360 VR - 360 VR Video - 360 Video Software -

When it comes to moving your feet, most peripherals are stuck in traditional gaming mode: You jump with 'A' or use a joystick to walk, ignoring immersive motion from the waist down. Believing VR should have some more mobility options, the folks at 3DRudder created a VR footpad that allows the user to control all movement – horizontal, vertical and turning – using only their feet. (No word on realistically jerky jumping as of yet, though.) https://www.youtube.com/watch?v=6Scd9baRjf8&t=1s
When it comes to moving your feet, most peripherals are stuck in traditional gaming mode: You jump with 'A' or use a joystick to walk, ignoring immersive motion from the waist down. Believing VR should have some more mobility options, the folks at 3DRudder created a VR footpad that allows the user to control all movement – horizontal, vertical and turning – using only their feet. (No word on realistically jerky jumping as of yet, though.)
You already know how satisfying it is to watch a complex set of dominoes systematically collapse. That sound, that feeling of watching something crumble. But what if someone set up dominoes around you, and then you could watch them slowly fall around you? That's what this video is, and it may be one of the more satisfying uses of 360 photography yet. Bonus points for reversing the dominoes at the end. Alternatively, check out GoPro's video surrounding you with soda and Mentos explosions.
You can float down the Colorado River inside the Grand Canyon in this immersive VR adventure. Start off in calm waters and quickly get blasted in the rough whitewater rapids of the Hance, Granite, and Hermit. If you've always wanted to try an adventure on the rapids, but are a bit scared, this video will give you a sense of what it's like without the wet side effects. https://www.youtube.com/watch?v=GFPBJlJurQ8&t=1s
Now I can start actually editing the timeline, put things to music, figure out transitions and where graphics will go. When I have a first cut of the timeline, I export sections at a time where motion graphics will be. Inside After Effects I can create a 3D camera using their “immersive” tools, convert all motion graphic to 3D layers and create the motion inside the immersive camera view. Viewing and editing on the flat, equirectangular format does little good to anyone. When motion graphics are done, I can export them and replace the original footage in the timeline with the newly exported motion graphic versions. https://www.aliexpress.com/item/Baseus-360-Degree-Universal-Car-Holder-Magnetic-Air-Vent-Mount-Mobile-Phone-Holder-For-PC-GPS/32760462949.html
Alright, I’m going to walk you through my specific process, although some people may do things in a slightly different order. Let’s jump back to the import. The camera I used records to 2 separate Micro SD cards, so I have to import both. In the “Ingested Footage” folder for that day’s shoot, I put a folder for one card, “Front” and one card, “Back”. Then I use the stitching software and export final stitches for every clip to a third folder I call “Stitched”. Then I dropped each of those stitched files into Adobe After Effects and mask myself, other, gear, and tripod out of the shot. This way I have clean video with only the model in it. I export these as individual files as well.
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[18][19] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[20] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.youtube.com/watch?v=huROjodx9Lk&t=1s
Naming discrepancies aside, the concept remains the same - using computer technology to create a simulated, three-dimensional world that a user can manipulate and explore while feeling as if he were in that world. Scientists, theorists and engineers have designed dozens of devices and applications to achieve this goal. Opinions differ on what exactly constitutes a true VR experience, but in general it should include: https://www.youtube.com/watch?v=5Ucy2-Eh-Ns&t=1s
Will Greenwald has been covering consumer technology for a decade, and has served on the editorial staffs of CNET.com, Sound & Vision, and Maximum PC. His work and analysis has been seen in GamePro, Tested.com, Geek.com, and several other publications. He currently covers consumer electronics in the PC Labs as the in-house home entertainment expert... See Full Bio
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[18][19] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[20] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.youtube.com/watch?v=30l5LO7gC6A&t=1s
It really is that simple. You do need the companion app on your phone first, which will make you log in. You'll also have to grant location access and pair the Go to your Wi-Fi. Once you've done that, and inserted and paired your controller, you're all good to go. There will be a little video that tells you a bit about safety, but that's it. That's how simple it is to set up. https://www.aliexpress.com/item/Insta360-Nano-S-4K-360-VR-Video-Panoramic-Camera-20MP-photos-for-iphone-X-for-iPhone/32966452725.html
^ Bukhari, Hatim; Andreatta, Pamela; Goldiez, Brian; Rabelo, Luis (2017-01-01). "A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care". INQUIRY: The Journal of Health Care Organization, Provision, and Financing. 54: 0046958016687176. doi:10.1177/0046958016687176. ISSN 0046-9580. PMC 5798742. PMID 28133988.

