Virtual reality
Virtual Reality is not much more than a promise for decades. The attempt to immerse yourself in the worlds on the monitor via a motion-sensitive spectacle comes from the desire not only to be able to experience a game experience more intensely, but to actually live it – complete immersion and ultimate escapism.
While it has been possible for a long time to build up a second life on the computer – through online role-playing games and social media – the implementation of VR technology is hampered for years by too little computing power.
As games moved into three dimensions in the 90s, virtual reality briefly became fashionable too, encouraged by the popularity of the holodeck in Star Trek – The Next Generation. All attempts to reach the mass market failed, however. Only in the 2010s did the technology become capable of supporting affordable, functional headsets.
Connections in the collection
In the exhibition concept
- Virtual Reality · Area Konsolen 3, Section 6