Technology is bringing cybernetic experiences closer to the minds and visions of the users. Gaming has taken a different level after the introduction of the three-dimension technique that accords players a near-real experience; the future of media relies on this revolution. Most of the options in the VR allow participants to perform a series of actions and manipulate objects. Communication is at the center of this technology. Although use of VR in digital media is still in its early stages, savvy advertisers are constantly tracking novelties that make videos more immersive and interactive.
Virtual Reality means near actuality. The technology creates room for the presentation of an experience that is not real, but takes a practical approach that makes a recipient feel it. Technically, VR is a computer-generated, three-dimensional environment that can be experienced by an individual. The exciting part of VR touches on the degree of engagement (Ensslin, 2017). The participant becomes so immersed in the virtual environment and can access options of changing the outcomes of ongoing events. The future of media depends on a clear understanding and utilization of this technology by major media outlets and other social platforms like Facebook.
Presently, digital media is largely an online version of the original print, with the addition of audio and video. However, Rosa, Morais, Gamito, Oliveira, & Saraiva (2019), predicts a future that is characterized by an advanced network which will take charge of the current platform to bring reality closer home. The main aim of employing such advanced design centers on maximizing the degree of certification technology to satisfy needs of consumers. While 3-D gaming and VR have not entirely conquered the mainstream media, the trend may have a sharp shift since designers and stakeholders have set aside USD 150 billion to be used for development of technology. By 2020, the project will be in advanced stages, raising the question of whether it has any influence on the media.
A comprehensive VR utilization will create a whole new interaction platform as well as a wealth of ideas on how to increase personal income in the media industry. The transformation intended in the media industry touches on the approach to use in bringing information to the people (Mütterlein & Hess, 2017). Gaming creates an elusive possibility that will be actualized through VR. For instance, the technique will make it possible for readers and viewers to have a more in-depth experience into a story than a text, standard video, and other 2 D images. Some of the test samples to the invention include the VOLVO reality that gives users an exciting and practical update even as they use the vehicle.
The changing nature of technology requires necessary adjustments from every stakeholder. The demands by consumers create the need for service providers to establish needed infrastructure for such developments. The masses are gradually appreciating the need to have a different experience on how they receive information — some degree of control in absorbing and dissipating the news and characters on various media platforms. Currently, the 2 D reflects the traditional print media that needs necessary adjustments. VR will revolutionize the degree of information one can access. The option that allows viewers to control events as they unfold the technology the grip it needs to reach the masses.
The automobile industry remains one of the most competitive platforms across global markets. The choice of vehicles one settles on depends on their ability to perform the desired tasks. Examining the capacity to complete given tasks requires an experiential approach. In most instances, the companies allow for test drives. The clients and other dealers use the test drives to acquaint themselves with the vehicles. The tests may include an examination of the expected terrain. VOLVO Reality examines the landscape that can be suitable for clients without having to make an actual test drive. Interestingly, the quality of images and experience from the technique feel just as real as an actual drive.
Communicating the capacity of vehicles to navigate terrains are going beyond clear print outs. The concept of taking the client into an experience is the next step in the motor vehicle advertisement platform. Other aspects of the vehicle like fuel consumption rates are investigated when conducting the virtual test drives. Clients are getting more conscious of their cars fuel consumption level considering the rising concerns on global warming. VOLVO Reality accords the clients an opportunity to experience the actual reality of what their actions will have in the future. Additionally, it presents a panoramic view of the state of the vehicles in the years to come. The visionary approach in advertising cars mirrors the future of media.
VOLVO Reality also gives clients an opportunity to explore other qualities in the vehicle like the fabric, speed, engine sound, and suspension without literally driving the car. Several accidents have occurred due to careless driving during the tests. The technology will eliminate a repeat of such occurrences. For instance, a client will have the needed experience through the VR experience without leaving for an actual trip. All the specifics in the vehicle will find actualization through this technology. The media’s role centers conveying the right information to the clients. VR is the refining tip in reaching such information to potential clients.
