360 VR - 360 VR Video - 360 Video Software -

Although much more time and data intensive, I do foresee 360° and VR as being a growing trend of the future. I think the tools and software will continue to improve and the real world applications will start to become more obvious (i.e. behind-the-scenes where you could actually see everything, car cams so that every angle was captured, real estate videos, etc). I’m excited to continue learning about it and continue shooting on my 360° camera.
^ 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.aliexpress.com/item/360-SQUIRT-1-2-BGA-support-CORONA-4GB-for-xbox360-10pcs-lot/1695670160.html
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.youtube.com/watch?v=D8b2R7reusw&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
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 https://www.youtube.com/watch?v=HnUfflMTCWc&t=1s
To fully experience PC games and other software in 3D, you'll need a player or computer that is capable of delivering high-quality graphics to a virtual reality headset. This requires a player or computer with a powerful graphics card and processor. It's also recommended that your computer have at least 8GB of RAM in order to download VR content. The number of VR-ready PCs continues to grow, so you'll have a variety of options to choose from in order to enjoy smooth gameplay, even when running graphics-heavy games. https://www.youtube.com/watch?v=FMBlFiFeugo&t=1s

All this sounds fantastic and amazing, which it is, but it comes with its fair share of challenges when creating this content. Before I jump into those, take a look at the final product I created for the client, so you have a better understanding of what I’m talking about as I go (Note: For best experience, view on phone or tablet. If you’re on a computer, you can still view it just fine, just click and drag around the screen to change your view):


Basically, these AR headsets have transparent lenses that let you look at your surroundings, instead of completely replacing your vision with a computer-generated image. They can still project images over whatever you're looking at, but those images are designed to complement and interact with the area around you. You can make a web browser pop up in the middle of a room, for instance, or watch animals run around your coffee table. It's fascinating technology that could hint at the future of computing.
A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction. https://www.youtube.com/watch?v=OCa6_lLUfzw&t=1s

In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by John Carmack for a version of Doom 3. This initial design would later serve as a basis from which the later designs came.[25] In 2012, the Rift is presented for the first time at the E3 gaming trade show by Carmack.[26][27] In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion[28] but later revealed that the more accurate figure was $3 billion.[27] This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014.[29] Zenimax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;[27] the verdict was in favour of Zenimax, settled out of court later.[30] https://www.aliexpress.com/item/-/32871493166.html
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
It's not without issues though. We've already discussed VR exercise equipment as a promising concept let down by being such an expensive, bulky and sweaty process. But if you really want to "get in" the game, and you have space, hopping into an Omni could be pretty neat. We've tried it since its early days at CES and it's been able to stick it out through the years, improving the base, harness and shoes to ensure the best possible experience. https://www.aliexpress.com/item/OHCOMICS-Harri-Potter-HP-Harry-HP-Hogwarts-Gryffindor-360-Degrees-Square-Ring-Stand-Mount-Holder-Mobile/32930948974.html

Because of just how expensive it is to invest in high-end VR, companies have worked hard to bring us affordable VR that can run on those handy supercomputers we all carry around in our pockets. Thus, here are the best headsets you can slip your phone into. They're generally wireless and many are under £100, so it's a whole different ball game to the beasts above. Be careful though, certain devices only work with certain phones, so check before putting down any cash. https://www.youtube.com/watch?v=iHBcWHY9lN4&t=1s

