Digital World / Virtual Life Can Be Dangerous.
Immersive World that can easily merge you into itself by forcing you to transfer different aspects of your real life to virtuality. Of course It’s when you don’t have to go to bank for simple transaction but what about unlimited scrolls that play with your eyes, brains, morality.
You won’t know for sure what is real life of people on instagram or what they really believe in. You going to trust some of them and your brain get effected by so-called influencers. The first influencer you liked was the first virus into your brain. It’s even get more dangerous…
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November 6th, 2022, the day of the SAO Incident. Thousands of VRMMORPG gamers were trapped by a mad scientist inside a death game that could only be escaped through completion. If their hit points dropped to zero, their brain would be bombarded by extraordinarily powerful microwaves, supposedly killing the user.
The same would happen if anyone in the real world tampered with their NerveGear, the virtual reality head-mounted-display that transported their minds and souls to Aincrad, the primary setting of Sword Art Online.
This type of scenario has been a staple of science-fiction for decades, but Sword Art Online exploded in popularity at exactly the right time to have a massive impact on the real world. The already-popular web novel was adapted into an anime series that aired just as the Oculus Rift went from internet forum curiosity for turbonerds to siren of the games industry, endorsed by giants like John Carmack, Gabe Newell, and Cliff Bleszinski – the 4th episode of SAO, “The Black Swordsman” (黒の剣士) aired in Japan just as the Kickstarter for the Oculus Rift DK1 launched!
Solution To Digital Frustration
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But that isn’t what you are here for. You want NerveGear, the incredible device that perfectly recreates reality using a direct neural interface that is also capable of killing the user. The idea of tying your real life to your virtual avatar has always fascinated me – you instantly raise the stakes to the maximum level and force people to fundamentally rethink how they interact with the virtual world and the players inside it.
Pumped up graphics might make a game look more real, but only the threat of serious consequences can make a game feel real to you and every other person in the game. This is an area of videogame mechanics that has never been explored, despite the long history of real-world sports revolving around similar stakes.
In SAO, the NerveGear contained a microwave emitter that could be overdriven to lethal levels, something the creator of SAO and the NerveGear itself (Akihiko Kayaba) was able to hide from his employees, regulators, and contract manufacturing partners.
In lieu of this, I used three of the explosive charge modules I usually use for a different project, tying them to a narrow-band photosensor that can detect when the screen flashes red at a specific frequency, making game-over integration on the part of the developer very easy. When an appropriate game-over screen is displayed, the charges fire, instantly destroying the brain of the user.
At this point, it is just a piece of office art, a thought-provoking reminder of unexplored avenues in game design. It is also, as far as I know, the first non-fiction example of a VR device that can actually kill the user. It won’t be the last.
Source: http://PalmerLuckey.com
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