distance between the display screen of the head mounted device and the
users eyes are close and the regular usage of the device could seriously impact upon the
optical power of the user (Smith and Smith 2018). This can cause optical health
complications such as visual fatigue, short-sightedness and various other problems.
The usage of virtual reality technology in gaming designs have been a rage since the
2016 despite of the obligatory debates contradicting the technology. According to Billieux et
al (2013), the popularity of virtual gaming system is its highly modified usage of VR
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7VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
technology by the gaming companies that gives high quality experience of escapism from
reality and immersion inside the virtually constructed gaming world. A huge amount of
market has grown over the period for VR integrated gaming products that attracts millions of
consumers around the world. The visuals and graphics accompanied with the sound effects
and the highly sensitive tracking system accelerates and boosts the virtual gaming products to
a significant level. It provides and satiates the demand s of the consumers that always seek
for products that have high standards of uniqueness. Companies belonging to gaming
industry worldwide recognises these overarching demands of consumers and have come up
with products that uses highly advanced VR technology in gaming designs.
Even though, the popularity of VR technology have increased over the period, it has
created a future scope for the trading and technological sector. The progress of the VR
technology over the period have been overarching. Marketers and business around the world
explore and utilise this technological progress essentially and bring out new aspects to it. It
has been observed that VR gaming have been expanding day by day since its platform are
increasing as well (Jones 2013). The online virtual games are another platform in gaming
design that has gained extensive popularity over the period. Social interactions along with
multi player set ups offered by the companies have further expanded the domain of VR
technology to a futuristic level (Jin, Wen and Gough 2013). The amalgamation of social
interaction and virtual technology have been breaking the boundaries of uniqueness.
However, it is also affecting a major social consequence since the consumers are losing track
between virtual and real world. The ability to create a world so real with the help of the
technology has been thinning the wall between virtual and reality. Thus, major complications
among consumers have been also accelerating over the period.
technology by the gaming companies that gives high quality experience of escapism from
reality and immersion inside the virtually constructed gaming world. A huge amount of
market has grown over the period for VR integrated gaming products that attracts millions of
consumers around the world. The visuals and graphics accompanied with the sound effects
and the highly sensitive tracking system accelerates and boosts the virtual gaming products to
a significant level. It provides and satiates the demand s of the consumers that always seek
for products that have high standards of uniqueness. Companies belonging to gaming
industry worldwide recognises these overarching demands of consumers and have come up
with products that uses highly advanced VR technology in gaming designs.
Even though, the popularity of VR technology have increased over the period, it has
created a future scope for the trading and technological sector. The progress of the VR
technology over the period have been overarching. Marketers and business around the world
explore and utilise this technological progress essentially and bring out new aspects to it. It
has been observed that VR gaming have been expanding day by day since its platform are
increasing as well (Jones 2013). The online virtual games are another platform in gaming
design that has gained extensive popularity over the period. Social interactions along with
multi player set ups offered by the companies have further expanded the domain of VR
technology to a futuristic level (Jin, Wen and Gough 2013). The amalgamation of social
interaction and virtual technology have been breaking the boundaries of uniqueness.
However, it is also affecting a major social consequence since the consumers are losing track
between virtual and real world. The ability to create a world so real with the help of the
technology has been thinning the wall between virtual and reality. Thus, major complications
among consumers have been also accelerating over the period.
8VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
However, creating a futuristic scope of growth and development as a result of VR
technology is undeniable. Whether the popularity of VR technology is a benefit or a curse is a
debatable topic. According to Won, Lee and Lanier (2015), the virtual experience that these
gaming companies have been offering can give rise to ill thoughts among the users. The
highly violent gaming themes with the amalgamation of virtual experience can affect the
minds of regular users of this gaming technology in a significant way. It could trigger the
nature of violence among the users and eventually giving rise to a catastrophic social
environment. However, according to Bailenson (2013), such virtual experience could have a
positive impact among the users as it could trigger in them the sense of self defence that
could be a highlighting point in accelerating the users’ ability.