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=w82a1FT5o88&t=1s
Unsurprisingly, the video games industry is one of the largest proponents of Virtual Reality. Support for the Oculus Rift headsets has already been jerry-rigged into games like Skyrim and Grand Theft Auto, but newer games like Elite: Dangerous come with headset support built right in. Many tried-and-true user interface metaphors in gaming have to be adjusted for VR (after all, who wants to have to pick items out of a menu that takes up your entire field of vision?), but the industry has been quick to adapt as the hardware for true Virtual Reality gaming has become more widely available.
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[38] Also in 2015, Razer unveiled its open source project OSVR. https://www.youtube.com/watch?v=9Lv3bUU4k_w&t=1s
Virtual Reality is no longer a dream. It's here – in all its stunning, three-dimensional glory. Boasting powerful processing and lightning-fast graphics cards, our systems deliver breathtaking images and a virtual reality that's richly detailed incredibly lifelike. Best of all, our many of our VR gaming systems also give you the power work on files, surf the web, connect via social media and more – making them multi-functional devices that are designed for the way you live. Explore all of our VR systems, games and Xbox systems – and elevate your gaming experience. https://www.aliexpress.com/item/Shinecon-G06D-3D-Glasses-Virtual-Reality-VR-Virtual-Reality-for-iphone-360-Degree-Android-VR-Glasses/32921254915.html
The NBA has long been interested in virtual reality and 360 filmmaking, so it's no surprise that it would decide to take one of the most exciting events on All Star Weekend, the Dunk Contest, and turn it into a 360 video. In this case, you'll get to see all the dunks of winner Donovan Mitchell. Sit courtside as this mountain of a man charges to the hoop and seemingly defies the laws of physics.

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. https://www.youtube.com/watch?v=hDBUkX6JQ-0&t=1s
Samsung’s approach to VR was different right from the beginning, and the Gear VR was an impressive piece of tech when it was first released in November of 2015. The Gear VR was a far more common sight than an Oculus Rift or HTC Vive in 2016 and 2017, largely because Samsung often gave the device away free with the purchase of a Samsung Galaxy smartphone. Samsung’s VR HMD delivers a stripped-down VR experience, using Oculus head-tracking technology in combination with Android smartphones to power mobile VR experiences. Instead of dedicated display technology, lenses allow the phone’s screen to act as a stereoscopic display, making the device simpler and less expensive than other options. Samsung has added hand controllers to the Gear VR experience, bringing it more in line with current VR content. https://www.youtube.com/watch?v=JsuyAIANYnw&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.aliexpress.com/item/Insta360-ONE-4K-360-VR-Video-Action-Camera-Sport-Camera-24MP-Bullet-Time-6-Axis-Gyroscope/32843818576.html
Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers. https://www.aliexpress.com/item/Gyros-360-Degree-Metal-Finger-Ring-Holder-for-IPhone-7-6-Samsung-Tablet-Hand-Spinner-Mobile/32816976160.html
I knew the new year would come with new opportunities and new experiences, but I didn’t expect that just 1 week after New Years I would be told I had 2 weeks to create a 360° VR promo video for the construction company that does nationwide remodels of companies like McDonald’s, Starbucks, Chipotle, Chili’s, Home Depot, Walgreens, etc. This was a pretty big deal, and I had very little time to gather my thoughts, find models, locations, confirm scripts, shoot, and then edit (especially considering 360° shooting and editing was new to me).
At some point the 2.0 Lighthouse sensors will arrive with a new curved design and support to add up to four at once (right now it's just two). Meanwhile, the Vive's Trackers enable you to bring any object into VR, and some developers have already found some creative uses for them. These, combined with the TPCast's wireless adapter, gives the Vive the advantage in the tech battle. However, if you wait a little while you can get your hands on the new Vive Pro Eye, which adds new eye-tracking technology (more on that further below). https://www.youtube.com/watch?v=GkbxJnpXhI8&t=1s
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. https://www.youtube.com/watch?v=7-AQVxgadz0&t=1s

Convincing Virtual Reality applications require more than just graphics. Both hearing and vision are central to a person’s sense of space. In fact, human beings react more quickly to audio cues than to visual cues. In order to create truly immersive Virtual Reality experiences, accurate environmental sounds and spatial characteristics are a must. These lend a powerful sense of presence to a virtual world. To experience the binaural audio details that go into a Virtual Reality experience, put on some headphones and tinker with this audio infographic published by The Verge. https://www.aliexpress.com/item/YI-Handheld-Gimbal-3-Axis-Handheld-Stabilizer-for-Action-Camera/32820539529.html

