Annotated Bibliography On Virtual Reality

Improved Essays
Can virtual reality substitute an actual reality? An Annotated Bibliography
Jamira Dixon
Florida Institute of Technology

Glynska, Marianna. “Virtual Reality: Substitute of the Actual Reality or a New Way of Entertainment?” The Huffington Post, TheHuffingtonPost.com, 16 May 2017, www.huffingtonpost.com/entry/virtual-reality-substitute-of-the-actual-reality-or_us_591ab153e4b0f31b03fb9ead. Accessed 1 Oct. 2017. This article recounts for an informal study done by a consulting firm named KZERO stationed in Dallas Texas that does insightful analytics for companies and organizations operating in the virtual space. During the study, the consulting firm scopes out addressable markets, HMD (and input device) penetration rates and unit sales.
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In addition, the article provides more knowledge about the different software and what it does. There are a whole host of uses for virtual reality. For instance, the social virtual reality applications are applications that involve social aspects of virtual reality, primarily access-driven virtual goods. Virtual goods are intangible objects in online games, apps and communities.
The article goes over revenues from the following three categories; virtual reality games, social virtual reality applications and real world video application. Additionally, the firm outlines and forecast the active user ratio for HMD from 2014-2016 which reflected a growth from 1.0 in 2014 to 2.4 in 2016. Kids, Tween, and Teen market possessed the highest ratio in the group. In 2015-2017 there was a peak in this segment.
This information was pertinent to my paper because it shed light on how prevalent the use of virtual reality is in today’s time and how it continues to be popular in demand. Indication was that by 2018 the forecast calculates annual revenues for VR software to hit at $4.6bn. These facts really demonstrated how widespread and moreover how virtual reality might be to a certain degree a replacement for reality the
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92% of respondents stated they are aware of the term “Virtual Reality” and only 4% of the respondents between the age of 14 and 19 stated they really don’t care about virtual reality and are not interested. The article first summarizes both total number of active reality users and other interesting facts on the topic of virtual reality. For instance, did you know that only 9% of respondents said that it is very unlikely that users would lose themselves in virtual words? The article, gives an overview about how well-known virtual reality is. 171 million of the respondents said they had not already tried a virtual headset. This speaks volumes to the increase of use of VR we will see in the

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