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This paper explores the ethical dimensions of computer graphics used for virtual reality video games. The paper analyzes and evaluates these graphics in terms of their intrinsic and instrumental value dimensions. The paper outlines the technological changes that are apparent in hardware and software regarding virtual reality. The paper describes the hardware, software and potentially human components of user interfaces, explaining the functionality and also performance, aesthetic and emotional attributes.
From the Paper:"Users/video game players are less constrained to their locales and are able to perform any task, at any place, using whatever tools are available there. The user interfaces provided in systems accommodate this and the user continues to play seamlessly. The graphics display presents spatial information to the peripheral retina that facilitates navigation, flow and movement, and temporal stimulation that cues the user/video game player where to look. "
Cite this Analytical Essay:
Design Graphics (2005, September 25) Retrieved October 28, 2020, from https://www.academon.com/analytical-essay/design-graphics-61284/
"Design Graphics" 25 September 2005. Web. 28 October. 2020. <https://www.academon.com/analytical-essay/design-graphics-61284/>