The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019.
Expand your media adventures and social gaming communities with accessories and peripherals created for virtual reality. For example, a VR controller offers seamless integration with virtual reality games to give you more control over your virtual environment. Beyond PC gaming, virtual reality experiences also encompass other forms of video. Virtual reality-compatible cameras capable of filming in 360 degrees offer you the chance to view and edit your footage, along with other VR-ready components. https://www.aliexpress.com/item/-/32820356522.html

The Oculus Rift was the first big name in the current wave of VR, and Oculus is still a major player. The Rift S has a higher resolution than the Vive (but not as high as the Vive Pro or, strangely, the Oculus Quest) and newer and lighter Oculus Touch motion controllers, and doesn't need external sensors to work. It does, however, need DisplayPort; if your PC only has an HDMI output, you might want to hunt for the previous Rift and deal with the extra cables. https://www.youtube.com/watch?v=Wa5B22KAkEk&t=1s
After doing this over and over, revision after revision, eventually I have a final draft to export. In the export window, it is important that I ensure the “VR” is still enabled. What this does is put that specification in the metadata file so that sites like YouTube and Vimeo know to play it as 360° VR footage. Then I can upload it and ensure the playback is the way I want it. https://www.aliexpress.com/item/Panoramic-360-VR-1080P-HD-IP-Mini-Human-Body-Camera-Smart-LED-Lights-Cam-Starlight-IR/32958531508.html
You can float down the Colorado River inside the Grand Canyon in this immersive VR adventure. Start off in calm waters and quickly get blasted in the rough whitewater rapids of the Hance, Granite, and Hermit. If you've always wanted to try an adventure on the rapids, but are a bit scared, this video will give you a sense of what it's like without the wet side effects. https://www.youtube.com/watch?v=x76yky4o4KA&t=1s
To a degree, I’ve made it sound harder than it actually is since software has compensated for much of this, but these were some of the questions I was asking when I was first learning. I then started learning that some standard editing procedures could still be done. For example, I can still create image masks in 360°. So in truth, I still stood behind the camera the whole time along with others and gear and then masked myself out with a separate cut of footage showing the empty room. And for the motion graphics, (I use Adobe software) the software has built-in accommodations for editing and viewing in the 3D space so as to create accurate graphics. So in truth, once I learned, it wasn’t that hard, but boy is it time-consuming. https://www.aliexpress.com/item/Professional-2-0-LCD-Display-4K-WiFi-360-Camera-360-Degree-Ultra-HD-VR-Camera-Handheld/32891141149.html
Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons, virtual reality allows us to take virtual risks in order to gain real world experience. As the cost of virtual reality goes down and it becomes more mainstream you can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality and its cousin augmented reality could substantively change the way we interface with our digital technologies. Continuing the trend of humanising our technology. https://www.youtube.com/watch?v=ZVQi3UNfKF0&t=1s

