Pick an article (online or offline) on a recent invention related to computer technologies. They can be software, hardware, AI etc.
- What is the problem the writer tries to solve?
- What is the evidence used?
- How is the evidence analyzed?
- What is the argument/conclusion/finding? Is it convincing? Why or why not?
- What’s missing from the analysis? Do you find any contradictions?
- Using Lee Manovich’s new media principles, does the technology described in the article carry any of these characteristics: numerical representation, modularity, automation, variability, and transcoding? Explain.
While advancements in computing and media technologies have been faster than ever, virtual reality has completely changed industries. From entertainment to gaming to even real estate, VR has taken the user experience one step further. We do not have to look at a monitor and clicking through buttons anymore. Instead of watching a movie, users can now live through it.
In Forbes “3 Ways VR Is Changing How We Learn”, the problem that the writer tries to solve are the antiquated systems that do not engage with the user as much as VR does. The evidence he uses to back this up are his three points: learning a new language, practicing military drills, and higher learning can significantly improve if we virtual reality. The writer, Tomas Laurinavicius, states that when it comes to learning a new language, people are easily distracted and spend countless amount of hours trying to get to a new level. He points the finger at the program that does not provide enough stimulation in the learning process. In practicing military drills, soldiers are required to make quick decisions that may have painful consequences for themselves or other people. These stressful situations are challenging and can cause them to make the wrong decisions. Lastly, he argues that students in the classroom may have a tough time doing work outside of the classroom – when they go home, they are easily distracted and are frustrated when they do homework. The simple solution for all of these realistic problems is virtual reality, where students, soldiers, and language learners alike can have interactive bots to guide them through the process.
The evidence Laurinavicius uses provides no statistical analysis, but they are relevant enough for readers to understand where he is coming. I too feel frustrated when I do not understand a homework question, and having a virtual reality experience where a bot is intelligent enough to provide a solution is revolutionary. On the other hand, not having data to back up his claims makes it hard to truly understand the impact that virtual reality can bring. He says, “Most likely, the numbers of those choosing to embrace such technologies will rise”, but does not provide the numbers. This makes his news article an opinion piece more than anything else. Despite being an opinion piece, I think that the information he provides is convincing because it relates to my day to day activities and makes me excited for the future. His conclusion is that virtual reality will grow in magnitude and influence, which I agree with because how practical VR is for any ordinary person’s life.
The article also has some alarming contradictions too. Lauranavicius writes, “By being able to “see,” “touch,” and “interact” with that place, you increase the likelihood of acquiring new ideas and approaches not to mention adding added value layers of fun and engagement”, but it may also make things a lot more difficult. If people are dependent upon virtual reality to learn, living ordinary lives and developing human connections may be seen as secondary to them, and they can develop a desire in making virtual reality just a reality. Couldry best describes this problem when he writes, ” … within the apparently infinite expansion of global connectivity, newly hidden forms of disconnection are emerging.” (Couldry, 10) As noted in modern history, people are glued onto their monitors and phones. It begets the question: are people ready for the virtual reality revolution?
Based on Lea Manovich’s new media principles, what is beautiful about virtual reality is that it carries all five characteristics. The first three, numerical representation, modularity, and automation, can be found through the complex algorithms of bots and engaging mankind in a digital space. Especially in automation, layers of both AL and AI will be clear as day. With “techniques robust enough for image editing, 3-D graphics, word processing, graphics layout, and so forth.” (Manovich, 32). The fourth characteristic, variability, will be dependent on the system itself. Virtual reality will be fluid enough to have data in every form imaginable. Content can be analogged, shared, and transported in a matter of seconds. In fact, virtual reality might even transcend the ways we view data. In a world where AI is as humane as humans, data might be shaped into a new way for processing. I don’t know about you, but it seems like a new wave is coming.
Questions:
a) How do you think virtual reality would change your college experience?
b) What aspect of your life would improve the most if you could live it through virtual reality?