Top Companies in the Virtual Reality Industry

Virtual Reality (VR) is a computer technology that is used to create simulated digital environments. VR allows users to be immersed inside a digital experience, which has made the technology immensely popular in the movie and gaming industries. There are also promising signs that VR can prove useful in the fields of design, education, and healthcare. Among the many companies that have ventured into the virtual reality industry, Microsoft and Google seem to be the most likely companies to dominate in it.

Googles introduction of the first Daydream headset marked the companys entry into the virtual reality industry. The companys original intention was to create VR experiences that would welcome fans, regardless of their familiarity with VR, thus potentially appealing to a broader audience. Since then, the company has experimented with numerous VR experiences, which have revolutionized the way users interact with the content and ensured a stable and diverse customer base.

Currently, Google is the leading search engine company, and there are signs that the company might emerge as one of the heavyweights in the virtual reality industry (The 30 Best VR Companies). Recently, the company released new models of VR headsets: Google Daydream View and Google Cardboard. Both headsets are specifically made to connect with most smart devices (including Android phones and tablets), and they can easily interact with different applications. Another VR product released by Google is the 360-degree trailer, which automatically leads viewers from a movie trailer to an immersive experience. Google shows no intentions of exiting the VR industry and is considering dropping or replacing some products with better alternatives (AR & VR Home). For example, there are reports that the company may stop updating the Daydream view software. Hence, one may safely assume that Google will continue improving and strengthening its positions in this field.

Microsoft is another company that has shown consistent interest in the VR industry. This company, unlike Google, has ventured into the Augmented Reality (AR) industry. The 2015 release of Windows Mixed Reality showed Microsofts intent to dominate both industries. Introduced as part of the Windows 10 package, the mixed reality platform provides both VR and AR experiences. Microsoft has released numerous third-party devices to support Windows Mixed Reality (VR & Mixed Reality). A brilliant example is Microsoft HoloLens, a headset device that supports both practical applications and gaming.

With HoloLens, users can interact with third dimension holograms while simultaneously engaging with digital content. While the HoloLens has many comparable features to Googles VR devices (especially Google glass), it is not designed to move you to a virtual world completely. Instead, you can see digital elements and, at the same time, interact with their physical environment. An open media player on Windows Mixed Reality, for example, might be seen sitting on a chair.

Overall, HoloLens comes standard with more features than most Google VR devices. For instance, it has an inbuilt game controller, gyroscope, gesture control, and accelerometer. Googles Cardboard is superior in terms of connectivity since it connects to both iOS and Android devices. Moving forward, Microsoft is considering upgrading the Windows Mixed Reality platform to transmit 3D models of the environment remotely. Such an upgrade is likely to tighten Microsofts grip on the VR industry since the technology would allow people to have face-to-face virtual communication regardless of their location.

Heading into a future where interest in VR experiences is likely to develop further, Google and Microsoft are perfectly poised to shape and dominate the industry. While sales for such devices as Windows Mixed Reality and DayDream view are still low, Google and Microsoft show intentions of slowing down their investment. The future of the VR industry is still unknown, but there is no doubt that Microsoft and Google will be part of it.

Works Cited

AR & VR Home. Google AR & VR, 2020. Web.

VR & Mixed Reality. Microsoft. Web.

GameDesigning, 2020. Web.

Internet, Virtual Reality, and World Wide Web

The Internet: Definition

Defining the concept of the Internet is a challenging task, mostly because of the changes that it has undergone over the course of its development. Furthermore, the definition of the Internet may come from different viewpoints. It can be interpreted from a fully technological standpoint, as well as from the social one. Therefore, it is rather difficult to come up with a comprehensive definition that will embrace all facets of the phenomenon.

At present, the Internet is defined as a global system of interconnected computer networks (CTI Reviews, 2016, p. 43). The identified approach toward determining the subject matter allows viewing the Internet from the technological perspective. It stresses the grandeur of the technological breakthrough and the weight that it has in science. However, the Internet may also be represented as a system of interlaced computer devices that create a platform for communication between the members of the global community.

The World Wide Web: Definition

Although the term World Wide Web (WWW) and the term the Internet, are often used interchangeably, there is a difference between the two. Differentiating between the concepts mentioned above is crucial. When considering the concept of WWW, one must refer to the concept of the internet as well (Morley & Parker, 2016).

By definition, WW is only a part of the Internet. Particularly, it is the information system that helps connect the pieces of online content with the help of hyperlinks. In other words, WWW is a system of servers maintaining the connection between online files that exists because of the links mentioned above.

The system is formatted with a tool known as HTML (HyperText Markup Language). The latter is used to not only link files but also introduce graphical and audio elements into the documents. As a result, the premises for designing a multimedia environment are created (Patel, 2013).

Relationship Between the World Wide Web and the Internet

As stressed above, there is a fine line between the concept of the WWW and the one of the internet. Even though that the two are viewed as inseparable from each other, they are not entirely the same. The WWW comprises only a part of the Internet; it clearly is not a substitution for the latter.

While the Internet is viewed as a network of networks, i.e., the tool for keeping global data together and providing platforms for online communication, the WWW is a way of accessing the said information. Moreover, aside from being different in their nature, the Internet and the WWW also have quite different functions.

The WWW is used as the model for data sharing among its users across the globe. For this purpose, one needs to use the software known as web browsers. Consequently, the information is accessed and transferred successfully (University of West Florida, 2016).

Web 1.0 and Web 2.0: Differences

The functions and purposes of the two renditions of the World Wide Web can be viewed as the primary difference aspect. Particularly, Web 1.0 was designed to provide users with relevant information so that they could find the data for which they were searching. The concept on which Web 2.0 is based revolves around communication between its users.

Apart from encouraging people to interact with each other, Web 2.0 also implies that the users should also be able to interact with the sites that they visit. In other words, Web 2.0 is supposed to be the smart version of WWW. The presence of the tools that promote interaction encourages the users to share data and, therefore, build a close community.

Finally, Web 2.0 allows users to change the existing data and add a new one. Thus, more chances for data sharing are created. Web 2.0 has opened new communication opportunities (Lin, 2013).

APIs: Definition and Relation to Web 2.0

API, which is deciphered as the Application Program Interface, incorporates the commands, protocols, routers, and other devices (Richardson, Amundsen, & Ruby, 2013). API offers an extensive description of the available functionalities. Therefore, it informs programmers about the tools for creating the required environment and introducing the necessary elements into it.

Furthermore, API can be used to locate the information about users that needs to be taken into account when creating a new application of addressing the bugs in the current one. Instead of collecting the necessary data from users individually, programmers use API to determine the necessary facts and improve the functioning of the website.