While audio-visual information is most easily replicated in Virtual Reality, active research and development efforts are still being conducted into the other senses. Tactile inputs such as omnidirectional treadmills allow users to feel as though they’re actually walking through a simulation, rather than sitting in a chair or on a couch. Haptic technologies, also known as kinesthetic or touch feedback tech, have progressed from simple spinning-weight “rumble” motors to futuristic ultrasound technology. It is now possible to hear and feel true-to-life sensations along with visual VR experiences. https://www.youtube.com/watch?v=m6pWEzkbnDE&t=1s
The Labo VR Kit has you building a mobile VR headset out of cardboard, like the older Google Cardboard headsets, which you insert the Nintendo Switch into. You then build other controllers, like a camera or a blaster, and attach them to the headset to play games. It's fun and engaging, but even with an impressive game development kit in the software, it's ultimately just a novelty. The Labo VR Kit mostly provides 3DOF motion control, even if it uses the Joy-Cons' motion sensors in some very clever ways (one controller creates a triangulated 6DOF motion control system using both Joy-Cons in tandem), and the Switch's 720p screen offers some of the simplest and grainiest VR graphics we've seen in years. It scores so highly with us because as its own product, a crafts kit for kids who want to learn about VR and game development, it's excellent. It just isn't a feasible VR platform like the other systems discussed here. https://www.youtube.com/watch?v=fBGpU3Wo0zs&t=1s
You can float down the Colorado River inside the Grand Canyon in this immersive VR adventure. Start off in calm waters and quickly get blasted in the rough whitewater rapids of the Hance, Granite, and Hermit. If you've always wanted to try an adventure on the rapids, but are a bit scared, this video will give you a sense of what it's like without the wet side effects. https://www.youtube.com/watch?v=PxtLak4aoUE&t=1s
The trade-off, besides the clunky cables, is the price. The least expensive tethered options are currently around $400. And that's before you address the processing issue; the Rift S and the Vive both need pretty powerful PCs to run, while the PS VR requires a PlayStation 4. If the cost isn't a deal breaker but the cables are, HTC offers a wireless adapter for the Vive, but it requires a desktop PC with a free PCIe slot to work. There are also third-party wireless adapters for the Rift, but we can't guarantee how well they work. https://www.youtube.com/watch?v=vd0OKYKBEPc&t=1s
VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out.[80] There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.[81]
This is more difficult than it sounds, since our senses and brains are evolved to provide us with a finely synchronised and mediated experience. If anything is even a little off we can usually tell. This is where you’ll hear terms such as immersiveness  and realism enter the conversation. These issues that divide convincing or enjoyable virtual reality experiences from jarring or unpleasant ones are partly technical and partly conceptual. Virtual reality technology needs to take our physiology into account. For example, the human visual field does not look like a video frame. We have (more or less) 180 degrees of vision and although you are not always consciously aware of your peripheral vision, if it were gone you’d notice. Similarly when what your eyes and the vestibular system in your ears tell you are in conflict it can cause motion sickness. Which is what happens to some people on boats or when they read while in a car. https://www.youtube.com/watch?v=YYy1cCpjOW0&t=1s
Originally funded as a Kickstarter project in 2012, and engineered with the help of John Carmack (founder of Id Software, of Doom and Quake fame), Oculus became the early leader in Virtual Reality hardware for video games. Facebook bought Oculus in 2014, and brought the company’s high-end VR HMD to market for consumers. More recently, Oculus has seen success with the lower-price, lower-powered Oculus Go, and 2019 will see the release of multiple new iterations on the hardware, including the tethered Rift S and the stand-alone Oculus Quest.
To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g. shutter glasses) and passive technologies (e.g. polarizing filters or Infitec).[citation needed] https://www.aliexpress.com/item/Presale-Insta360-ONE-4K-360-VR-Video-Action-Camera-Sport-Camera-24MP-Bullet-Time-6-Axis/32831111466.html
The Oculus Quest costs twice as much as the Oculus Go, but it's well worth it. It has a more powerful Snapdragon 835 processor and a sharper OLED screen, but more importantly it offers full 6DOF motion tracking with dual motion controls. In fact, it uses the same Oculus Touch controllers as the Oculus Rift S. It's limited to Oculus' mobile software store, like the Oculus Go, so it won't provide the same selection as the PC-based Rift S and its much bigger Oculus Store. Still, there are already some very compelling experiences on it, like Beat Saber and Superhot VR, that make it well worth your attention. https://www.youtube.com/watch?v=sucKPk0znbM&t=1s
Special input devices are required for interaction with the virtual world. These include the 3D mouse, the wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with force feedback to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. Additional haptic feedback can be obtained from omnidirectional treadmills (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. https://www.youtube.com/watch?v=RtSS0SJE8oE&t=1s

^ Bukhari, Hatim; Andreatta, Pamela; Goldiez, Brian; Rabelo, Luis (2017-01-01). "A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care". INQUIRY: The Journal of Health Care Organization, Provision, and Financing. 54: 0046958016687176. doi:10.1177/0046958016687176. ISSN 0046-9580. PMC 5798742. PMID 28133988. https://www.youtube.com/watch?v=OKhT_6XtD7I&t=1s

Visuals are delivered via an OLED display that offers 1,440 x 1,660 resolution per eye. There's also a built-in speaker with the option to plug in headphones for a more isolated experience. While the VR experience might be on par with those PC-powered headsets, it's still very good and a big step up from the Oculus Go. Games run nice and smooth, though the smartphone-like processing power does mean some titles can take slightly long to load up.