The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.[43] The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.[44] WebVR is an experimental JavaScript application programming interface (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser.[45] https://www.aliexpress.com/item/Mi-Home-Security-Camera-360-1080P/32957756496.html
I knew the new year would come with new opportunities and new experiences, but I didn’t expect that just 1 week after New Years I would be told I had 2 weeks to create a 360° VR promo video for the construction company that does nationwide remodels of companies like McDonald’s, Starbucks, Chipotle, Chili’s, Home Depot, Walgreens, etc. This was a pretty big deal, and I had very little time to gather my thoughts, find models, locations, confirm scripts, shoot, and then edit (especially considering 360° shooting and editing was new to me). https://www.youtube.com/watch?v=ObptpVRe6ek&t=1s
Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers.
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=ORWsm8qMaZ4&t=1s
There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,[77] and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.[78] Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. As many as one in 4,000 people may experience these symptoms. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects.[79]
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.youtube.com/watch?v=8bWRjajx-LE&t=1s
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.
A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in a intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. https://www.aliexpress.com/item/AliBlissWig-360-Short-Bob-Wig-Human-Hair-150-Density-Swiss-Lace-Brazilian-Remy-Medium-Cap-Natural/32866086695.html
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality.

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] https://www.aliexpress.com/item/CUBE-360-Mini-Sports-Action-Camera-360-degree-Panoramic-VR-Camera-720P-360x-190-Build-in/32733302083.html

In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.[50] It can be used as a form of therapeutic intervention. For instance, there is the case of the virtual reality exposure therapy (VRET), a form of exposure therapy for treating anxiety disorders such as post traumatic stress disorder (PTSD) and phobias.[51][52]
In medicine, simulated VR surgical environments under the supervision of experts can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur.[53] Virtual reality has been used in physical rehabilitation since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease.[54] A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.[55] Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their response to a two-dimensional avatar.[56] https://www.youtube.com/watch?v=VkPnTaHl-0I&t=1s
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.
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
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality. https://www.aliexpress.com/item/Blueskysea-B1W-Dash-Camera-Car-Dvr-Full-HD-1080P-Mini-WiFi-Dash-Cam-360-Degree-Rotate/32846376624.html
Windows Mixed Reality is aimed at creating a more affordable version of high-end VR, and many of the headsets are built to run in two modes: one for PCs with dedicated graphics cards and one for PCs with integrated graphics. Many of these headsets start around $300, but at the top of the pile is the Samsung Odyssey. It has built-in spatial headphones from AKG, two 1400 X 1600 AMOLED displays, and a 110-degree field of view.
For those who aren’t hip on the trends and changes of technology, 360° video or VR (Virtual Reality) is video content that is operated much like that of Google Maps; you can look in any direction (hence 360°) at any given time. Except, unlike Google Maps, which is a 360° photo, this is video, constantly happening around you. It crosses over into being considered virtual reality — when you view these videos on a headset/goggles (or a phone in goggles most commonly) so that as you move your head and body, it changes what you’re looking at and operates in a ‘realistic’ way. https://www.youtube.com/watch?v=EhIRvex35V0&t=1s

Like the Go, you'll need the companion app on your smartphone to set the headset and the controllers up, but it doesn't take very long at all to do. Then you can start downloading apps, games and experiences from the app or through the headset and there's familiar titles here that have already popped up on the pricier Rift. So, Beat Saber, Thumper, Space Pirate Trainer, and Creed: Rise to Glory all make the cut. https://www.youtube.com/watch?v=zO2LDn8_44M&t=1s
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. https://www.aliexpress.com/item/360-Degree-VR-Panorama-Camera-HD-960P-Wireless-WIFI-IP-Camera-Home-Security-Surveillance-System-Video/32821666405.html
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.
Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality. https://www.aliexpress.com/item/Svpro-VR-3D-CAMERA-VR-BOX-SET-VIRTUAL-REALITY-KIT1-DOUBLE-HD-LENSES-3D-VIDEO-CAMERA/32770451276.html
Nintendo's Labo series of games/arts-and-crafts sets for the Nintendo Switch have interested us since the first Labo Variety Kit came out. You build your own controllers with cardboard and play games using the Switch and motion-sensing Joy-Con controllers. Now Nintendo has returned to VR (a field it hasn't set foot in since the ill-fated Virtual Boy) with its fourth Labo package, the Labo VR Kit. https://www.youtube.com/watch?v=4uCBhzulVec&t=1s