Therefore, APIs create the foil for the successful retrieval of the necessary information from users. In other words, it becomes an intermediary between users and developers. Therefore, it helps improve the process of interaction between users and a site, by which Web 2.0 is defined.

References

CTI Reviews. (2016). Understanding research. New York, NY: Textbook reviews.

Lin, A. (2013). Consumer information systems and relationship management: Design, implementation, and use. New York, NY: IGI Global.

Morley, D., & Parker, C. S. (2016). Web.

Patel, K. (2013). Incremental journey for World Wide Web: Introduced with Web 1.0 to recent Web 5.0  a survey paper. International Journal of Advanced Research in Computer Science and Software Engineering, 3(10), 410-417.

Richardson, L., Amundsen, M., & Ruby, S. (2013). RESTful Web APIs: Services for a changing world. Sebastopol, CA: OReilly Media, Inc.

University of West Florida. (2016). Chapter 2: The Internet and World Wide Web. Web.

Top Companies in the Virtual Reality Industry

Virtual Reality (VR) is a computer technology that is used to create simulated digital environments. VR allows users to be immersed inside a digital experience, which has made the technology immensely popular in the movie and gaming industries. There are also promising signs that VR can prove useful in the fields of design, education, and healthcare. Among the many companies that have ventured into the virtual reality industry, Microsoft and Google seem to be the most likely companies to dominate in it.

Googles introduction of the first Daydream headset marked the companys entry into the virtual reality industry. The companys original intention was to create VR experiences that would welcome fans, regardless of their familiarity with VR, thus potentially appealing to a broader audience. Since then, the company has experimented with numerous VR experiences, which have revolutionized the way users interact with the content and ensured a stable and diverse customer base.

Currently, Google is the leading search engine company, and there are signs that the company might emerge as one of the heavyweights in the virtual reality industry (The 30 Best VR Companies). Recently, the company released new models of VR headsets: Google Daydream View and Google Cardboard. Both headsets are specifically made to connect with most smart devices (including Android phones and tablets), and they can easily interact with different applications. Another VR product released by Google is the 360-degree trailer, which automatically leads viewers from a movie trailer to an immersive experience. Google shows no intentions of exiting the VR industry and is considering dropping or replacing some products with better alternatives (AR & VR Home). For example, there are reports that the company may stop updating the Daydream view software. Hence, one may safely assume that Google will continue improving and strengthening its positions in this field.

Microsoft is another company that has shown consistent interest in the VR industry. This company, unlike Google, has ventured into the Augmented Reality (AR) industry. The 2015 release of Windows Mixed Reality showed Microsofts intent to dominate both industries. Introduced as part of the Windows 10 package, the mixed reality platform provides both VR and AR experiences. Microsoft has released numerous third-party devices to support Windows Mixed Reality (VR & Mixed Reality). A brilliant example is Microsoft HoloLens, a headset device that supports both practical applications and gaming.

With HoloLens, users can interact with third dimension holograms while simultaneously engaging with digital content. While the HoloLens has many comparable features to Googles VR devices (especially Google glass), it is not designed to move you to a virtual world completely. Instead, you can see digital elements and, at the same time, interact with their physical environment. An open media player on Windows Mixed Reality, for example, might be seen sitting on a chair.

Overall, HoloLens comes standard with more features than most Google VR devices. For instance, it has an inbuilt game controller, gyroscope, gesture control, and accelerometer. Googles Cardboard is superior in terms of connectivity since it connects to both iOS and Android devices. Moving forward, Microsoft is considering upgrading the Windows Mixed Reality platform to transmit 3D models of the environment remotely. Such an upgrade is likely to tighten Microsofts grip on the VR industry since the technology would allow people to have face-to-face virtual communication regardless of their location.

Heading into a future where interest in VR experiences is likely to develop further, Google and Microsoft are perfectly poised to shape and dominate the industry. While sales for such devices as Windows Mixed Reality and DayDream view are still low, Google and Microsoft show intentions of slowing down their investment. The future of the VR industry is still unknown, but there is no doubt that Microsoft and Google will be part of it.

Works Cited

AR & VR Home. Google AR & VR, 2020. Web.

VR & Mixed Reality. Microsoft. Web.

GameDesigning, 2020. Web.

Virtual Realitys Main Benefits

Attention Getter

Virtual reality is gradually becoming one of the mainstream trends in the contemporary world. Many technology manufacturers are now focused on the production of their own VR devices. Commonly, such devices are viewed as tools for entertainment. However, as pointed out in an article published in Time Magazine in 2013, virtual reality has a lot of benefits to offer to the fields of healthcare, military, education, gaming, and simulation, to name a few (Terhakopian par 1-15).

Introduction to the Topic

The rapid development and the growing popularity of virtual reality raise a logical interest concerning the advantages and disadvantages that are related to the application of this new technology in various spheres of knowledge and activities.

Relevance Statement

Did you know that just like any other modern technologies (smartphones, computers, mp3 players, for example), the technology of virtual reality is likely to enter our daily life in the near future? That is why it is important to explore what benefits and concerns are associated with its use today.

Credibility Statement

The information for this speech was taken from the most credible sources such as books, Time Magazine, and The Guardian  a world-renowned newspaper and portal.

Thesis Statement

Virtual reality is a fast-developing technology that carries a multitude of benefits for such professional fields as healthcare, education, military, versatile training, psychology, psychiatry, and entertainment; however, the technology is currently at the stage of development and has a set of weaknesses that prevent it from being widely applied.

Preview

First of all, in this speech, I will focus on the introduction of the technology of virtual reality and its description. Further, I will move on to the exploration of its benefits (current as well as potential) and the spheres where the advantages of virtual reality technology can be applied. Finally, I will move to the weaknesses of the technology, its drawbacks, and the areas that still need development.

Introduction

Sherman and Craig, the authors of the book titled Understanding Virtual Reality: Interface, Application, and Design that was published in 2003, pointed out that the concept of virtual reality is tightly connected to the notion of a virtual world (7).

Did you know that the virtual world is something we face every single day? It can be encountered when you watch a film, a play in a theater, or read a book. The imaginary stories happening on the stage, screen, or in ones imagination are defined as the virtual worlds. When it comes to virtual reality, Sherman and Craig emphasized that the major element that distinguishes it from the virtual world is immersion (7). In other words, in the virtual reality, the viewer is placed within the fictional scenario and can interact with it on a physical as well as mental level.

