A Virtual Reality
"At it's very core, virtual reality is about being freed from the limitations of actual reality."
- John Carmack
Virtual experience should be considered an event in which an organic user receives augmented sensory information processed through a system monitoring the physical state of the user, so that digital stimulus becomes prioritized within the nervous system of that organic user relative to it's current physical perception.
It is important not to segregate virtual reality into a primarily mechanical or digital experience, as progressive research in neural and chemical stimulation may provide a more intimate interface to the human nervous system. It is also unfair to allow the current state of the user to define the perception of that user in augmented state. For instance, a user submerged in water yet perceiving the simulated effect of a gravity differential in an augmented reality, can only considered as partaking in a virtual experience if the sensory information of the user is being processed by an autonomous system. It is not simply the experience of a new physical environment with the absence of identifiable stimulus that creates virtual experience as that understanding allows for physical reality augmentations to be a crutch for the human experience of those stimuli.
This allows to be excluded what is currently being called 'augmented reality' experiences from virtual definition due to its inability to actively prioritize digital sensory input over physical reality information. Rather, augmented reality currently equalizes digital and real input so that the user is receiving information from both planes at the same time. Some posit the future of augmented reality to be of greater benefit to humanity than a purely virtual reality, yet I will go into detail as to why this is not the case in continued writings on the matter.
Yet, at this time, the future of the virtual experiences must be held to a standard definition as some of the topics that will be discussed will challenge these definitions in attempt to validate their strength. I believe virtual reality must begin to be held to a standard of experience relative to our current reality as we exist in a time where the two will become indistinguishable to the dismay of some and the rejoice of others.
The writing and content contained in this section will explore the possible futures of our virtual existence. I hope to both entertain and educate the users of this programming to better the existence of the virtual state, a system in which existence is not defined by itself.
The Pierced Veil
If there was ever a veil yet to be pierced by the human imagination, it exists on the boundaries of a physical reality we have spent eons attempting to define. It is with some irony that we find ourselves beginning to express, with our own creative willpower, what I will argue may turn into more than what we may find obtainable in our current physical reality. We exist in a time where the understanding of the human mind, social consciousness, and technological progress have combined to create a willing mass human adaptation of virtual reality systems that allow the exploration of a human defined reality.
The continued command of the personal computing system, at the desktop and mobile levels, in both the daily capitalistic centric society, and acting as the basis for the evolving AI research, has advanced our species faster than any other transformative technology before. In order to rapidly normalize the use of advanced technology in dynamic societies, I believe that certain user interfaces or 'UI' have been the primary vehicle of change which has evolved to compensate for a binary system's lack of user friendliness in computing and that translation to modern video gaming. This is rather deep subject that needs to be thoroughly vetted. I hope to explore this concept in more detail in the future.
Furthermore, I will propose the early creation and standardization of computer graphical user interfaces created the necessary breach point for accessibility to younger audiences in the same way that modern graphic interfaces on mobile devices has created the ability for children to interact with multi-step command processes without the ability to comprehend written or verbal instruction. In the past, such as with the first video games, command line interfaces were replaced with pixel based representations of events and actions. With advancements in computing power, and dedicated processing to graphics based routines gaming visuals created a rapid acceleration of willingness to explore graphic intensive interphases.
It was at this stage that early research started to engage alternative sensory input as a means to engage user interaction with digital presence. Eye tracking, voice recognition, and various sensor arrays could be imagined to create input methods for digital computer use. The commercial application of these concepts was explored at a time where use of digital technology was restrained to certain social, economic, and cultural stratification thus creating an antagonist sentiment in prevailing culture towards adaptation of entertainment based technologies. These concepts were later popularized in the mobile phone revolution of the 2000s.
As proliferation of digital technology increased, certain phase shifts in global technology buying patterns cemented the daily use of digital service devices such as computers, video playback, and mobile communication increased. Most notably, the marketing campaigns behind the Apple Macintosh platform, the intense home entertainment system battles behind a rapidly modernizing Japan and a Media dominant United States, and finally, the reliance on personal communication in the form of mobile telephones. While I will explore each of these advancements in future writings, it's important to understand that these phenomenon combine into a global appetite for what most would call a Virtual Reality.