Matterport 3D Spaces
Matterport 3D Space is revolutionizing the advertisement arena. Traditionally, 2D pictures and other video representations give a partial idea of the goods and services. The introduction of a 3D approach in bringing out the products and services to the clients is the next step in the marketing world. Matterport creates an environment where a client does not need to visit a showroom to access the products. The company uses its network to reach clients and present the goods as if the client were in the showroom. Efficiency in service delivery is a leading point of success in the current market. The rising nature of competition in such areas calls for the intensification of approaches aimed at making work easy for clients. Implementation of the 3D space in a company will serve the interests of the consumers; thus, according to the company a competitive advantage.
Matterport 3D Space is applicable to nearly every platform. The dynamic nature of its application makes it possible to pattern its applications to fit the desires of manufacturers. The rising need to have a different experience in the advertising industry is compelling entities to implement the technology. The 2017 Global Entertainment and Media outlook gave VR the defining position, a game changer in the media industry. The exponential rate of growing interest about VR in the mainstream media leaves little room for negotiation. Companies must implement the system to remain relevant and appealing to the masses.
The fate of the news industry is receiving intense criticism because of the spread of fake news. The weaknesses in the current media touch on failure by the sender to verify the information before letting it out to the masses. The near-authentic information has resulted in severe damage among the recipients (Rajan, Nassiri, Akre, Ravikumar, Nabeel, Buti & Salah, 2018). VR comes in to eliminate the possibility of such misinformation. The technology allows viewers and news editors to acquire the most accurate kind of information and interrogate every aspect in a story. The growing mistrust caused by the steady circulation of fake news makes it difficult for the masses to believe in still and moving images as evidence. The corrupting nature of some applications like Photoshop makes it impossible to believe in some information. therefore, VR is likely to help the people access first-hand knowledge that is accompanied by multiple verification dynamics.
Most major media houses are actively implementing VR technologies to verify the credibility of their sources. The principal benefit derived from VR touches on its capacity to put a supplementary sense of participation in the minds of viewers. The aspect of putting viewers at the center of events will facilitate the process of regaining their trust. The media at present suffers from intense ridicule and mistrust by the viewers (Pallavicini, Pepe & Minissi, 2019). Restoring the initial confidence requires robust changes that can only be achieved through VR implementation. The option of putting viewers at the center of events enable them to examine the information from a closer and private range.
Challenges for Journalists
Introduction of VR has introduced new hurdles in journalism. Currently, journalists moderate the flow of communication between the news agencies and the public. Journalists are trained to remain unbiased to effectively represent the interests of all the parties involved (Fang, 2017). The degree of transparency and the kind of information to dispense to the public remained with the journalists. VR changes the dynamics by allowing the viewers to examine the information in a critical manner that may create natural bias. Viewers have diverse perspectives regarding the method of handling data. The approach introduces serious complications to journalists on the question of transparency, unbiases, and credibility of captured scenes.
The inclusive approach whereby viewers gain access to information at their convenience raises ethical concerns. Currently, violent activities are increasing in intensity with savage attacks on innocent masses. Creating an open pathway to such scenes could violate standing regulations governing the content to be released to the public. Uncensored pictures and scenes of violence are open when coverage is done using the VR technique. The ethical dilemma comes in when a viewer raises concern about the nature of information reaching a section of the population like children.
Opportunities in VR
The immersive experience introduced by VR is essential in refining content delivery. The areas of weaknesses harbored by 2d and other related representations find an accurate solution in the technique. The platform allows viewers to take a central position and make an independent judgment based on the availed information. The actual nature of the data in the platform stands to revive the confidence that is fading away considering the rising fake news tendencies. The inclusion of viewers will open opportunities for alternative sources to assist in keeping dominant media houses on the check.
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Mütterlein, J., & Hess, T. (2017). Exploring the Impacts of Virtual Reality on Business Models: The Case of the Media Industry.
Pallavicini, F., Pepe, A., & Minissi, M. E. (2019). Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? Simulation & Gaming, 1046878119831420.
Rajan, A. V., Nassiri, N., Akre, V., Ravikumar, R., Nabeel, A., Buti, M., & Salah, F. (2018, November). Virtual Reality Gaming Addiction. In 2018 Fifth HCT Information Technology Trends (ITT) (pp. 358-363). IEEE.
Rosa, P. J., Morais, D., Gamito, P., Oliveira, J., & Saraiva, T. (2016). The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique. Cyberpsychology, Behavior, and Social Networking, 19(3), 209-216.