Benefits of Virtual Reality

Did you know that it is the physical and mental types of immersion that serve as the primary sources of all the benefits that the technology of virtual reality carries for versatile spheres of knowledge and practice? Entertainment is, probably, the first area that comes to mind when virtual reality is mentioned. In the article published in The Guardian in 2016, it is mentioned that many of the modern leading technology manufacturers are working on the creation of the VR devices for the purposes of gaming (Davis par. 1-3).

Besides, the benefits of VR are appreciated in a variety of other fields. As it was reported at the Edutainment Conference of 2011 that was held in Taiwan, one of the areas of practice that benefit from VR is psychology where it is used for work with the patients suffering from posttraumatic stress disorder (Chang et al. 3). In the article published in 2005, Rizzo and Kim noted that technology allows re-creating potentially traumatic scenarios for the patients and addressing their mental health issues by means of conditioning, visualization, and rationalization.

In addition, in their book titled Virtual Reality, Trainings Future? published in 2013, Seidel and Chatelier provided a discussion of the advantages the VR technology offers to the field of education due to its capacity to enhance learning and practically take it to a higher level where the students can combine theory and practice, be placed in various educational situations to demonstrate decision-making, and have a hands-on experience with new equipment (31). In that way, VR can help advance the learning of medical students, technicians, machinery operators, military employees in training, to name a few.

Weaknesses of Virtual Reality Technology

In the article published in The Guardian in 2016, it is noted that the modern VR devices used in different fields have a variety of adverse side-effects such as dizziness, nausea, headaches, seizures, and even troubled hand-eye coordination (Davis par. 3). Moreover, there may be a number of long-term effects that have not been revealed yet. In the same article, it is stated that the prolonged use of modern VR devices is known to cause a significant level of discomfort (par. 3-7). In that way, there is a concern that the long-term effects of the use of VR devices may be quite dangerous.

Conclusion

Virtual reality is a rapidly developing and promising technology. Potentially, it could be applied in a wide range of fields such as education and learning, military, healthcare, psychology, and entertainment. However, it is currently at the stage of development and has multiple disadvantages and side effects (adverse short-term impacts on the health of the users and unresearched long-term impacts).

Works Cited

Chang, Maiga et al. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications: 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, Proceedings. Springer Science & Business Media, 2011.

Davis, Nicola. Long-Term Effects of Virtual Reality Use Need More Research, Say Scientists. The Guardian. 2016, n.p.

Seidel, Robert J. and Paul R. Chatelier. Virtual Reality, Trainings Future?: Perspectives on Virtual Reality and Related Emerging Technologies. Springer Science & Business Media, 2013.

Sherman, William R. and Alan B. Craig. Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufmann, 2003.

Rizzo, Albert and Gerard Kim. A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy. Presence, vol. 14, no. 2, 2005, pp. 119146

Terhakopian, Artin. Embracing Virtual Reality. Time. 2013, n.p.

Imagineering Myths About Virtual Reality

Walt Disney Imagineering team, which encompassed a wide range of professionals (engineers, designers, architects, IT specialists, writers, etc.) responsible for various entertainments offered by theme parks, resorts, and other venues, is currently devoting a lot of time and effort to unlock the full potential of virtual reality as one of the most popular tourist attractions (Kurtti 23). VR now rates among the top hot topics of professional meetings and conferences. After many years of studies and experiments, virtual reality headsets finally go beyond the borders of theme parks to enter the consumer market with the ultimate objective to be introduced to every home throughout the world. Such large corporations as Disney contributed a lot into promoting the benefits of immersing into magical universes (Gurău 181).

However, despite such immense popularity in theme parks, virtual reality is still surrounded by several myths expressing concerns of people who believe that further expansion of its implementation may be hazardous (Bittarello 17). Thus, the paper at hand is going to analyze the existing prejudice about virtual reality and prove that despite these fears VR can be called one of the safest entertainment technologies at present and future. The essay will also review the existing opinions on the topic to provide the necessary evidence.

Myths about Virtual Reality

There are a lot of legends that accompany the appearance of new VR gadgets. Some of them concern its effects on the physical and psychological health of those who apply the technology, others are connected with its cost and potential benefits that it may offer for businesses. The most commonly cited myths include:

  1. Virtual reality is a passing trend. When a new exciting technology hits the market, it attracts a lot of attention but typically fails to hold it after a short while when consumers get used to it. However, it is not the case with virtual reality as a lot of huge companies (and even such giants as Disney) invest money into its further development (Bittarello 23).
  2. Virtual reality is developed exclusively for gamers. The mention of VR usually evokes an image of a gamer absorbed in the world of fantasy. Yet, even though there is a lot of content developed for gamers, imagineering teams work on a whole range of other potential applications of VR. It is currently used in news outlets (to place the audience in the middle of events), marketing (for exciting customers about various goods and services), education (to spark students’ interest in learning), arts (for enhancing the impression produced by museum exhibitions), and in many other fields (Bittarello 24).
  3. The costs of technology impede expansion. It is commonly believed that virtual reality is unlikely to spread as only insiders can afford it. However, there exist accessible devices like Google Cardboard that an average consumer can purchase. The cost of the VR headset is going to decrease, which means that more and more people will have the technology at their homes (Sharples et al. 60).
  4. Virtual reality encourages a sedentary lifestyle and leads to inactivity and loss of social contacts. Psychologists are worried about the effects of VR on socialization as it ostensibly promotes solitude. Despite these concerns, VR offers opportunities to share the experience with other users. Besides, it requires moving around to find new impressions. Fitness VR is currently being developed to facilitate workouts in a gym and make them more exciting (Warburton 253).
  5. Virtual reality is a substitute for real-life experiences. This opinion arises from the fact that virtual reality allows users to visit places they have never seen eliminating the necessity to go to a real concert, match, performance, or climbing a real mountain. This supposition is only partially true as VR intends to provide people with a chance to get preliminary impressions of their future actions without attempting to replace them (Thornhill-Miller and Dupont 110).
  6. Virtual reality involves more expenses than profits. It is believed that the high cost of technology does not pay off. Neither does it give non-monetary benefits. Yet, companies that have launched VR projects continue to get considerable returns. Virtual reality in touristic attractions increases their popularity by 5-10%; applied for news outlets, it encourages donations (which grow app. by 15%); education VR experiences lead to a 30% increase in the number of applications; etc. (Gurău 183).
  7. Virtual reality has a long way to go for being accepted in society. Some critics of virtual reality claim that the technology is now underdeveloped, which means that it is far from being widely applied in the spheres outside mass media, gaming, or tourism. However, VR is approaching the peak of its popularity, which is proved by the fact that such companies and McDonald’s, Marriott, Nike, Disney, and others have already adopted the technology. So have a lot of universities and smaller businesses across the globe (Warburton 255).