Virtual reality, or VR, is a technology that lets you figuratively step inside a computer-generated 3D world. You can explore and sometimes even manipulate objects in that world. Imagine virtually stepping inside a video game, where the game world feels as real as the non-game world. In fact, video games are one of the most exciting and engaging ways to enjoy VR today. https://www.youtube.com/watch?v=BpPcm3qze5I&t=1s

The NBA has long been interested in virtual reality and 360 filmmaking, so it's no surprise that it would decide to take one of the most exciting events on All Star Weekend, the Dunk Contest, and turn it into a 360 video. In this case, you'll get to see all the dunks of winner Donovan Mitchell. Sit courtside as this mountain of a man charges to the hoop and seemingly defies the laws of physics.
In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[11] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[12]

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.
The big upside to Oculus is that its ecosystem is pretty robust. There are over 1,000 apps and games available to you for the Go. Now you're not going to get some of the more high-end experiences, like Robo Recall, but you're not going to be hurting for content. Oculus' home screen is also probably the best in VR, even on the standalone Go. Finally, you're going to get about 1.5 hours of battery life if you're gaming and 2.5 hours if you're watching videos. The basic version comes with 32GB of storage, you camp bump up to 64GB of storage for a cool £50 more. https://www.aliexpress.com/item/BESDER-Mini-360-Degree-VR-Panoramic-Camera-IP-Wifi-Indoor-Widest-Viewing-Angle-Two-Way-Audio/32841853156.html
In our hands-on time with the Odyssey, we felt it was the one Mixed Reality headset that's on the same level as Oculus Rift. It has a premium, comfortable feel that the other headsets, from the likes of Lenovo, Acer and HP don't have. For Windows Mixed Reality right now, Samsung holds the bar. With the arrival of the Odyssey+, Samsung has improved things further with double the pixel count than the first Odyssey and an Anti-SDE (Screen-Door Effect) Display, aimed at mitigating a condition that can lead to mild dizziness and nausea. https://www.youtube.com/watch?v=aOVuCx_p9ZI&t=1s

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. https://www.aliexpress.com/item/360-Degree-VR-Panorama-Camera-HD-960P-Wireless-WIFI-IP-Camera-Home-Security-Surveillance-System-Video/32821666405.html


Many PlayStation VR games work with the DualShock 4, so you don't even need motion controls. However, those motion controls are where the PlayStation VR lags behind; the headset still uses the PlayStation Move wands from the PlayStation 3 era, and they aren't nearly as capable or comfortable as the Oculus Touch controllers. They're also expensive, and not always included in PlayStation VR bundles. https://www.aliexpress.com/item/-/32793397293.html
In 1992, Nicole Stenger created Angels, the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created the virtual fixtures system at the U.S. Air Force's Armstrong Labs using a full upper-body exoskeleton, enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.[16][17] https://www.youtube.com/watch?v=sZvGJjeLUlg&t=1s
The Vuzix Blade are the first Mixed Reality glasses to look like, well, glasses. A close cousin of the “Buddy Holly” style or those 3D spectacles you get at the movie theater, Vuzix Blade moves many core smartphone features from the touchscreen to in front of your face. Thing Uber ordering, GPS, fitness tracking, weather updates, messages, and more. Vuzix Blade is compatible with iOS and Android devices, and will set you back a cool $999. https://www.aliexpress.com/item/Insta360-Nano-3K-HD-360-Camera-Panorama-VR-Camera-Video-Camera-Dual-210-Degree-Wide-Angle/32809592197.html
To fully experience PC games and other software in 3D, you'll need a player or computer that is capable of delivering high-quality graphics to a virtual reality headset. This requires a player or computer with a powerful graphics card and processor. It's also recommended that your computer have at least 8GB of RAM in order to download VR content. The number of VR-ready PCs continues to grow, so you'll have a variety of options to choose from in order to enjoy smooth gameplay, even when running graphics-heavy games. https://www.youtube.com/channel/UC6NkTCJimTbM1KKCHkpL4uw
One place Microsoft has succeeded in how easy it is to set up its WMR headsets. It uses inside-out tracking, so you won't need to go plug in a bunch of sensors to make sure your headset is being seen. These headsets have built-in cameras and sensors that handle all of that. They'll even track the Windows Mixed Reality controllers, which suffer a bit because they rely on the headset being able to see them clearly to properly track. https://www.youtube.com/watch?v=utx1Op_2kXA&t=1s
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality. https://www.youtube.com/watch?v=67oqXQP54GI&t=1s

