NASA on VR
NASA defines VR as “the use of computer technology to create the effect of an interactive three-dimensional world in which the objects have a sense of spatial presence.” And the level of personalization and immersion that VR provides makes it an excellent opportunity for brands to engage with their tech-savvy audiences.
The concept of virtual reality dates back to the 1930s when “Pygmalion’s Spectacles,” a story written by science fiction writer Stanley G. Weinbaum. The idea of a pair of goggles that let the wearer experience a fictional world through holographic – three-dimensional images created with photographic projection, taste, smell, and touch. Stanley’s description of the experience for those wearing the goggles is uncannily like the modern and emerging experience of virtual reality, making him a creative inspiration for the field.
NASA defines VR as”using computer technology to produce the effect of an interactive three-dimensional universe where the objects have a feeling of spatial presence.” And the amount of immersion and personalization that VR provides makes it an fantastic chance for brands to participate with their tech-savvy audiences.
The notion of virtual reality dates back to the 1930s when“Pygmalion’s Spectacles,” a story written by science fiction author Stanley G. Weinbaum. The concept of a set of goggles that allow the wearer encounter a literary universe through holographic — three-dimensional pictures made with photographic projection, flavor, smell, and touch. Stanley’s description of the experience for those wearing the goggles is uncannily like the modern and emerging experience of virtual reality, which makes him a creative inspiration for the area.