Come godere al meglio un’esperienza di realtà virtuale.
Il contenuto, come detto, è fondamentale per realizzare buona realtà virtuale. Se il contenuto è brutto l’esperienza non potrà essere bella. Non bisogna però sottovalutare il modo in cui andare a proporre l’esperienza della realtà virtuale. I visori, specie le prime volte che s’indossano, possono causare impicci, impacci e imbarazzi. Pertanto, nelle situazioni di utilizzo comunitario, è meglio prevedere appositi corner per la realtà virtuale, così da assicurare un’esperienza appagante sotto ogni punto di vista.
But the one Rydell had liked most was where you just went in
and sort of sculpted things out of nothing, out of that cloud of pixels or
polygons or whatever they were, and you could see what other people were doing
at the same time, and maybe even put your stuff together with theirs,
if you both wanted to. […]
But what he remembered when he clicked into the Republic of Desire’s
eyephone-space was the sense you got, doing that,
of what the space around Dream Walls was like.
And it was a weird thing,
because if you looked up from what you were doing, there really
wasn’t anything there; nothing in particular, anyway.
But when you were doing it, designing your car or whatever,
you could get this funny sense that you were leaning out,
over the edge of the world, and the space beyond that sort of
fell away, forever.
And you felt like you weren’t standing on the floor of an old movie theater
or a bowling alley, but on some kind of plain, or maybe a pane of glass,
and you felt like it just stretched away behind you,
miles and miles, with no real end. William Gibson Virtual light 1993