Getting ahead of the game:
From the lp to cassette to 8-track to cd to dvd to streaming … from printing press publication to print-on-demand publishing to ebooks … from newspapers to tv news to internet news … from libraries with books to “learning centers” with electronic books, educational games, computerized literature … all in a flash. We have seen it all progress, and we know that VR and AR technologies are being used already. Those of us who are thinking: “I will be dead and buried by then …” are being short-sighted. You do want your books to be transcribed into the new technologies so that they live on beyond your years on Earth, do you not?
My predictions about the virtual reality future of books are apparently annoying and scaring some authors and publishers. Why be angry or sad? Why not instead embrace new technology and carpe diem?!! There are so many new opportunities for new creativity and business. Get ahead of the pack. Read up on the new technologies, and gain new insight on how you can tweak and adjust your own writing to qualify as VR-literature. I am currently reading this very popular book:
“The VR Book: Human-Centered Design for Virtual Reality”
Amazon.com Book Description
Virtual reality (VR) potentially provides our minds with direct access to digital media in a way that at first seems to have no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but sickness can result. Reasons for bad VR are numerous; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses such issues, focusing upon the human element of VR rather than technical implementation, for if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, first implementations are rarely novel and never ideal due to the complex nature of VR and the countless possibilities. However, the VR principles discussed within enable us to intelligently experiment with the rules and iteratively design towards innovative experiences.
NB. For those worried about the new technologies being misused for mind control, I would emphasize the importance of authors and other artists in shaping how this technology is developed — in order to preserve and encourage freedom of thought.