If we were to travel back in time to a century ago and ask the people there what they foresee in the future of technology, we would either get no response at all, or a unanimous “Flying Cars” and “Automatons”. It was beyond our comprehension that the future of technology would entail 3D-generated worlds which the user can interact with. The notion of a “Simulation” has fascinated humanity for aeons. Whether it be Plato or Jean Baudrillard, every philosopher has devised his own blueprint of how a simulated universe could be constructed and yet the implementation becomes a Herculean task.
The aura of “newness” is attractive to our modern, technological society and we unwittingly praise any deviation from the status quo. Humanity’s inherent obsession with escapism and the rebellion against reality has essentially manifested in the form of technological innovations. An alternative fantasyland where we are not subjected to the scrutiny of law or society is desirable. Once the preliminary anxiety shatters, we can no longer think beyond these technologies. If virtual reality is the technology of the future then the future is also virtual reality.
What is Virtual Reality and Augmented Reality?
Virtual reality (VR) is a three-dimensional, computer-generated virtual environment that the user can access through specified equipment. Such a simulated environment allows for the unperturbed liberty of the user to interact with the world around them and to perform actions that they would otherwise be unable to perform in real life.
Virtual reality is considered to be the indelible future of video games. With the advent of equipment such as the SEGA VR-1 and Nintendo’s Virtual Boy, it was suddenly a competition to see which corporation could invent the most cutting-edge virtual technology that could be readily produced for the masses. Headsets are typically preferred for video games as they could obstruct the sensory stimuli of the physical world, thereby allowing the user to wholly immerse themselves in the simulated world. In the past decade, several crowdfunded VR projects have emerged such as the Oculus Rift which had amassed a whopping $2.5 million in USD and the Oculus Quest (Meta Quest) after Meta’s acquisition of the start-up.
There are varying degrees of VR as complete immersion is still a utopian notion. Augmented reality (AR) may refer to a prototype form of virtual reality. Rather than enabling the user to immerse themselves in the virtual world, they can visualise certain aspects using technological devices. It essentially allows digital information to overlap with the physical world. A fantastical environment is not generated but the real-life environments are enhanced significantly. For instance, certain furniture corporations allow the user to visualise the products on their application by utilising AR technologies. Alternatively, projects such as Google Glass attempted to bring such technologies into the mainstream consumer market.
Into the Simulated Universe Through Modern Innovations!
Recently there has been a shift towards virtual reality in mundane environments. What was initially constituted as a rather niche preoccupation in the niche field of video games has sparked the interest of mainstream consumers. When Apple launched the promotional video for their Apple Vision Pro, it was clear that they had intended for it to be marketed as a quotidian appliance like a television set or computer. In other words, consumers were expected to use it for mundane activities such as checking one’s email or browsing. The Vision Pro along with its predecessor, Google Glasses certainly offered a radically different AR experience compared to its other competitors in the market. These devices have altered how we perceive VR experiences in a significant manner by bringing it into the mainstream market.
When the consumer is the common man void of any specific demographic or niche interests that could otherwise be beneficial for marketing a product, it becomes difficult to devise a product that could encapsulate every aspect of their life. Newer renditions of AR technologies tend to focus on innovative forms of immersion, often neglecting concerns of practicality, accessibility and ethics. With a simple headset, one can visualise films, videos, social media and even work-related engagements. The intriguing part is that unlike in Virtual Reality, one’s physical location is not wholly altered, only the lived experience is with the addition of AR.
Virtual Reality has created a new market for emerging artists and indie developers to demonstrate their creative prowess on a larger scale. A virtual landscape provides a plethora of opportunities for artists to innovate and invent. Even the modification of console and PC games to support VR technologies can amount to brilliant creations. Among Us VR, one of the most prominent games of this decade, was developed by the indie developer company, Innersloth. Besides game development, artists and musicians can utilise AR and VR technologies to simulate virtual exhibitions or concerts. The possibilities are endless and it’s clear that the audience is also intrigued by these new forms of entertainment.
The Ethical Considerations
When we merge the physical space and the digital space, a liminal location is created where ordinary laws cannot penetrate. One would expect cyberlaw to extend its jurisdiction over the metaverse but it is rather alarming to know that such laws do not exist yet. Crimes committed within virtual environments are not legally bound by any law that otherwise exists for digital spaces. This is a growing concern that has emerged in recent years, especially with accounts of violence and assault that have ensued within the metaverse that go unprosecuted.
Questions of data and privacy are also left unanswered. According to a study by the University of California, Berkeley, VR users can be uniquely identified with only their hand and head motions ( The study was conducted using the game Beat Saber ). Biomechanics being able to visualise user data and by extension, their physical environment would entail access to other sensitive behavioural user data. Data leaks in such cases are undeniably horrifying.
How would we ensure that digital rights are protected within virtual environments? How do we increase accountability to prevent cybercrimes? Reworking cyberlaw is certainly a starting point for this endeavour. Considering the popularity of Apple products, it will not be surprising if the Vision Pro also enables the influx of general consumers into the VR/AR market. Cybersecurity measures must be put in place as soon as possible.
Cybersecurity concerns aside, VR also struggles to answer certain critical questions about societal structures. Recently, there has been an effort to include these technologies into education. It is similar to how gamification has become a consistent tool in several pedagogical strategies; however, it becomes much more challenging to integrate AR and VR technologies. How would we bridge generational differences? How would we prevent the rampant gender biases? How would we ensure that students with specific physical and psychological conditions could learn in the same way as their peers?
Conclusion
The recent shift towards AR/VR technologies is indicative of our society’s intrinsic desire for “newness”. The grandeur of environments distinct from the physical is undoubtedly alluring and years of imaginative literature have proven that we desire an escape from the state of normalcy. AR/VR enabling such an endeavour makes it an indelible facet of our future engagements. However, if we truly hope to harness the benefits of these “simulations” then it is crucial for us to rethink our laws pertaining to cybercrime, ensuring that it extends over the growing landscape of modern technology. It is also necessary for us to address the sociopolitical concerns surrounding the implementation of these technologies into our daily lives. After all, is a wholly simulated environment truly that desirable?
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