Virtual Reality: Evidence from Research

Being rather a controversial point of discussion VR technology inspires a lot of researchers to attempt their investigation of the problem. Some of them provide an alternative view on the VR:

    • Warburton, Darren ER. “The Health Benefits of Active Gaming: Separating the Myths from the Virtual Reality.” (2013).

The author of the article states that video gaming is far less harmful to children’s physical and psychological health than it is commonly believed. Moreover, the research attempts to prove that new video games based on virtual reality experience can assist in promoting physical activity and preventing sedentary habits. The purpose of the article is to encourage the application of whole-body gaming for reducing the risks of heart diseases and improving the overall state of health of a wide range of people. Such studies are especially significant as they not only debunk the myths about virtual reality but also provide options for its effective implementation.

    • Thornhill-Miller, Branden, and Jean-Marc Dupont. “Virtual Reality and the Enhancement of Creativity and Innovation: Under-Recognized Potential among Converging Technologies?” (2016).

Like in the previous example, researches describe VR as one of the most promising and secure technological trends. They state that VR is a perfect tool for cognitive enhancement helping to develop creative skills, which implies that it must be promoted among educators, trainers, designers, and other professionals. This study is relevant as at present VR is underestimated by those who can make the most it for educating future specialists.

    • Gurău, Călin. “Virtual. Reality. Applications in Tourism.” (2007).

The researcher tries to identify, explore, and systematize the present-day applications of VR in tourism. The analysis is performed with the purpose to predict possible directions of development at different stages of the tourist experience. The study is relevant as it can help practitioners increase tourists’ satisfaction.

Conclusion

As any technology that has emerged quite recently, VR provokes a lot of arguments and controversy concerning its potential, safety, and financial benefits. Despite a lot of criticism, the technology proves to be effective in providing advantages in different spheres of human activity including tourism, education, sports, etc., which means that its further development may open new horizons for various sciences.

Works Cited

Bittarello, Maria Beatrice. “Another time, another space: Virtual worlds, myths and imagination.” Journal for Virtual Worlds Research, vol. 1, no. 1, 2008, pp. 13-29.

Gurău, Călin. “Virtual. Reality. Applications in Tourism.” Information and Communication Technologies in Support of the Tourism Industry, vol. 3, no. 2, 2007, pp. 180-194.

Kurtti, Jeff. Walt Disney’s Imagineering Legends and the Genesis of the Disney Theme Park. Disney Editions, 2008.

Sharples, Sarah, et al. “Virtual Reality Induced Symptoms and Effects (VRISE): Comparison of Head Mounted Display (HMD), Desktop and Projection Display Systems.” Displays, vol. 29, no. 2, 2008, pp. 58-69.

Thornhill-Miller, Branden, and Jean-Marc Dupont. “Virtual Reality and the Enhancement of Creativity and Innovation: Under-Recognized Potential Among Converging Technologies?” Journal of Cognitive Education and Psychology, vol. 15, no. 1, 2016, pp. 102-121.

Warburton, Darren ER. “The Health Benefits of Active Gaming: Separating the Myths From the Virtual Reality.” Current Cardiovascular Risk Reports, vol. 7, no. 4, 2013, pp. 251-255.

Virtual Reality Ride Experience at Disneyland Florida

Introduction

The basic concept of the proposed ride is to utilize the current advances in VR technology to create a simulated experience for park-goers that is safe, widely usable (i.e. little in the way of height restrictions), and sufficiently immersive that there is a “wow” factor from the participants. The VR ride experience at Disneyland Florida is to combine both external and visual stimulus to enhance the capability of the VR headset to make the wearer believe that they are in an entirely different environment. The participants would be isolated in a large room where there is a movable metal ride that they would get into. The VR headsets are then placed on their heads to control their visual perspective. The ride would then engage a program that would create simulated wind, smells, and noise to surround the riders to enhance the visual experience they are getting from the VR device (Metz 104). This concept is feasible since it does not involve the construction of a large-scale series of tracks like many rollercoasters and is far safer since the participants are located in an isolated room and are only a few feet off the ground.

What is the Concept?

With the increasing viability of VR technology through gadgets like the Oculus Rift and HTC Vibe, its use in fields other than computer gaming and digital graphics is becoming more prevalent (Yao et al. 189). As such, this concept implements the use of VR as a way of creating a simulated travel experience that also uses amusement park ride technology. The proposed amusement park ride is a simulated flight experience that would enable people of different ages to experience the joys of flight. An example of the proposed concept can be seen in the photo below:

What is the Concept?

A simulated flight experience can be achieved with relatively cheap equipment and placing a person in an area with program activated electric fans. Do note that a VR headset alone cannot create a simulated reality, what is needed to truly create an immersive experience that customers will enjoy is to utilize the headset and flight platform in conjunction with a dedicated VR program that can have a wide variety of themes and settings based on the needs of the ride (Dingman 70). This can result in programs that can simulate flight or make people experience the perspective of an action hero (ex: Superman). While this will require a considerable upfront investment on the part of Disney since a dedicated VR program is not cheap, it will pay substantial dividends in the future through the patronage of people who will enjoy the level of immersion that it will provide.

A large room can be dedicated to the experience with multiple platforms being set within the same area to enable more than a single person to be processed at the same time. There would be a “flight instructor” who will take the role of guiding the group through the medium of VR technology until they are capable of “flying” on their own. At this point, the ride will allow the participants to fly through a wide variety of different landscapes ranging from outer space to going through a city skyline. The focus is to immerse them through visual, auditory and physical stimulation to the point that they will be unable to tell that what they are experiencing is “fake.”

How Would the Concept Work?

The Oculus Rift or a similar VR system (ex: the HTC Vibe) covers the eyes and ears of the wearer which enables a program to create the illusion of a simulated reality better than a computer screen. The auditory and visual abilities of the park visitor are being stimulated, the physical sensation of flight will be taken care of via the raised platform (Walton 8). The electric fans that are located around them will simulate wind resistance and create the illusion that they are actually moving when, in reality, they have not moved from the spot that they are currently in. What this shows is that creating a viable VR experience can be done without having to build an expensive roller coaster infrastructure to make it appealing to park goers. Not only that, the concept is likely to be far more appealing to children and adults alike since the experience of flying through the sky is one that is unique yet is not achievable at present without having to pay large amounts of money to jump out of an airplane. Overall, the proposed concept is not only viable but also has the potential to appeal to people of all ages.

