It made the Mumbai-based Sagiraju realize the potential of VR to narrate stories he had in mind. So, in 2015, he co-founded Meraki Virtual Reality Studios to
What are some of the advantages and disadvantages of being able to enter a world of virtual reality?
Virtual reality offers a lot of metaphorical real estate, but can result in neglecting personal needs.
Unless just the right environments are created without placing unnecessary burdens on the user, there is a risk that the virtual environment will fail to fill a ‘reality hole’ which develops as the user becomes immersed in games.
One of the big risks is that when stimulation technologies develop, they will not account for the most authentic types of emotions, or will have harmful physiological effects which detract from the redemptive value of fantasy environments.
The point of virtual reality is not to make an identification with plastic, but rather to make an identification with something that seems real, perhaps even more real than real life.
If the physical feeling of virtual reality can be therapeutic without threatening the physiological condition of the user, this fulfills one of the main goals of virtual reality, and this really goes beyond gaming.
Even when the virtual environment is not fully tangible, there are design considerations which affect how fulfilling games and programs are for the user.
This should be the central consideration of virtual reality, and the degree to which the fulfillment problem is solved is also the degree to which virtual reality succeeds.
Remember, that means:
- Fulfilling simulations of physical interactions, whether subtle, moderate, or intense.
- Not bringing harm to the user’s physiological condition.
In the short term this suggests that VR should be used as a tool to integrate with urban environments, and perhaps new public centers, a platform level of the city above the streets, or greater integration of citizenship functions or gamification functions, and the creation of unique fixed and consumer objects such as telepaths, robots, and visual-fantasy readers can be used to make virtual reality a public expeirence and thus avoid the physiological effects.
In my mind, interpreting user preferences is one of the major components of virtual reality, even if it just involves selecting interests from a list, or remembering the exact kind of music or writing someone prefers. In my mind it is these factors which make it exponential, and which ultimately connect VR to sensation, and then to the knowledge of sensations.