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.


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. https://www.aliexpress.com/item/2017-newst-HD-3D-360-degree-panoramic-driving-support-syste-Surround-View-System-Bird-View-Panorama/32804279638.html


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/Insta360-ONE-X-360-Camera-panoramic-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32970842572.html
The Fove setup is an 5.7-inch, 1440p display; a 100+ degree field of view; 70fps frame rate; and eye-tracking measured at 120fps. With the redesigned developer kit, gone are the big side panels and quite a lot of the heft of the last prototype design. The company promises the new model offers "dramatically reduced weight, size and overall wearability, as well as better production efficiency." You might have to wait a bit though – Fove hasn't confirmed plans for the consumer version just yet.
^ 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=GEFPqEVlKEk&t=1s

We know the world through our senses and perception systems. In school we all learned that we have five senses: taste, touch, smell, sight and hearing. These are however only our most obvious sense organs. The truth is that humans have many more senses than this, such as a sense of balance for example. These other sensory inputs, plus some special processing of sensory information by our brains ensures that we have a rich flow of information from the environment to our minds.
The Oculus Touch controllers have made a world of difference since their arrival. Compared to the other headsets' controllers, they're our favourite – they conform to your hand and allow for some finger recognition, like a thumbs-up. Not just that, but when it comes to games Oculus has come on leaps and bounds. That's been largely helped by some developer cash injections from Facebook, giving us quality, polished titles like Lone Echo and Robo Recall. Room-scale support has been added too, though you'll need to purchase at least one additional sensor to get it to Vive-level tracking, and even then the Vive tracking experience is a little better in our experience. https://www.youtube.com/watch?v=izRZxhqfk0Y&t=1s
The big upside to Oculus is that its ecosystem is pretty robust. There are over 1,000 apps and games available to you for the Go. Now you're not going to get some of the more high-end experiences, like Robo Recall, but you're not going to be hurting for content. Oculus' home screen is also probably the best in VR, even on the standalone Go. Finally, you're going to get about 1.5 hours of battery life if you're gaming and 2.5 hours if you're watching videos. The basic version comes with 32GB of storage, you camp bump up to 64GB of storage for a cool £50 more. https://www.youtube.com/watch?v=P-o5HhGK-EY&t=1s
In medicine, simulated VR surgical environments under the supervision of experts can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur.[53] Virtual reality has been used in physical rehabilitation since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease.[54] A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.[55] Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their response to a two-dimensional avatar.[56] https://www.youtube.com/watch?v=xFxKHrkHuf8&t=1s

