It is like the net broadcasts we have now except this is available in game (VR world) and can be broadcast simultaneously to any other games as long as they are connected. These MMO streams could also be watch in the real world from the computer or a television.This is in relation with the media; news broadcasts, live football games etc and enables anyone in the world to watch it together, literally. There weren't any specific information on this except this one line out of the thousands of pages so that's really all there is to it.
Imaginator
It is a software made for the AmuSphere with the function of sending mails. The difference of it with the emails we have now is that this software is capable of reproducing the sender's virtual body, voice and sense of touch. (3D) But really though, I couldn't explain in any way better than what was written in the novel so the text is below. I tried.
"That piece of software generated a virtual space for diving, where you face the camera and whisper a message, and then compress it into a mail format. The receiver can then replay the file, which would reproduce the sender’s virtual body and the spoken message, that kind thing. Since you could convey videos, audios and even sense of touch, it became very popular." (Kawahara, 2010)The things that somehow resembles this software is Skype, Whatsapp, IMO, and a whole list of social medias. The limitations of all these in comparison with <<Imagine>> however is virtual reality. VR tech may very well be the new dominant medium of the communication field too if left developed. (Riva, 2003) Link here. Will be analyzing that pdf in an upcoming post.
Negative impacts of all these virtual reality is that:
PKing in games could act as a training ground for murders to happen in the real world. Even more so when games now carry realistic cinematic visuals of blood spills and the slicing of body parts/internal organs are no longer an uncommon sight. (Kawahara, 2010)
I guess if you were to take all these negative impacts of virtual reality (and many more) in terms of games into account, the likelihood of the VR technology being mass produced would decrease as oppose to how it is in the novel.
Chances of VR tech being highly relied on in different fields (medical, military, education, etc.): Very high.
Chances of VR tech being mass produced to the public (games, entertainment, etc.):
Not sure.
Kawahara, R. (2010) Sword Art Online: Volume 5 - Phantom Bullet. Translated from Japanese by Black Cats of the Full Moon and Teh_Ping. Japan: ASCII Media Works'Dengeki Bunko.
Riva,G. (2003) Virtual Reality as communication tool: a socio-cognitive analysis [pdf online] Available at: <http://www.neurovr.org/emerging/book1/1CHAPT_03.PDF> [Accessed on: 3 December, 2013]
I've advised against the choice of titles that are too recent but your research seems solid and citations done properly so I'm trusting you to take this paper on the direction that interests you the most.
ReplyDeleteSince it seems like a long series, focus on a key episode and a key technology.
The one which mentions the 'lock-in' syndrome sounds really interesting to me but the medical angle might not be so relevant to design and media students. I'll probably have to speak to you to get a clearer idea on this series.
Perhaps just explaining why sword fighting seems to be the weapon of choice in the future is already fascinating already. This might be compared to the current popularity of fantasy based MMORPGs.
Check out the articles and youtube vids on the oculus rift gear and what steve mann, VR pioneer is doing these days.
Keep up the pace. Thanks.