Therefore, it has been observed from the above discussion that the impact of VR
technology is undeniable. However, whether the impact of the technology is whether negative
or positive is still argued by many. The impact of VR in distinctive fields have distinctive
aspects to it. Whereas in medical and health sectors or real estate industry the usage of VR
technology has been proved to be intuitive and fruitful however, in entertainment sector
especially in gaming industry, the VR games have not been beneficial. The experience of VR
has been the only result by using the technology of VR in gaming industry. Even though it
has been fulfilling the basic purpose of entertainment to a whole new level, the consequences
it has been creating over the masses cannot be denied.
There have been numerous studies in understanding the significance of VR
technology. However, there have been no focus on the impact of VR technology in
entertainment industry specifically in gaming industry. This study shall throw light in finding
out the various aspects of virtual reality technology in gaming industry. The above discussion
highlights some of the major facts and arguments that have been circulating over the period
However, creating a futuristic scope of growth and development as a result of VR
technology is undeniable. Whether the popularity of VR technology is a benefit or a curse is a
debatable topic. According to Won, Lee and Lanier (2015), the virtual experience that these
gaming companies have been offering can give rise to ill thoughts among the users. The
highly violent gaming themes with the amalgamation of virtual experience can affect the
minds of regular users of this gaming technology in a significant way. It could trigger the
nature of violence among the users and eventually giving rise to a catastrophic social
environment. However, according to Bailenson (2013), such virtual experience could have a
positive impact among the users as it could trigger in them the sense of self defence that
could be a highlighting point in accelerating the users’ ability.
Therefore, it has been observed from the above discussion that the impact of VR
technology is undeniable. However, whether the impact of the technology is whether negative
or positive is still argued by many. The impact of VR in distinctive fields have distinctive
aspects to it. Whereas in medical and health sectors or real estate industry the usage of VR
technology has been proved to be intuitive and fruitful however, in entertainment sector
especially in gaming industry, the VR games have not been beneficial. The experience of VR
has been the only result by using the technology of VR in gaming industry. Even though it
has been fulfilling the basic purpose of entertainment to a whole new level, the consequences
it has been creating over the masses cannot be denied.
There have been numerous studies in understanding the significance of VR
technology. However, there have been no focus on the impact of VR technology in
entertainment industry specifically in gaming industry. This study shall throw light in finding
out the various aspects of virtual reality technology in gaming industry. The above discussion
highlights some of the major facts and arguments that have been circulating over the period
9VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
however, no major analysis or research have been conducted upon it. This study shall help to
understand and explore the benefits of VR technology that have been existing from over a
decade and recent times have gained much hype. Consumers around the world seeks for its
usage and this demand have opened up a new market for companies around the world.
Henceforth, initiative such as VR promotions in order to further hype the mass towards the
technology have been a key tactic among the companies who recognises its significance. The
amalgamations of technology and futuristic idea are the key features of this technologies
success. Creating an artificial environment and giving the users a sense of virtual world is the
highlighting factor that attracts masses towards this technology. This research paper shall
explore the distinctive elements of virtual reality technology and its impact over users and
distinctive fields.
Research Aims: Objectives and Questions
The aim of this paper is to understand and explore the advantages of virtual reality
technology and its application in entertainment and gaming industry. This trending
technology have evolved over the period and in recent time has gained a lot of popularity
among the consumers. In this report, the following objectives shall be fulfilled:
i. To explore the role of virtual reality technology application in entertainment industry
especially in gaming design.
ii. To understand the advantages and disadvantages of virtual reality technology
application.
iii. To find out the significance of the virtual reality technology in recent times and
explore its origins.
In accordance with the research objectives, the following research questions are
constructed for this study:
however, no major analysis or research have been conducted upon it. This study shall help to
understand and explore the benefits of VR technology that have been existing from over a
decade and recent times have gained much hype. Consumers around the world seeks for its
usage and this demand have opened up a new market for companies around the world.
