Computer Graphics creations surround us each day, we find them on devices, in films, in games. CG, especially with subsets like VR worlds have astounded many users with their creativity and often stunning visuals. It is now a regular occurrence for someone to pick up a game and instantly be transported to a world where everything is computer generated. Outside of games' multiplayer features, however, interactions between people, not just interactions between user and platform are incredibly rare. Today, we are on the cusp of a trend of increased interaction as a result of 3D graphics, and wider, better connectivity.
The emerging world(s) of Virtual Reality are a prime example of the push to interact in worlds that are computer generated, but not just for games. Early VR worlds consisted largely of two main types, open world exploration (often with a curated trip through everything in render distance), and small games where users enjoyed a first person view of the task they were doing. It could be anything from destroying a miniature city to a job simulator where you can "try out" different jobs in a cartoon style game. Gone from these games was human interaction.
Today, a greater push is being made to connect people in VR, though still for a very small amount of purposes. Mozilla recently released an open VR world that anyone can access where users meet in an open area styled with simple shapes like a castle, and speak to those around them. Facebook and other companies have aimed to release similar products allowing for a new and improved version of the internet chatroom, or a "face to face" version of messaging. In VR gaming, there is also a trend to work together, much as in traditional multiplayer games. Sebastian showcased a city editor that allows two users to interact with a virtual world together, changing the layout and look of the city, and even asking the opinion of the other person before confirming changes. This higher level of interaction is a clear sign of the direction that VR is moving in, in terms of collaboration beyond just interactions.
Sebastian also discussed an experience where people can view a scene and interact with it from various viewpoints. Luiz discussed the importance of accessibility for all people in VR. These two thoughts point VR, and by extension the graphics that drive them, to a near future where people meet and interact in VR worlds not just to chat or to play a game, but to teach, learn, experience new things, go to work, and above all include others in these activities. The direction that VR is moving in now seems to make Ready Player One not feel so far fetched anymore. On the one hand it is exciting to imagine a future where a person in New York, and a person in Tokyo can interact in a way that captures body language, emotion, and personality in a much more intimate and powerful way than a video chat or a phone call, but there are very worrying signs that a dive into immersive VR, where interactions that usually happen in the real world could be replaced with those in VR is frightening. This is especially poignant for members of the younger generation (generation z) who grew up with devices in their hands and Computer Graphics being a hugely influential and accessible piece of their lives.