CONSUMER ADOPTION OF VIRTUAL REALITY TECHNOLOGIES
A Published Study by Agon Shehu in ETC: A Review of General Semantics: Volume Seventy-Nine/ Number One and Number Two - January and April 2022
Virtual Reality (VR) is an innovative technology that immerses users in a completely synthetic world. However, despite its growing popularity, the mass adoption of VR has been limited by various concerns and challenges. In this section, I explore the different factors that influence the adoption of VR technologies.
I explain the key terms used in VR, including Head-Mounted Displays, Six-Degrees-of-Freedom (6DOF), and Locomotion. I also review the history of VR, including its trends and developments over time. Through my research, I aim to provide a better understanding of what VR can be used for, and how it can impact human behavior.
I analyze consumer use cases for VR, as well as some professional-level use cases. While my study has some limitations, including a focus on consumer use cases and a relatively small sample size, my aim is to provide a comprehensive understanding of VR and its potential impact on human behavior. I also aim to identify the challenges that need to be addressed for VR to achieve mass adoption.
Explore this section to discover the current state of VR and learn what needs to happen for it to achieve its full potential.