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New Orbit Magazine Online: Issue 02, February 2018 - AR/VR Special

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_____________<br />

My crash course into the world of virtual<br />

reality and all of its associated jargon came<br />

when I moved house, and found myself living<br />

with not one but two virtual reality developers,<br />

working in some of the key companies and<br />

projects within the <strong>New</strong> Zealand A/<strong>VR</strong><br />

industry. While I knew very little about the<br />

field, I’d come into contact with the theory<br />

before; 1999 film The Matrix and it's associated<br />

philosophical readings – Rene Descarte’s<br />

Meditations (in which Descarte muses on how<br />

our senses are not to be trusted, and as the only<br />

way we understand our world is through our<br />

senses, perhaps some kind of virtual reality<br />

could be deceiving us) and Nozick’s Experience<br />

Machine (in which a thought experiment is<br />

posed regarding whether life – love, joy,<br />

achievement – experienced in a virtual reality<br />

can have as much value as a comparatively bleak<br />

“real world” life – more on page 26) – are the<br />

main reason my second major through<br />

university was in philosophy.<br />

There are some exceptional stories in this<br />

Virtual and Augmented Reality special of <strong>New</strong><br />

<strong>Orbit</strong> <strong>Magazine</strong>, both in the philosophies and<br />

questions they create, and in the applications<br />

and uses for existing (or near-existing)<br />

technologies in the field across a huge range of<br />

areas. While the advancements may, as usual,<br />

seem far-fetched, we all know in this genre that<br />

science is close at fiction’s heels.<br />

It’s hard to believe some of the incredible<br />

applications that have come to the fore in the<br />

last decade or so for virtual and augmented<br />

reality, a field that to many exists somewhere in<br />

the realms of increasingly dated science fiction<br />

films; while The Matrix is surely a timeless<br />

classic, and Tron just received a 21 st Century<br />

update, The Lawnmower Man – while a favourite<br />

of mine – might be getting a little past it. The<br />

predictions of science fiction writers and<br />

filmmakers, though, often prove truer than one<br />

might expect. Like in The Lawnmower Man,<br />

A/<strong>VR</strong> is proliferating in the realm of education<br />

and knowledge sharing, from helping to teach<br />

children with autism in virtual environments<br />

where they won’t be disadvantaged by social<br />

concerns or distractions (more about this on<br />

page 91) to teaching adults and providing<br />

perspectives on learning unlike anything we’ve<br />

been able to conceive of until today. Like in The<br />

Lawnmower Man, too, <strong>VR</strong> has evolved from<br />

sitting among a room of screens as in early<br />

permutations, to a whole-body affair with more<br />

realism than one would expect, observing from<br />

outside the apparatus. Not only can players<br />

wear virtual gloves that provide “haptic<br />

feedback”, and use them to feel and identify

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