After
that there were a number of developments such as the Ultimate Display (1965) by
Ivan Sutherland and Videoplace (1975) by Myron Krueger.
Then came Augmented Reality(AR) which was one of the biggest development in VR,
AR is a technology that presents a virtual world which enriches rather that
replacing the real world (Mazuryk T. Gervautz M. 1996). VR can be used at an
important tool in number of places, both in professional field as well as entertainment
such as VR are used in stimulators which are for entertainment and can also be
used for training pilots, car drivers, it can also be used in education so that
the students can virtually experience whatever they learn which makes it more
effective for them and it can also be used in gaming for entertainment which has
completely changed the face of gaming (Satava R.M. 1996).
As a start-up growing at hyper speed, Oculus VR recognized it was at risk of losing its inherent cultural traits: a closely knit team of equal intellectuals, where constant chatter and close proximity kept ideas flowing and colliding constantly, sometimes literally sticking to walls, as new prototypes spilled continuously out of 3D printers. And all of this happened while a telepresence robot digitally connected one Oculus engineer working in Dallas to team members in California. Their existing space was not working for them. Furnished with rigid, linear benching, conversations were constrained, conducted standing up, or leaning over others. Product Lead Joe Chen was frustrated that it didn’t really foster the right kind of interaction; “accidental collaborations” that happen spontaneously were too infrequent. There weren’t enough spots for quiet conversations, either. He wanted to enhance the connectivity and impromptu discussions that are inherent to the company’s success. They also...
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