Henceforth, initiative such as VR promotions in order to further hype the mass towards the
technology have been a key tactic among the companies who recognises its significance. The
amalgamations of technology and futuristic idea are the key features of this technologies
success. Creating an artificial environment and giving the users a sense of virtual world is the
highlighting factor that attracts masses towards this technology. This research paper shall
explore the distinctive elements of virtual reality technology and its impact over users and
distinctive fields.
Research Aims: Objectives and Questions
The aim of this paper is to understand and explore the advantages of virtual reality
technology and its application in entertainment and gaming industry. This trending
technology have evolved over the period and in recent time has gained a lot of popularity
among the consumers. In this report, the following objectives shall be fulfilled:
i. To explore the role of virtual reality technology application in entertainment industry
especially in gaming design.
ii. To understand the advantages and disadvantages of virtual reality technology
application.
iii. To find out the significance of the virtual reality technology in recent times and
explore its origins.
In accordance with the research objectives, the following research questions are
constructed for this study:
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10VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
RQ1: How does virtual reality application have made its impact in the entertainment industry
in recent times?
RQ1: How does virtual reality application have made its impact in the entertainment industry
in recent times?
11VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
References
Anthes, C., García-Hernández, R.J., Wiedemann, M. and Kranzlmüller, D., 2016. State of the
art of virtual reality technology. In Aerospace Conference, 2016 IEEE,pp. 1-19. Ieee.
Bailenson, J., 2013. Keynote speaker: Infinite reality: Avatars, eternal life, new worlds, and
the dawn of the virtual revolution. IEEE Transactions on Visualization and Computer
Graphics, 19(4), pp.24-28.
Bay-Cheng, S., 2015. Virtual Realisms: Dramatic Forays into the Future. Theatre
Journal, 67(4), pp.687-698.
Berg, L.P. and Vance, J.M., 2017. Industry use of virtual reality in product design and
manufacturing: a survey. Virtual Reality, 21(1), pp.1-17.
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D.
and Thorens, G., 2013. Why do you play World of Warcraft? An in-depth exploration of self-
reported motivations to play online and in-game behaviours in the virtual world of Azeroth.
Computers in Human Behavior, 29(1), pp.103-109.
Bower, M., Howe, C., McCredie, N., Robinson, A. and Grover, D., 2014. Augmented Reality
in education–cases, places and potentials. Educational Media International, 51(1), pp.1-15.
Brooks, F.P., 2013.What’s real about virtual reality?. Journal IEEE Computer Graphics and
Applications, 19(6), pp.16-27.
Chavan, S.R., 2014. Augmented reality vs. virtual reality: differences and similarities. Int. J.
Adv. Res. Comput. Eng. Technol, 5, pp.1-6.
Clark, J., 2014. Construction of" Nature" in the Virtual World Second Life.
References
Anthes, C., García-Hernández, R.J., Wiedemann, M. and Kranzlmüller, D., 2016. State of the
art of virtual reality technology. In Aerospace Conference, 2016 IEEE,pp. 1-19. Ieee.
Bailenson, J., 2013. Keynote speaker: Infinite reality: Avatars, eternal life, new worlds, and
the dawn of the virtual revolution. IEEE Transactions on Visualization and Computer
Graphics, 19(4), pp.24-28.
Bay-Cheng, S., 2015. Virtual Realisms: Dramatic Forays into the Future. Theatre
Journal, 67(4), pp.687-698.
Berg, L.P. and Vance, J.M., 2017. Industry use of virtual reality in product design and
manufacturing: a survey. Virtual Reality, 21(1), pp.1-17.
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D.
and Thorens, G., 2013. Why do you play World of Warcraft? An in-depth exploration of self-
reported motivations to play online and in-game behaviours in the virtual world of Azeroth.
Computers in Human Behavior, 29(1), pp.103-109.
Bower, M., Howe, C., McCredie, N., Robinson, A. and Grover, D., 2014. Augmented Reality
in education–cases, places and potentials. Educational Media International, 51(1), pp.1-15.
