The way a new technology formulates itself often plays a much larger role in its assimilation than the quality and utility of the technology itself. This is the power of correct text and marketing. It is also often the case that the terminology used to describe a technology, when it first flashes on the stage, sticks to it forever. Once branded, he is branded for life.
We used the same language to describe virtual reality (VR) since it became available to the consumer. We are talking about VR as an interactive, transformative, innovative, innovative technology. We also talk about the universe that virtual reality (VR) opens up, our presence in it and the influence it causes in us.
These terms have completely different qualities. All of them are grandiose, romantic and excellent, and they are all devoid of specifics. What these words do not provide is the space to accommodate any of the imperfections of VR, and this may be a problem in the coming years.
Words like immersive and innovative began to sound like empty – even desperate – jargon and may well begin to have the opposite desired effect. It’s as if we are using them again and again in the hope that their repeated utterance will magically bear fruit in some magical way. Instead, this process has supplanted any meaning that the terms once had.
VR Lexicon is subject to substantial revision. It’s time for the industry to find more expressive and concrete ways of discussing the phenomenon of virtual reality, because the current vocabulary does it a disservice.
HTC Vive Focus as a way of life. Rethinking is much more complicated than the title of this article sounds. The terminology that joins any new technology from the very beginning has a clear affection.
We have seen how this phenomenon has been played out in the blockchain industry for the last year or so. Some companies that go onto the scene have tried to distance themselves from the word blockchain because of its connection with cryptocurrency and orbital contradictions. Some prefer to use Distributed Registry Technology (DLT) as a sort of sanitized synonym.
A unique responsibility – one might even say, the burden of a completely new technology lies in the fact that it must accurately and convincingly describe itself to the audience without a reference system. For this reason, the temptation arises to describe child technology before anyone finds out what it can or will become.
Enter the word immersive, because the term for the description of the experience of VR, which in any case pleasant or wonderful.
As Emily Brown and Paul Cairns of the UCL Interaction Center note in their article, justifying the study of immersion in the game: “It is very difficult to find out exactly what is meant by immersion and even if different studies speak about immersion in the same concept.”
This slippery quality is exactly what made the term ideal for early VR marketers, but it is also what now limits the discussion of VR experience. The virtual reality dictionary is built on the word “immersion,” a foundation that no one can define, qualify, or interpret convincingly.
Brown and Cairns complete their work, stating: “immersion is an intense experience that we began to clearly describe … this study only scratched the surface.” This is not quite an admission of defeat, but it is not far off.
Perhaps instead of trying to retrospectively apply a meaning to a word as elusive as immersion, as Brown and Cairns try to do, we should completely free virtual reality from this term.
If marketers and industry professionals adhere to a poorly defined concept of immersion as the foundation for VR, it will continue to disappoint consumers.
Modern popular vocabulary implies that VR can evoke both the illusion of space, the feeling of actual existence in a non-existent place, and the illusion of likelihood, the true belief that simulation is a reality.
In truth, VR is currently only capable of provoking glimpses of these sensations. For a moment, a player can take the unreal as real or briefly forget about his geographical location, but only for a moment. This in itself is quite remarkable.
Perhaps the state of immersion is not even what the developers should strive for. Of course, the fun is a much more suitable and useful goal. There is a lot of time for the realization of illusions of presence and likelihood, but for now they are still ultimately (perhaps anti-utopian) fiction.
Immersion is not necessarily equivalent to fun. In fact, this is a rather serious term when you consider the consequences of the belief that you are where you are not, in a reality that does not belong to you.
For now, I would like virtual reality to be accepted as it is: an amazing sensory experience and a completely new artistic environment – but, most importantly, imperfect.
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