Basics of Experiential Reality
Experiential products are often referred to like the products/services that can be experienced/touched. These are the items that a customer buys and can enjoy while experiencing them. A great and easy source of example can be considered as a piece of music, wide and well known. Two types of services can be found in these services namely, experiential and non-experiential. According to the definition experiential products involves buying and consuming of service while the latter is vice versa.
Due to the fast-growing internet and technological facilities, people have dug deeper into experiential media services. The list starts from Skype and goes on upto Virtual reality. Virtual reality is a computer simulation in which a person can experience being in an environment without actually being present there physically. One has to basically wear a set of specially made computer goggles and gloves which are fitted with sensors. This is a renowned experiential service that is widely used by children to adults to senior citizens. These services are bought, consumed and enjoyed.
Another service is the Augmented Reality where people share an interactive experience of a real-world environment. It is an interesting concept where objects in the real world are enhanced by computer-generated perceptual information. It is classified into three main sectors where an intersection of the real and virtual world, real-time interaction and exact 3D registration of virtual and real objects. Although AR has been significantly changing the lives of people it also has some drawbacks. Back in the time, a game existed which was known as Pokemon Go which not only increased a great amount of gaming experience to the teenage world but also resulted in the deaths of a few. This involved vehicular crashes, personal injuries and fatalities. Similarly, privacy concerns were at the stake too. To make decisions and complete their projects instead use the VR to validate/evaluate their designs. Architects, designers, interior designers, use VR quite a lot and refer to them as “TIME SAVER”.
Along with the advantages, there are a few cons which include distortion of public relations, lack of socializing and the price. Using VR has brought the world closer and at the same time distancing people from each other in the real world. Interpersonal skills play a great role in shaping the professional skills which a VR can affect greatly. VR can be an addiction for young children if used more than its use. There are a high number of people who seems to be enrolled on rehab because of VR addiction. Setting up the model can also be quite expensive and not easy to afford for a common person.
Benefits include, the glorification of the real world experience, less time consuming process. A great deal of improvements in this sectors so that a huge number of people can participate in the experience. Great sales techniques and attractive design make it more demanding in the sales department. On the contrary, the biggest drawback is the privacy and security check can overall affect the the AR principle. The next con, mental issues can be caused. Extreme usage of AR can result into eye problems and also healthcare issues.