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留学生作业代写:The Oculus Rift

2017-05-19 来源: 51due教员组 类别: Paper范文

本文是一篇优秀的paper代写范文- The Oculus Rift,供大家赏析学习,这篇论文讨论了虚拟现实眼镜。Oculus Rift是一款为电子游戏设计的虚拟现实设备,能够让使用者的“视觉”进入到游戏中,“亲身”感受游戏中的世界。Oculus Rift的出现无疑让如今的游戏变得更加有趣,极大地丰富了我们的娱乐生活。

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Introduction

As people all over the world are enjoying convenience and delight brought by advancement of technology, they keep setting up increasingly high demands for it in the hope that they can reap heaps of pleasure from upgraded technology. Time flashes by and we live in a quite different world today, people’ s expectation for technology has been beyond the older forms that used to prevail such as robots, cell phones and automatic facilities. They are heading for a new technology that can deliver real and vivid sensual feelings to them. That is an indication of how Oculus Rift is going to evolve. This essay is to concentrate on Oculus Rift and to demonstrate how it exert impacts on my life by giving a brief introduction of it.

Profile of Oculus Rift

When it comes to Oculus Rift, it is inevitable to speak of the technology of Virtual Reality for the reason that Oculus Rift is developed based on VR that lays powerful technological foundation for Oculus Rift. Virtual Reality was proposed in the twentieth century as people’s illusion about the world. Its real development, however, began to show the benefits it generated could date back to 2000 when Virtual Reality appeared to catch people’ s attention (Frost, 2003). VR was established and developed by technicians who have been committed to offering quality and pleasant products to all users. VR has been put into practice in a number of areas including medicine, geography and so forth (McCloy & Stone, 2001). One of VR’ s application can be extremely satisfactory to those people who are fervent about games and entertainment. That is VR glasses or, in other words, VR headsets, which firstly came out to the market in 1994, called “VFX-1” (Nathan, 1994). Nonetheless, the inappropriate technology then could not meet customers’ requirements. As a result, the virgin VR headset product suffered from loss and dim marketing volume (Greg, 2014).

In 2016, the release of Oculus Rift has been sought-after due to its top technology and eye-catching outlook. As the first to kickstart consumer-targeted virtual reality headsets, Oculus Rift has achieved game fans’ attention and worship. Oculus was originally an independent company developing the product of Oculus Rift that attracted a wave of game fans. In 2014, Oculus was purchased by Facebook who has a good vision and far-reaching contemplation over the future of this item for $2 billion (Orland, 2014). Facebook’s practice revealed undoubtedly that Oculus Rift has a promising future that can draw people’ s fascination and produce a sheer volume of sales. Far more comfortable and fascinating than its precedents, Oculus Rift is equipped with an OLED display, a 1080p, or 1080×1200 resolution per eye, a 90 Hz refresh rate, and 110°field of view (Binstock, 2015; Digital Trends Staff, 2016; Orland, 2016). To provide an all-dimensional service and feeling to its users, Oculus Rift also has an edge of a 3D audio effect allowing game players to cherish exciting and amazing experiences from the creative game provider.

I has been holding great passion for games and am always ready to seek excitement and joy from various games. The release of Oculus Rift means a great deal to me. I harbor so much interest and desire for Oculus Rift even before it has not been produced and marketed that I saved money to make a purchase of one. Having enjoyed the delightful experience Oculus Rift brings to me, I began to explore: why Oculus Rift can gain popularity among people successfully than those products with similar functions before? And how it can exert influence across the board? The former question can be explained easily: its technology has been in line with people’ s demands. So what is the latter one all about?

Oculus Rift’s impact to the world

It is fair to say that the emergence of Oculus Rift adds to the momentum of global technology and makes it possible for billions of people to reward themselves with the high-tech item. In the first place, Oculus Rift lets people have taste of top technology and makes them more convinced in the development of high-tech exploration. Such change, more often than not, takes on profound, enduring influence on the whole world generally. The technology companies or groups will make big fortune as their capital, which subsequently can be transformed by stakeholders in the industry into investment in new technological goods. It makes sense that technology can raise adequate funds to develop itself. The prevalence of Oculus Rift, or even its counterparts, may be playing a significant role in pressing ahead with modern technology and ensuring people’ s well-being.

In the second place, Oculus Rift has enriched people’s recreational life by presenting a brand-new experience for them. Through a multi-dimensional product users can upgrade their amusement life. The result is most visible: most people particularly those who craze for vivid games achieve a great deal happiness from Oculus Rift. In this sense, it is safe to say that modern people living in current world facilitated by advanced technology are more fortunate than our ancestors. We are leading a better life than our previous generations’ in part because of our interesting, simulated games seem to be more dynamic, welcome than old ones.

Last but not least, Oculus Rift can be applied in education as well because it can inject knowledge into receivers’ minds directly in a multi-sensory manner. To verify the importance of Oculus Rift to learning, some experts have conducted relevant investigation on virtual reality on consumer learning and their findings conformed to common sense: VR was actually more efficient and effective in helping people learn (Suh & Lee, 2005). Thus, it is natural to say that Oculus Rift can serve as a positive item that spreads favorable impact on people’ life around the world, as long as people use it properly.

Conclusion

Oculus Rift is the first VR product to kick start consumer-targeted virtual reality headsets. It is obvious that it has a long history to keep improving itself but fortunately it is exposed to the world in a new fashion in 2016. Generally, Oculus Rift has more pros than cons as its benefits are enduring and positive. It is worth mentioning that Oculus Rift also needs to be used within a reasonable degree.

References

Binstock, Atman (2015). Powering the Rift. Retrieved 21st April 2016  from https://www.oculus.com/en-us/blog/powering-the-rift/

Digital Trends Staff (2016). Oculus Rift vs. HTC Vive - Spec Comparison. Retrieved 21st April 2016 from: http://www.digitaltrends.com/virtual-reality/oculus-rift-vs-htc-vive/

Frost, R.. (2003). Virtual Reality. Prairie Schooner, 77(3), 86–86. From http://www.jstor.org/stable/40637622

Greg K.. (2014, March). A Brief History Of Oculus. TechCrunch. Retrieved 21st April 2016 from: http://techcrunch.com/2014/03/26/a-brief-history-of-oculus/

McCloy, R., & Stone, R.. (2001). Science, Medicine, And The Future: Virtual Reality In Surgery. BMJ: British Medical Journal, 323(7318), 912–915. From http://www.jstor.org/stable/25468186

Nathan, C.. (1994). VFX-1 VIRTUAL REALITY HELMET by Forte. Retrieved 21st April 2016 from http://www.ibiblio.org/GameBytes/issue21/flooks/vfx1.html

Orland, K.. (2014). Facebook purchases VR headset maker Oculus for $2 billion. Retrieved 21st April 2016 from http://arstechnica.com/gaming/2014/03/facebook-purchases-vr-headset-maker-oculus-for-2-billion/

Orland, K.. (2016) The Ars review: Oculus Rift expands PC gaming past the monitor’ s edge. Ars Technica. Retrieved 21st April 2016 From http://arstechnica.com/gaming/2016/03/the-ars-review-oculus-rift-expands-pc-gaming-past-the-monitors-edge/

Suh, K. S., & Lee, Y. E.. (2005). The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation. MIS Quarterly, 29(4), 673–697.

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