It's also got a bunch of doodads to help you customise your mobile experience. Adjust the lenses all you want, click two buttons to interact with your content; pop out the front window in case you ever need to use it for mixed/augmented reality purposes. Speaking of which, Merge now also sells the AR Merge cube, which lets you put mixed reality experiences in the palm of your hand.
In aviation, medicine, and the military, Virtual Reality training is an attractive alternative to live training with expensive equipment, dangerous situations, or sensitive technology. Commercial pilots can use realistic cockpits with VR technology in holistic training programs that incorporate virtual flight and live instruction. Surgeons can train with virtual tools and patients, and transfer their virtual skills into the operating room, and studies have already begun to show that such training leads to faster doctors who make fewer mistakes. Police and soldiers are able to conduct virtual raids that avoid putting lives at risk. https://www.aliexpress.com/item/Hot-Lazy-Susan-Ball-Bearing-Swivel-Plate-Metal-Swivel-Plate-Rotation-360-Degree-Galvanized/32963744645.html
In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual reality system has been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, camera is used for modeling small objects at a short distance.
The Oculus Quest costs twice as much as the Oculus Go, but it's well worth it. It has a more powerful Snapdragon 835 processor and a sharper OLED screen, but more importantly it offers full 6DOF motion tracking with dual motion controls. In fact, it uses the same Oculus Touch controllers as the Oculus Rift S. It's limited to Oculus' mobile software store, like the Oculus Go, so it won't provide the same selection as the PC-based Rift S and its much bigger Oculus Store. Still, there are already some very compelling experiences on it, like Beat Saber and Superhot VR, that make it well worth your attention. https://www.youtube.com/watch?v=sucKPk0znbM&t=1s
Bees are, like, super important to how our ecologies work. You probably learned all of this in elementary school, but have you ever seen the process, from beginning to end? The National Honey Board wants to show you, in 360. You'll be a bee flying from flower to flower, then going back into the hive with the queen bee. After that, you'll take a look at how they get the honey out of the honeycombs and onto your table. Warning: Tons of buzzing. https://www.youtube.com/watch?v=RoWTqFtWlK0&t=1s
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.youtube.com/watch?v=DO9U_XxN-Kc&t=1s
Vive's Tracker might not look like much, but stick it on something and that "thing" becomes a controller. Yes, HTC is redefining how we think of mixed reality with this accessory, and now anyone can buy one. Developers have been busily finding exciting and unique ways to use the Tracker in games, which will require mounts for certain props, like guns and baseball bats. https://www.aliexpress.com/item/5-lines-6-points-laser-level-360-rotary-cross-laser-line-leveling-with-outdoor-model-can/32515307299.html
Expand your media adventures and social gaming communities with accessories and peripherals created for virtual reality. For example, a VR controller offers seamless integration with virtual reality games to give you more control over your virtual environment. Beyond PC gaming, virtual reality experiences also encompass other forms of video. Virtual reality-compatible cameras capable of filming in 360 degrees offer you the chance to view and edit your footage, along with other VR-ready components. https://www.aliexpress.com/item/Wetrans-Wifi-IP-Camera-Security-960P-HD-Fisheye-VR-360-Panoramic-Wireless-Camera-CCTV-Surveillance-P2P/32889253107.html
Naming discrepancies aside, the concept remains the same - using computer technology to create a simulated, three-dimensional world that a user can manipulate and explore while feeling as if he were in that world. Scientists, theorists and engineers have designed dozens of devices and applications to achieve this goal. Opinions differ on what exactly constitutes a true VR experience, but in general it should include:
This may seems like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well. https://www.aliexpress.com/item/GOXAWEE-360-Degrees-Rotary-5-Line-6-Points-Laser-Level-Vertical-Horizontal-3D-Automatic-Self-Leveling/32849026144.html
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.aliexpress.com/item/Newest-Portable-Rotation-360-degree-pencil-knife-KME-knife-sharpener-system-3-whetstone-120-600-1500/32825742022.html
It's also got a bunch of doodads to help you customise your mobile experience. Adjust the lenses all you want, click two buttons to interact with your content; pop out the front window in case you ever need to use it for mixed/augmented reality purposes. Speaking of which, Merge now also sells the AR Merge cube, which lets you put mixed reality experiences in the palm of your hand.

The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019.