Advantages of this Proposed Ride

Since it is a simulated experience, it does not need to have a specific height requirement since VR technology can be adapted to create a ride that is only a few feet off the ground. People go to Disneyland for an enjoyable experience; however, there are some cases where a child is simply too short to be allowed on a ride since the safety features on some seats are designed for people of a particular height. A VR flight experience and all subsequent VR rides that Disney may implement in the park eschews this height requirement since the platforms needed to create a compelling VR experience are only a few feet off the ground. Not only that, the inherent cost of construction is far less than that of a roller coaster, but it is still likely to draw a lot of crowds. Disney could also leverage its extensive collection of animated movies and television shows to create future VR experiences that would allow customers to experience their favorite Disney characters in a simulated reality (Munson 8). This is likely to be the “dream” of many children and even some adults resulting in a considerable amount of consumer patronage in the future.

Aside from the viability and potential long-term consumer patronage that a VR experience can bring, there is also the safety features of such a ride to take into consideration. A VR experience is far safer than most amusement park rides since they can be done on the ground with no significant pieces of moving machinery. This means that the costs associated with most amusement park rides when it comes to the safety features they implement are not necessary for VR rides which make it far more profitable for Disney (Dixon 503). Do note thought that there is the potential for adverse effects to occur if a person is immersed in a VR system for too long.

Dizziness and disorientation are common symptoms for people that have been in a VR environment for too long and, as such, it is likely that people who will take part in the VR flight experience will only be allowed to do so in 20-minute stretches (Munson 8). This helps to prevent the various symptoms of “VR Over experience” that were mentioned earlier. There is also the issue of hygiene to take into consideration since dozens if not hundreds of people will be using a VR headset every day. To prevent the potential for cross contamination. It is highly advised that the VR headset is rubbed down with isopropyl alcohol after every participant has utilized it. This would help to prevent possible cross-contamination and would showcase that Disney is taking the right measures when it comes to protecting the safety of people that utilize the VR system.

Conclusion

Overall, the creation of an experience where a person’s senses are tricked into thinking that they are in a “real” environment with the level of detail, physics, and settings within a VR program, is likely to draw a considerable amount of crowds to Disneyland in Florida. The appeal is due to both the uniqueness of the concept and the sheer potential that the technology has when combined with the extensive repertoire of fantasy worlds that Disney has created. In fact, there is the very real potential that the technology could be used in the future to enable people to fly through the worlds of the Lion King, Frozen, the Jungle Book and a broad range of other possible fantasy environments. The potential applications are considerable, and all that is needed is the will and imagination to implement it.

Works Cited

Dingman, Hayden. “The Best Oculus Rift Games and Virtual Reality Experiences.” PC World, 2016, Web.

Dixon, Wheeler Winston. “Slaves of Vision: The Virtual Reality World of Oculus Rift.” Quarterly Review of Film & Video, vol. 33, no. 6, 2016, pp. 501-510.

Metz, Rachel. “Oculus Rift Is Too Cool To Ignore.” MIT Technology Review, vol. 119, no. 4, 2016, pp. 104-107.

Munson, Ben. “VR Technologies to Draw Big Focus at IBC 2016.” Fierce Cable, 2016, Web.

Walton, Jarred. Maximum PC, 2015, Web.

Yao, Albert, et al. “Integrated 3R and VR Technologies for Creative Design and Marketing.” Journal of Advanced Manufacturing Systems, vol. 1, no. 2, 2002, p. 189.

Virtual Reality and Solitary Confinement

Nowadays, the majority of the representatives of the general public all over the world are familiar with the concept of virtual reality, and many of them have already experienced it. It is a type of reality emulation that is created with the help of special technology and is displayed on a monitor or a projector screen. Still, today the usage of a virtual reality headset is gaining popularity as a way of senses presentation with a software-generated three-dimensional reality that can be explored to some degree so that a person can even perform some actions in it. Virtual reality is already used in different spheres, including architecture, sport, and medicine. However, its greatest potential is currently observed in the entertainment industry, especially in the framework of games.

The Guardian, for example, presents 6×9: a virtual experience of solitary confinement, “which places you inside a US solitary confinement prison cell and tells the story of the psychological damage that can ensue from isolation” (“A Virtual Experience of Solitary Confinement” par. 1). It is the first attempt of the Guardian to create something based on the virtual reality. This is a new exhibition that was developed not just to entertain the users who are willing to try unordinary experiences but also to pay their attention to the fact that such type of punishment has a crucial influence on the human psyche. In this way, it is easily connected with a problem that is faced by the society in a larger context than the virtual reality itself.

Solitary confinement as a punitive action and the way it affects people started to be discussed since the 19th century both in the USA and in Europe. At that time already, professionals would emphasize the fact that significant damage to offenders who experienced solitary confinement was noticed (Smith 442). Recently, this issues attracted enormous attention again because of the creation of new supermax prisons and the urge to defend of human rights (Casella and Rodriguez par. 17). Considering this fact, this paper will try to build a bridge between the mentioned virtual reality exhibit and the real form of punishment on which it is based. Thus, it will discuss the possibility of using virtual solitary confinement as opposed to actual solitary confinement as a kind of punishment in the USA.

All organizations that operate in the competitive market implement new approaches in order to attract more clients and strengthen the position. In this framework, the Guardian created 6×9. Its name reveals the size of a cell, in which a user will be placed as one turns on a mobile app. The creators claim that with the help of their interactive virtual experience, people will get to know how one feels when spending 23 hours a day in a small isolated cell for a long time. It can be used both with and without cardboard viewer, as the 360° video is available anyway. To reach diverse customer population, the Guardian developed the app so that it can be downloaded for both iPhone and Android. 6×9 affects different senses as it works with headphones, preventing sounds from the outside interfere with this experience and ruin the illusion (“The Guardian Presents 6×9 VR Experience” par. 2).

Professionals decided to create this app as they noticed that while this issue was widely discussed in the past, today the society does not pay much attention to it even though it remained critical. According to the report presented by NRCAT (National Religious Campaign against Torture), this kind of punishment was firstly used in the 18th century to “Dr. Benjamin Rush, Benjamin Franklin and several Quaker leaders” (1). At that time, people believed that total isolation could make criminals patient and obedient. As this idea spread, the Southeastern Pennsylvania Penitentiary that consisted only of isolated cells was built. Still, the experience showed that prisoners did not become calmer. Conversely, they developed serious mental issues that affected their behavior adversely. Realizing this, the Quakers officially stated that isolation leads to crucial psychological harm. They apologized for the utilization of such measure and stopped it. Still, the story repeated in the USA in Marion prison, Illinois.

