However, because the Lighthouse sensors need good vantage points to track all your head and hand movements, it means mounting them up high. This makes setup for the Vive a bit convoluted compared to, say, the Rift or PSVR. For the Rift, you can just plop down the sensors on a desk, though to get the same 360 tracking you'll need to buy an extra sensor (the Touch bundle gets you two). However, when you get Lighthouse all ready the effect is next-level – enough to make using the PlayStation VR or Rift feel like a step back at times. https://www.aliexpress.com/item/Insta360-ONE-4-Karat-360-VR-Video-Sport-Action-Kamera-24MP-Kugel-Zeit-6-achsen-Gyroskop/32836758396.html
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.
Leap Motion has been around for a while but now it's got a new lease of life as a VR peripheral compatible with both the Rift and HTC Vive. It attaches with an add-on mounted to the front of the headset and adds hand gesture controls to your virtual reality gaming. It's super precise, tracking each finger – the question is, how precise are your dumb human hands? https://www.youtube.com/watch?v=53PvDEkgbno&t=1s
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.aliexpress.com/item/MISECU-5-0MP-3-0MP-1-3MP-360-degree-VR-Audio-128GB-slot-Wireless-IP-Camera/32830686032.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/channel/UCLMLTE5R-LR26VKfnaDQtEA
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.
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.aliexpress.com/item/Sovawin-VR-360-Degree-Camera-4K-Wifi-Video-Mini-Panoramic-2448-2448-HD-Panorama-Action-Waterproof/32791476785.html
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.aliexpress.com/item/1000-stickers-lot-38mm-diameter-handmade-Self-adhesive-kraft-paper-sealing-label-sticker-Item-No-TK26/32790505413.html
There are few worse feelings than putting on a VR headset and having someone else's sweat drip down your face. That's why, if you're likely to be sharing your headset with others, we'd recommend some sort of cover. The company VR Cover does exactly what it suggests, selling covers for the Rift, Vive, Gear VR and Windows Mixed Reality headsets. You can get a couple of machine-washable covers or, if you prefer, some cheaper disposable ones. https://www.youtube.com/watch?v=8rdY6_AZWXk&t=1s
Answering “what is virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. https://www.youtube.com/channel/UC48zebw9GZ8WHGprugU73lg
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. 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. A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way. 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. https://www.youtube.com/watch?v=FHUErvVAeIw&t=1s
The Lenovo Mirage Solo is the Google Daydream version of the Oculus Quest, but it doesn't quite hit the mark. It has the same Snapdragon 835 processor and outward-facing cameras for 6DOF position tracking for the headset itself, but it includes only a single 3DOF motion controller, which severely limits its capabilities. It feels like a half-step between the Go and the Quest, using Google's Daydream platform instead of Oculus, and simply isn't as compelling as the other standalone headsets because of it. https://www.youtube.com/watch?v=2sg4wH1cxmk&t=1s
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/Insta360-PRO-8-K-360-VR-Kamera-Video-4-K-100fps-Gerakan-Lambat-Anti-Shake-Kamera/32832297122.html
Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets, omni-directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality.
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.youtube.com/watch?v=FATfO8ScbCI&t=1s
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