Past, present, and future of virtual reality technology: Reflection on Apple’s Vision Pro and the uncertain road ahead

The New Yorker’s article discusses the past and potential future of virtual reality (V.R.) technology, focusing on Apple’s new headset, the Vision Pro. It explores the mystery of V.R.’s role in everyday life, mentioning gaming, learning, and furniture assembly as possibilities. Different types of V.R. headsets are discussed, as well as concerns about cognitive challenges and potential deception. The article also highlights the need for user-generated content in V.R. and explores practical applications in various industries. It touches on the philosophical concept of consciousness and raises questions about the impact of technology on human identity and meaning.

 VR Headset, Person, Video Gaming

New Yorker’s article ‘Where will virtual reality take us?‘ reflects on the history, current state, and potential future of virtual reality (VR) technology. They highlight the initial excitement and ego rush experienced by early adopters in the 1980s, regretting their lack of humility.

Exploring VR potentials: The article delves into the original vision of VR as a platform for spontaneous invention and social interaction. However, the role of VR in everyday life remains uncertain. While gaming seems like a natural fit, the author argues that it may not be suitable as gamers prefer to feel larger-than-life rather than engulfed by the game. The current selection of VR apps, including Apple’s initial offerings for the Vision Pro, is deemed lacking in compelling content and sometimes evokes a lonely and dystopian atmosphere.

Types of VR headsets: The article explains the different types of VR headsets available. Some completely obscure the surroundings, particularly those designed for gaming. Others allow users to see the real world through the headset glass and merge it with virtual content using challenging optical techniques. The author introduces the concept of camera-based mixed reality, which integrates the real world captured by cameras into the virtual environment. However, concerns arise about cognitive challenges and the potential for deception and abuse as the boundaries between reality and virtualization blur.

Impact on mental health: The article raises concerns about the negative impact of VR experiences on mental health, given the attention-maximizing business model of social media. While Apple does not rely on this model, other companies may exploit VR to exacerbate agitation and depression. The immersive nature of VR may have a more significant impact on individuals’ well-being compared to the screens of smartphones.

Advocating for user-generated content: The article argues for user-generated content in VR, urging individuals to actively create their own experiences rather than passively consuming what large companies offer. The challenges of building and maintaining virtual experiences are acknowledged. VR technology has found practical applications in surgical simulation, vehicle design, geological structures for oil companies, molecule visualization for drug companies, and city planning. The article proposes that the future lies in the spontaneous creation of practical apps that users may not even bother saving.

Contemplating consciousness and human identity: The article briefly explores the topic of consciousness in the context of VR It emphasises that experience is at the core of VR, regardless of the illusory nature of the virtual world. The central question arises concerning how to identify individuals who genuinely benefit from technology as they become increasingly intertwined with it. This integration challenges the principles of ethics, design, and even technology itself. The article concludes by suggesting that a reliance on technology may lead to a loss of groundedness and meaning, leaving individuals feeling a sense of absurdity and disconnection.