At the end of the 20th century, the whole facility was permanently turned into isolated cells where the prisoners spent 23 hours a day. With the course of time, the issue only became more critical because of the development of supermax prisons so that today there are 45 of them in the USA. All in all, 25% of all American inmates (about 80,000 people) experience solitary confinement, which is the highest rate in the world. In addition to that, officials conducted a research study that proved that almost 65% of criminals who were isolated become recidivists in comparison to about 40% percent of those who represent the general prison population (NRCAT 2). Taking into consideration these data, the Guardian realized that there is a necessity to attract society’s attention to this problem and implement changes in the US punishment system. Thus, it investigated the problem, gathered related information and created a virtual reality app that is meant to criticize those punitive measures that are currently used.

For the app to reveal real conditions, Gary Younge, the representative of the Guardian investigated the practice of solitary confinement in the USA. He noticed that only a few printed sources that discussed incarceration conditions were available at that time. Still, they all mentioned the same items that could be found in cells. Along with other professionals, he got to know that people could be put in isolation for different crimes, starting with hoarding too many pencils. They also state that the psychological effects of isolation were found out at that time already. To support this information, the creators of 6×9 also referred to contemporary psychologists so that they received an opportunity to deepen into the symptoms of sensory deprivation that include “anxiety, panic attacks and depression to visual and audio hallucinations, and self-harm” (Waters et al. par. 6). The Guardian started to search for the solution to this problem, emphasizing that Obama implemented policy changes aimed at the reduction of isolated and mentally ill criminals. Riding on this wave, the 6×9 app became available for the general public.

The project is based on the stories of seven former inmates who shared their recollections of the maddening days. Omar Mualimm-ak spent almost 6 years in solitary confinement, which lead to the development of bipolar disorder that worsened with the course of time, as the medications he required were not allowed. As a result, he hallucinated and heard voices. Omar claimed that being in an isolated cellar is like entering a new world where no one can help you in the case of emergency. The man was even happy to have a fly in his cell because it prevented him from experiencing complete solitude. Tyrrell Muhammad’s confinement lasted for 7 years, which made him extremely depressed. He was not allowed to see the doctor when required one. He experienced emotional upheavals and started seen figures on the wall. Dolores Canales spent 14 years in an isolated cell and felt cut off from everyone. She told that experiencing solitary confinement was like being in a foreign country, the language of which is not familiar to you.

She had no privacy there and claimed that it was extremely stuffy in summer while in winter she was freezing. The confinement of Steven Czifra lasted for 17 years and started when he was a child, which made him even more vulnerable. He shared his memories with the Guardian, claiming that those days were exactly the same so that he was exhausted because of boredom. Steven also mentioned that the artificial light and fan irritated him. Moreover, his psyche was affected so that even today the man cannot stand when someone touches him. Marcel Neil spent 3 years in a cell, which was very fearful for him. He remembered that colors and sounds affected him the most and he was afraid to lose his mind. Victor Pate’s confinement lasted for 2 years and started hearing voices inside his head. Now he still suffers from claustrophobia. Johnny Perez was isolated for more than a year and reported the feeling of constant stress. He got depressed and was not sure whether he had lost his mind or not (“You Start Seeing Figures in the Paint” par. 1).

Revealing these stories in the framework of a product exhibition, the representatives of the Guardian attract people’s attention to the fact that the punitive system in the USA refers to those measures that do not just affect people’s freedom but also damage their mental health and lead to those outcomes that prevent offenders from getting back in the swing. In this way, they underline that solitary confinement is a torture that is a crime itself. With the help of this app, the Guardian can change the way the representatives of the general public treat solitary confinement and, which the course of time, it may lead to the prohibition of this punishment measure. Still, such changes cannot be made immediately. For now, there is a possibility to change an actual solitary confinement to a virtual one. Even though such approach does not alter the sense of punitive action, it is likely to be less harmful to the prisoners.

6×9 provides the users with the opportunity to experience the same environment that can be found in a read isolated cell but for a shorter period of time and with less critical influences. There is only a platform bed with a mattress, washbasin, and a toilet in the cell. The only “interaction” with the outside world can be maintained due to the door with a slot for food. The environment is complemented with cracks in the walls and sounds from the nearby cells with other prisoners. The creators believe that they highlighted “the psychological toll on those subjected to such harsh incarceration for between 22 and 24 hours a day” in this way (Davies par. 3). Still, a person who turns on the app will experience only 9 minutes of solitary confinement, which ensures that one’s health will not be influenced adversely. Such duration of the video also allows to emphasize the fact that while 9 minutes of isolation create unpleasant feelings, decades spent in such a cell are able to ruin human psyche. The user can hear the voices of those 7 prisoners whose stories were used as a basis for the app creation.

Professionals believe such method of storytelling to be more effective than others because it can reveal the sensory deprivation. What is more, the occurrence of adverse experiences is streamlined so that the users seem to experience hallucinations. Of course, these are more illusions than real conditions, but even they can be enough to affect criminals who have already spent at least some time in solitary confinement. Images and sounds produced by the app are rather realistic and they can evoke prisoner’s memories. As a result, one will recollect all those negative effects without actual harm. What is more, virtual reality is safer. A person is not able to hurt oneself while being in this kind of a cell. The app can be used as a preventive measure, showing an offender what consequences he or she will face if not following the orders.

Even when extending the duration of the 6×9 usage so that it has more influence on people, the usage of the app will be more beneficial because it does not exclude the necessity to spend several hours in a real world, for example, to eat and to visit a bathroom. What is more critical, the maintenance of the app in penal institutions will require the presence of other people who will turn it on and off. As a result, a prisoner will have at least several minutes a day of face-to-face interaction with other people, which will definitely have a positive influence on one’s condition. Also, it cannot be ignored that even though technology develops quickly and allows to create virtual worlds that look almost like real ones, the environment of virtual solitary confinement differs from the real one. Thus, there is a possibility that it will take much time to make a person lose a sense of reality. All in all, it appears that with the help of the 6×9 app, prisoners can experience solitary confinement without being actually put in that kind of environment. Such a step can be considered a bridge between the existence of solitary confinement as a punitive action in the USA and its abolishment.

Both the representatives of the general public and officials who are not willing to abandon the idea of putting criminals in isolated cells tend to be more likely to accept the decision to alter a real cell to a virtual one than to avoid this kind of punishment at all. Still, the usage of this app is likely to make them yield sooner. The fact that this application appeared and was entailed by the stories of real prisoners who experienced solitary confinement proves that more representatives of the general public and officials started to pay attention to this issue. Having an opportunity to experience everything themselves, they are also likely to become more involved and interested in the resolution of the problem. In this way, there is a high possibility that critical measures will be undertaken in the nearest future.

