|
Written by Clark Columbia
|
|
Tuesday, 05 June 2007 |
By Matthew Knight
Virtual games such as Second Life and The Sims Online have not only proved to be commercially successful, but have also encouraged public interest and generated a wider understanding of the possibilities that virtual reality (VR) represents.
Since it was conceived in the 1970's, VR has always struggled a bit with its image. Even when it first appeared, the brightly colored angular landscapes looked a bit dated and the bulky headsets looked more like a hood dryer at a hairdressing salon than a cutting edge piece of technology. Enthusiastically informed by computer scientists that this was the next big thing, an apathetic public chose to ignore it.
But the emergence of its younger, more attractive cousin -- augmented reality (AR) -- in an age when computers are all-pervasive and understanding of them is widespread, means that we might, at long last, be ready to take the plunge.
READ IT ALL HERE: http://edition.cnn.com...
|
|
Last Updated ( Sunday, 28 October 2007 )
|