Daydream comes with a 3DoF (degrees of freedom) controller and supports most smartphones, but the quality of VR will vary depending on the phone you're slotting in there. While the quality of games can't compete with the big names, the Daydream platform has consolidated over the past year with a respectable lineup – including Wareable favourite Keep Talking & Nobody Explodes.
But the competition is closer than ever. Vive is also excellent (and still offers the best room scale), while the Sony PlayStation VR is a big seller thanks to its significantly lower price and the ubiquity of PlayStation 4 consoles ready to run it. There are now better standalone VR headsets too if you want a hassle-free route to the immersive realms. https://www.aliexpress.com/item/Cover-Mobile-Phone-Case-For-Coolpad-Note-5-Lite-5-0-inch-Frosted-Matte-Design-Hard/32826926530.html
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.youtube.com/watch?v=8bWRjajx-LE&t=1s
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.youtube.com/watch?v=90nDMSIgt7I&t=1s
The PlayStation VR is compelling thanks to Sony backing development for it and the affordability and availability of the PlayStation 4 compared with gaming PCs. All you need is the headset, a PlayStation 4, and a PlayStation Camera (now included with most PlayStation VR bundles). There are some excellent games on PS VR like Moss, Rez Infinite, and Until Dawn: Rush of Blood, with Sony and other developers working on several more (including Five Nights at Freddy's VR). https://www.youtube.com/watch?v=8ieIar09dRk&t=1s
Multi-Functional Systems: Many of our Virtual Reality PCs do more than let you play the latest games. They let you work productively, use state-of-the-art software and connect with friends, family, and other gamers in a myriad of ways. With the ability to use your VR system for all that you do, it's the ultimate technology for your workday and your downtime.
To fully experience PC games and other software in 3D, you'll need a player or computer that is capable of delivering high-quality graphics to a virtual reality headset. This requires a player or computer with a powerful graphics card and processor. It's also recommended that your computer have at least 8GB of RAM in order to download VR content. The number of VR-ready PCs continues to grow, so you'll have a variety of options to choose from in order to enjoy smooth gameplay, even when running graphics-heavy games.
^ Park, George D.; Allen, R. Wade; Fiorentino, Dary; Rosenthal, Theodore J.; Cook, Marcia L. (5 November 2016). "Simulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment Study". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 50 (26): 2702–2706. doi:10.1177/154193120605002607. https://www.youtube.com/channel/UCkV78IABdS4zD1eVgUpCmaw
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.
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/Powkiddy-Retro-Handheld-Game-Console-Player-16GB-3-inch-Portable-Mini-Video-Gaming-Player-3000-Games/32967827816.html
Tethered headsets like the Oculus Rift S, the HTC Vive, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. https://www.aliexpress.com/item/OPQ-PULUZ-For-Go-Pro-Accessories-360-Degree-Backpack-Quick-Release-Hat-Clip-Fast-Clamp-Mount/32971545435.html
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.youtube.com/watch?v=MGO4_8YRKro&t=1s
Unsurprisingly, the video games industry is one of the largest proponents of Virtual Reality. Support for the Oculus Rift headsets has already been jerry-rigged into games like Skyrim and Grand Theft Auto, but newer games like Elite: Dangerous come with headset support built right in. Many tried-and-true user interface metaphors in gaming have to be adjusted for VR (after all, who wants to have to pick items out of a menu that takes up your entire field of vision?), but the industry has been quick to adapt as the hardware for true Virtual Reality gaming has become more widely available. https://www.youtube.com/watch?v=1bhq5-eXuVQ&t=1s

E-commerce Enterprise software Computational mathematics Computational physics Computational chemistry Computational biology Computational social science Computational engineering Computational healthcare Digital art Electronic publishing Cyberwarfare Electronic voting Video games Word processing Operations research Educational technology Document management https://www.youtube.com/watch?v=6XEt-8SIcS0&t=1s
In our hands-on time with the Odyssey, we felt it was the one Mixed Reality headset that's on the same level as Oculus Rift. It has a premium, comfortable feel that the other headsets, from the likes of Lenovo, Acer and HP don't have. For Windows Mixed Reality right now, Samsung holds the bar. With the arrival of the Odyssey+, Samsung has improved things further with double the pixel count than the first Odyssey and an Anti-SDE (Screen-Door Effect) Display, aimed at mitigating a condition that can lead to mild dizziness and nausea. https://www.youtube.com/watch?v=aOVuCx_p9ZI&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.
So far, Apple has been very cool on VR, but that's slowly starting to change, at least from a software development side. OS X High Sierra enables VR development on three major VR software platforms: Steam, Unity, and Unreal. It also uses Apple's Metal 2 framework, which the company says provides the performance necessary for VR. No plans for any Apple-branded VR headset have been announced—we'll much more likely see Rift or Vive compatibility added to Macs. https://www.youtube.com/watch?v=Pl9JS8-gnWQ&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=rG4jSz_2HDY&t=1s
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