Thus, it can be concluded that the representatives of the Guardian evoke the problem of solitary confinement with their 6×9 visual reality exhibition. They underline that people who are put in isolated cells are tortured by the current USA system of punishment, as such measures affect criminal’s mental condition adversely and even increase the possibility of one becoming a recidivist. To prove this point of view, the Guardian referred to the stories of 7 individuals who have spent from several months to more than a decade in solitary confinement. These people revealed their experiences and told how their conditions and the way they perceived the world changed with the course of time. What is more, they shared some problems that prevent them from living normal lives even today.

The app created by the Guardian provides everyone interested in this issue with the opportunity to experience a 9-minute solitary confinement. In this way, it emphasizes the fact that such kind of punishment has numerous adverse influences and interferes with people’s rights. It reveals the way the current system works and what it does to people underlying that it does not reform criminals as it is supposed to do. Thus, this app reveals what is going on in the world at currently and urges people to start changing the situation for better. The Guardian claims that isolation should not be used as a punitive measure at all. This paper supports such idea and believes that the usage of the virtual reality app instead of actual confinement can be utilized as a transition point before the total abolishment of solitary confinement because it creates the same environment for a prisoner but allows one to be less affected by it.

Works Cited

“A Virtual Experience of Solitary Confinement.” The guardian. 2016. Web.

Casella, Jean, and Sal Rodriguez. “The guardian. 2016. Web.

Davies, Caroline. “The guardian. 2016. Web.

NRCAT. “.” NRCAT, 2012. Web.

Smith, Peter. “The Effects of Solitary Confinement on Prison Inmates: A Brief History and Review of the Literature.” Crime and Justice, vol. 34, no. 1, 2006, pp. 441-528.

.” Virtualrealityreporter, 2016. Web.

Waters, David, et al. “.” The guardian. 2016. Web.

.” The guardian. 2016. Web.

Surgeon Students’ Virtual Reality Learning Programs

Introduction

In the 21st century, technology becomes more and more incorporated into educational programs. It helps enhance the learning experience and make it more efficient and long-lasting, when compared to standard teaching methods through books (NMC, 2016). The emergence of virtual reality simulators enabled practical tutorship in different areas. One of the areas to benefit the most from the development of teaching VR programs is medicine (Ott & Freina, 2015). Historically, practical experience in medicine was hard to gain, as letting an untrained intern practice on living patients was dangerous. This is especially true for surgeons, as a single mistake at the operating table could cause injury or even death. The only sources of practical knowledge were corpse triages. However, this triage still did not allow for complete practical experience, as corpses are difficult to receive for medical training purposes due to various rules, laws, and regulations surrounding the procedure (Locketz, Lui, & Chan, 2017). At the same time, corpses expire quickly, thus only available for short-term use. The purpose of this paper is to explore the possibility of offering practical experience to surgeon students via a dedicated VR program.

The Necessity of the VR Environment for Surgeon Students

The purpose of a dedicated VR environment for surgeon students is to allow them to practice their surgeon skills using a variety of real-life scenarios. These scenarios could be different, such as appendix removal, lung surgery, heart surgery, etc. The VR program would allow the students to practice without endangering any patients and without requiring expensive corpses ((Locketz et al., 2017). As a result, students would be able to practice much more often and achieve full automatism on motoric skills required for surgeon duty. In addition, the program would allow for a more immersive experience, which would enhance the overall perception of reality by the students and prepare them for real-life duties at the hospital. Many nursing and medical universities have already acknowledged the need for dedicated VR environments. They have put considerable effort and resources into developing personalized programs for their students. One notable example is the Medical University of Sharjah (Shamsudin, Mailok, Johan, & Hanaif, 2015). It is currently working on obtaining dedicated software to enable its students to practice appendectomy.

The appearance of the Environment

As it stands, while VR technology is capable of emulating visuals and images to make them appear real and project the movements of a human body into the 3D virtual world, it is incapable of emulating other factors that play an important part in practical medical labor (Ott & Freina, 2015). For example, the sense of pressure and touch. In order for the students to feel like they are operating on living patients instead of waving instruments in the air, it is necessary to provide the environment that would compensate for the shortcomings of the current VR system. To do so, the practice room would need to be outfitted in a way similar to an actual surgery room. It should have all of the instruments and objects normally utilized in surgical practices, as well as the CPR machine and other equipment. In addition to practicing surgery, students will be able to learn and practice the roles of the support staff, such as surgeon nurses.

Implemented Technological Tools

As it was already mentioned, the learning program will be based on a VR simulator. The critical component of the entire system would be the VR interface that would project a virtual environment over the existing training area. Another important technological implementation would involve developing a programming software that would be able to interact with the VR simulator and project the actions of the student into the virtual reality while offering appropriate visual and tactile feedback. In other words, every action the student makes during training will have to seem real. A wrong cut would sever an artery, whereas a right cut would make the procedure much cleaner.

Another potential technological tool to help improve the realism of the simulation and enhance the learning experience would involve providing a body model that would interact with the tools and equipment that students use (Shamsudin et al., 2015). This model would need to be connected to the programming software and the VR tool to generate feedback. Other technological tools would be various medical appliances used in surgery. The students will be taught to operate them in conditions as close to the simulation as possible. The simulation should be able to support numerous users at the same time. That way, it would be able to replicate the efforts of an entire nursing team. The software should provide plenty of potential scenarios. Some of them would include emergency surgeries, staple surgeries (appendectomy), and others (Shamsudin et al., 2015). The tools used by the students should also have a means of connecting with the main processing unit in order to generate feedback accurately.

The Role of the Instructor during the Learning Process

During the VR simulation, the instructor would take the role of an expert. In order to control the actions of the students, the instructor could either take part in the simulation personally or survey the actions of all students via a screen that shows the actions of every individual participant from different camera angles. The former method is good for initiation and hands-on instructions, as the teacher would be able to present the proper way of performing operations for students. The latter is excellent for analyzing individual performance and providing feedback on their efforts. Teaching methods involved in VR simulation are as follows (Spector, Merrill, Elen, & Bishop, 2013):

  • The Demonstration Method – the teacher, demonstrates the proper ways of execution of various surgical techniques and explains the rationale behind them.
  • The Roleplaying Method – the students participating in the VR simulation would take on the role of surgeons and surgeon aides in order to perform an operation in a virtual environment.

Skills Learned through VR Environment

The potential for learning through a dedicated surgeon VR module is enormous. The students will be able to practice motoric skills while performing a practice surgery, improve their identification of various signs and symptoms, improve decision-making skills, learn to work as part of a surgical team, and familiarize themselves with all the required practices and procedures in an environment very close to reality (Nicholls, Sweet, Muller, & Hyett, 2016). While VR, with its current technological limitations, cannot fully recreate the experience of a real surgery, which involves not only the accuracy of images and sounds, but also scents and tactile manifestations, it will provide the students with the necessary practical learning experience, which many surgeon students often lack upon finishing their university studies. It will enable the preparation of qualified surgeon cadres much quicker, which should improve knowledge levels and the overall quality of care.