Brooks, F.P., 2013.What’s real about virtual reality?. Journal IEEE Computer Graphics and
Applications, 19(6), pp.16-27.
Chavan, S.R., 2014. Augmented reality vs. virtual reality: differences and similarities. Int. J.
Adv. Res. Comput. Eng. Technol, 5, pp.1-6.
Clark, J., 2014. Construction of" Nature" in the Virtual World Second Life.
12VIRTUAL REALITY TECHNOLOGY APPLICATION IN ENTERTAINMENT
Earnshaw, R.A. ed., 2014. Virtual reality systems. Academic press. pp.3-14
Jin, L., Wen, Z. and Gough, N., 2013. Social virtual worlds for technology-enhanced learning
on an augmented learning platform. In Learning and Research in Virtual Worlds, pp. 56-70.
Routledge.
Johnson, B.K., Slater, M.D., Silver, N.A. and Ewoldsen, D.R., 2016. Entertainment and
expanding boundaries of the self: Relief from the constraints of the everyday. Journal of
Communication, 66(3), pp.386-408.
Jones, S.E., 2013. The emergence of the digital humanities. Routledge. pp.213-228.
King, A.L.S., Valença, A.M., Silva, A.C.O., Baczynski, T., Carvalho, M.R. and Nardi, A.E.,
2013. Nomophobia: Dependency on virtual environments or social phobia?. Computers in
Human Behavior, 29(1), pp.140-144.
Larsen, E., Umminger, F., Ye, X., Rimon, N., Stafford, J.R. and Lou, X., Sony Interactive
Entertainment Inc, 2018. Methods and systems for user interaction within virtual reality
scene using head mounted display. U.S. Patent Application 10/073,516.
Mihelj, M., Novak, D. and Beguš, S., 2014. Virtual reality technology and applications. pp.1-
15
Smith, C. and Smith, A. 2018. Virtual reality gaming defies criticism as its popularity surges.
online KnowTechie. Available at: https://knowtechie.com/virtual-reality-gaming-defies-
criticism-as-its-popularity-surges/ Accessed 13 Oct. 2018.
Won, A.S., Bailenson, J., Lee, J. and Lanier, J., 2015. Homuncular flexibility in virtual
reality. Journal of Computer-Mediated Communication, 20(3), pp.241-259
Earnshaw, R.A. ed., 2014. Virtual reality systems. Academic press. pp.3-14
Jin, L., Wen, Z. and Gough, N., 2013. Social virtual worlds for technology-enhanced learning
on an augmented learning platform. In Learning and Research in Virtual Worlds, pp. 56-70.
Routledge.
Johnson, B.K., Slater, M.D., Silver, N.A. and Ewoldsen, D.R., 2016. Entertainment and
expanding boundaries of the self: Relief from the constraints of the everyday. Journal of
Communication, 66(3), pp.386-408.
Jones, S.E., 2013. The emergence of the digital humanities. Routledge. pp.213-228.
King, A.L.S., Valença, A.M., Silva, A.C.O., Baczynski, T., Carvalho, M.R. and Nardi, A.E.,
2013. Nomophobia: Dependency on virtual environments or social phobia?. Computers in
Human Behavior, 29(1), pp.140-144.
Larsen, E., Umminger, F., Ye, X., Rimon, N., Stafford, J.R. and Lou, X., Sony Interactive
Entertainment Inc, 2018. Methods and systems for user interaction within virtual reality
scene using head mounted display. U.S. Patent Application 10/073,516.
Mihelj, M., Novak, D. and Beguš, S., 2014. Virtual reality technology and applications. pp.1-
15
Smith, C. and Smith, A. 2018. Virtual reality gaming defies criticism as its popularity surges.
online KnowTechie. Available at: https://knowtechie.com/virtual-reality-gaming-defies-
criticism-as-its-popularity-surges/ Accessed 13 Oct. 2018.
Won, A.S., Bailenson, J., Lee, J. and Lanier, J., 2015. Homuncular flexibility in virtual
reality. Journal of Computer-Mediated Communication, 20(3), pp.241-259
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