Deep Thinking Assignment 6

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Nov 24, 2024

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1 Deep Thinking Assignment 6 Afsha Farnaz BA63471H123 Current and Emerging Technologies 09/17/2023
2 Virtual Reality (VR) and Augmented Reality (AR) technologies have shown immense potential in various fields such as gaming, education, healthcare, and training. However, there are several challenges that hinder the widespread adoption and seamless integration of VR/AR into our daily lives. These challenges include technological limitations, ergonomics, content creation, cost, and social barriers. These challenges can be overcome through advancements in technology, user-centered design, improved content creation tools, cost-effective solutions, and societal acceptance. One of the primary challenges in VR/AR is related to technology limitations. These technologies require high-performance hardware and software to deliver a truly immersive experience. However, current hardware limitations, such as limited field of view, low resolution, and motion sickness, can affect user comfort and immersion. Overcoming these challenges requires innovations in display technologies, such as higher resolution and wider field of view, as well as advancements in tracking and rendering techniques to reduce motion sickness. Ergonomics is another significant challenge in VR/AR. Wearing a bulky and heavy headset for an extended period can cause discomfort and fatigue. Designing more ergonomic and lightweight headsets, improving weight distribution, and using breathable materials can alleviate these issues and enhance user experience. For example, Oculus Quest 2 has made significant strides in ergonomics by reducing weight and introducing adjustable head straps. Content creation is another notable challenge. Developing high-quality VR/AR experiences requires specialized skills and tools. Creating immersive and interactive content can be time-consuming and expensive, limiting its availability and diversity. Streamlining content creation pipelines, providing accessible authoring tools, and fostering a community of content creators can help address this challenge. Technological advancements, such as the introduction of
3 intuitive development platforms like Unity and Unreal Engine, have lowered the barrier for content creation (Deterding et al., 2017). Cost is a significant barrier to the adoption of VR/AR technologies. High-end VR systems often require expensive hardware, which makes them inaccessible to many users. However, the decreasing costs of hardware components, such as displays and sensors, are making VR/AR more affordable. Additionally, the shift towards standalone devices like Oculus Quest 2, which integrate all necessary components into a single affordable headset, is helping overcome the cost challenge (Van der Stap et al., 2017). Lastly, societal acceptance and social barriers present challenges to VR/AR usage. Some users may feel uncomfortable or self-conscious using VR/AR devices in public settings. Additionally, concerns related to privacy, security, and potential negative effects, such as addiction, isolation, and ethical dilemmas, can hinder their adoption. Educating the public about the benefits and responsible usage of VR/AR technologies, addressing privacy concerns through regulations, and fostering open dialogue can help overcome social barriers (Chen et al., 2016). In conclusion, while VR/AR technologies hold great promise, several challenges hinder their widespread adoption. Technological limitations, ergonomics, content creation, cost, and social acceptance are among the key challenges. Overcoming these challenges requires advancements in hardware and software technologies, user-centered design, accessible content creation tools, cost-effective solutions, and societal awareness. Continued research and innovation will pave the way for a more seamless integration of VR/AR into our daily lives.
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4 References Chen, B., Bodnyk-Livits, C., & Lewis, S. (2016). Virtual reality and ethics: an exploratory study. Journal of Business Ethics, 139(4), 701-725. https://doi.org/10.1007/s10551-015-2840-8 Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2017). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). https://doi.org/10.1145/3131085.3131090 Van der Stap, N., van Driel, B., Dirks, G., & Simonsz, H. (2017). VR in the theater industry: future opportunities and challenges. Proceedings of the European Conference on the Impact of Artificial Intelligence and Robotics (pp. 493-498). Academic Conferences International Limited.