References

Locketz, G. D., Lui, J. T., & Chan, S. (2017). Anatomy-specific virtual reality simulation in temporal bone dissection: Perceived utility and impact on surgeon confidence. Otolaryngology – Head and Neck Surgery, 156(6), 1142-1149.

Nicholls, D., Sweet, L., Muller, A., & Hyett, J. (2016). Teaching psychomotor skills in the twenty-first century: Revisiting and reviewing instructional approaches through the lens of contemporary literature. Medical Teacher, 38(10), 1056-1063.

NMC. (2016). The NMC/CoSN Horizon Report: 2016 K-12 Edition. Web.

Ott, M., & Freina, L. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. Editura Universităţii Naţionale de Apărare „Carol I, 2015(1), 133-141.

Shamsudin, C. S. S. K., Mailok, R., Johan, R., & Hanaif, H. F. (2015). The development and evaluation of a 3D visualization tool in anatomy education. EDUCATUM – Journal of Science, Mathematics, and Technology, 2(2), 48-56.

Spector, J. M., Merrill, M. D., Elen, J., & Bishop, M.J., (2013). Handbook of Research on Educational Communications and Technology. New York, NY: Springer.

Virtual Reality’ Sports Training System Working Steps

The scientific thought has been developing rapidly over the last several decades. The dramatic changes in the world of science have given rise to numerous concerns related to almost all spheres of human activity. The implementation of the new technologies promoted the significant reconsideration of the approaches and methods used by people to achieve a desirable result. Additionally, the new practices also help to improve the efficiency and save costs. In these regards, the usage of innovations could be considered the main trend of the modern society that impacts all its spheres.

Being one of the important aspects of the modern world, sport is also altered under the influence of new technologies. The scale of this process is so significant that it is possible to speak about the new era of sport in which technologies could be used to train athletes and improve their performance.

Furthermore, the blistering development of virtual reality (VR) resulted in the appearance of new opportunities for sportsmen and coaches. For instance, the evolution of VR systems conditions the appearance of the new practice that implies the innovative training process based on a special simulation. Being a perspective tool, VR systems are now investigated by numerous companies to make their functioning more efficient as there is the great demand from various sports, including the most popular ones like football, baseball, etc.

EON sports provides systems of this sort. For instance, Defensive Challenge is an interactive defensive training simulator that suggests individual training from all positions (“Product Description” para. 3). It includes the most important knowledge obtained from top coaches and players to improve players skills and guarantee his/her better performance. The given simulator could also be characterized by the unique tracking technology to ensure accurate results and translate them to the field (“Product Description” para. 3). The efficiency of the given technology is evidenced by the fact that it is used by various coaches and teams to provide training for their players.

There are several stages of this VR systems working process. First, using the 3D headset a football player obtains the image of the field and sees the positions of other players. Then, he/she might experience a certain situation that needs some defensive skills. A player has to accept a certain decision and perform some action to achieve the best possible result. That is why he/she might throw the ball or switch it. His/her movements are analyzed, and the accurate tracking technology provides the information about the balls moving trajectory.

The special software processes the results of the given calculation and creates the realistic image of these actions which is seen on the screen. A coach and player have the opportunity to analyze it and find the new more efficient solution. These stages show that every players action is analyzed and accepted by the VR system to create the realistic image of a game or certain defensive situation.

In general, the given tool could be taken as the efficient one as it provides numerous opportunities for training. A person might improve his/her skills not only being at the facility; however, he/she might also use it at home and do as many repetitions as it is necessary. Finally, being rather sophisticated technology, it still provides numerous opportunities for professional athletes and continues its rapid growth. For this reason, it is possible to predict the further development of VR systems.

Works Cited

Product Description. n.d. Web.

IOS and Browser Applications and Virtual Reality

Introduction

From the consumer’s point of view, any mobile application is good if it is of interest to the public and covers a large target audience. The ideal properties of a program, which compel buyers to purchase it, are the convenience, functionality, interest, practical benefits, and regular updates. All these features implemented into a specific app will make it interesting and pleasant for consumers.

If the application has a simple design and contains just some informative data, it will be simple and cheap enough to create such a program. However, if a particular digital product has high-resolution graphics, different sections, and locations, as well as a non-linear plot, such a project will be more expensive and challenging. Also, a large team of professionals may be needed to create a high-quality app; therefore, it will increase the cost of a particular program.

Perspectives for IOS’s Apps

Google’s purchase of Motorola Mobility is an event that was quite logical from the point of view of business since the latter company lost its popularity among users quite long ago. Therefore, it will bring additional income to the new owners and will allow them to remind the public about this brand. At the same time, companies like Apple hardly need to worry about it.

The fact is that Google that specializes in the Android platform does not have such popularity among consumers as the operating system of IOS. The continuous development of technology makes Apple the world leader in sales. Therefore, both Android and Windows are unlikely to get ahead and provide such competition so that experts from Apple began to seriously worry about losing positions. It will not be wiser to develop any app for another operating system because work with IOS is stable and in demand, while other versions of the software are quite difficult to call as popular as Apple.

Advantages of Browser Applications

Despite the popularity of mobile applications, many users spend quite a lot of time at the computer. Therefore, the development of a required and functional thin-client browser app can become an even more profitable and successful solution that a mobile program. It can be either a practical utility or a certain media player that will have a convenient interface.

The fact is that many people have constant access to the computer when they are at work. Creating a particular program aimed at a specific audience, for example, accountants or architects can be very successful if the application becomes popular. It is necessary to find out the basic needs of a particular group of people, and then the development of an appropriate product can bring considerable benefits.

Peculiarities of Virtual Reality

The issue of implementing a high-quality and attractive program that combines the elements of virtual reality and ordinary life is quite acute for Apple, especially when it is about a not-so-successful release of Google Glass. Users around the world had a chance to evaluate numerous releases of different applications and programs where the virtual world is inextricably linked to the real one. It creates a unique illusion and allows living as if in two dimensions.

If Apple can develop high-quality AR hardware and software, it will help the corporation not only increase its popularity and sales but also become a potentially profitable company for investors. The more users appreciate a new product, the more chances to establish a mutually beneficial partnership and get new sales regions. Moreover, the growth of popularity will bring the company a significant income and will allow spending the received profit on the development of new products that will also be of interest to consumers.