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Vive's Tracker might not look like much, but stick it on something and that "thing" becomes a controller. Yes, HTC is redefining how we think of mixed reality with this accessory, and now anyone can buy one. Developers have been busily finding exciting and unique ways to use the Tracker in games, which will require mounts for certain props, like guns and baseball bats. https://www.aliexpress.com/item/YI-HALO-VR-Camera-3D-360-camera-5GHz-Wi-Fi-2-2-Inch-LCD-Touch-Screen/32835202184.html
Virtual reality (VR) is an experience taking place within simulated and immersive environments that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. gaming) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality. https://www.youtube.com/watch?v=eIho2S0ZahI&t=1s
By 2016, there have been at least 230 companies developing VR-related products. Amazon, Apple, Facebook, Google, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame rate that images were still identifiable as virtual.[39] https://www.aliexpress.com/item/3D-photo-display-rotating-turntable-360-degree-cake-photography-stand-base/32610711220.html
Modern VR headsets now fit under one of three categories: Mobile, tethered, or standalone. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around $100, and because all of the processing is done on your phone, you don't need to connect any wires to the headset.
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.aliexpress.com/item/Newest-Portable-Rotation-360-degree-pencil-knife-KME-knife-sharpener-system-3-whetstone-120-600-1500/32825742022.html
Independent production of VR images and video has increased by the development of omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record 360 interactive photography, although at low-resolutions or in highly-compressed formats for online streaming of 360 video.[46] In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.[47][48] https://www.aliexpress.com/item/1-2-Inch-Rotating-Sprinkler-360-Degree-Adjustable-Sprinkler-Irrigation-Watering-Garden-Spray-Nozzle-1-Pc/32849703229.html

Google keeps taking stabs at Virtual Reality, but the company’s impact has thus far been limited. The lack of a big-time success hasn’t been for lack of trying. Google was there in the earliest days of this current VR cycle with Google Cardboard, a do-it-yourself approach to mobile VR that has become a staple of trade shows — Cardboard was even given out free to New York Times subscribers, bundled with their Sunday paper. Google famously stumbled with Google Glass (itself a Mixed Reality HMD, not VR — more on this below). But Google is not deterred! In 2018, the company launched its Daydream platform and Daydream View HMD. https://www.aliexpress.com/item/-/32822658286.html
This is more difficult than it sounds, since our senses and brains are evolved to provide us with a finely synchronised and mediated experience. If anything is even a little off we can usually tell. This is where you’ll hear terms such as immersiveness  and realism enter the conversation. These issues that divide convincing or enjoyable virtual reality experiences from jarring or unpleasant ones are partly technical and partly conceptual. Virtual reality technology needs to take our physiology into account. For example, the human visual field does not look like a video frame. We have (more or less) 180 degrees of vision and although you are not always consciously aware of your peripheral vision, if it were gone you’d notice. Similarly when what your eyes and the vestibular system in your ears tell you are in conflict it can cause motion sickness. Which is what happens to some people on boats or when they read while in a car.
No conversation about Mixed Reality HMDs is ever complete until someone brings up Apple. Yes, the company has no available or announced devices in this space — but there isn’t a soul following technology trends that doesn’t believe the Cupertino giant isn’t a) working on some kind of AR glasses, b) acquiring companies that make lenses and materials that are perfect for some kind of AR glasses, and c) talking about AR as a transformational technology every time a microphone appears. The rumor mill says Apple’s glasses could appear in 2019, but we have our money on a 2020 launch, alongside a newly redesigned and reimagined iPhone that moves away from the “iPhone X design” for the first time since it launched. Stay tuned. https://www.aliexpress.com/item/FeiyuTech-Feiyu-360-degree-Gimbal-Automatic-Rotation-Stand-for-Smartphones-Mirrorless-Action-Cameras-All-1-4/32907763034.html
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[6]

The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.aliexpress.com/item/Insta360-Nano-360-Degree-Panoramic-Camera-3K-HD-Mini-VR-Camera-210-Degree-Dual-Wide-Angle/32697639175.html

Virtual Reality’s most immediately-recognizable component is the head-mounted display (HMD). Human beings are visual creatures, and display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interfaces. For instance, CAVE automatic virtual environments actively display virtual content onto room-sized screens. While they are fun for people in universities and big labs, consumer and industrial wearables are the wild west. https://www.youtube.com/watch?v=gc9H7UFzpPw&t=1s
When it comes to moving your feet, most peripherals are stuck in traditional gaming mode: You jump with 'A' or use a joystick to walk, ignoring immersive motion from the waist down. Believing VR should have some more mobility options, the folks at 3DRudder created a VR footpad that allows the user to control all movement – horizontal, vertical and turning – using only their feet. (No word on realistically jerky jumping as of yet, though.)
Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving the user the ability to view three-dimensional images. https://www.youtube.com/watch?v=lGmL_pj4g6c&t=1s
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.youtube.com/watch?v=DlJEt2KU33I&t=1s
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.youtube.com/watch?v=jvCKXADeW34&t=1s
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