360 VR - 360 VR Video - 360 Video Software -

No, this isn't a VR-ready look into the huge court case between Uber and Waymo. It's a 360 video that lets you see how Google's fleet of self-driving cars sees the world. You'll "sit" right on top of the car's LIDAR systems and view the world as machine vision sees the world, complete with lots of little graphics pointing out absolutely everything in sight. There is no better way to learn about self-driving technology than this. https://www.youtube.com/watch?v=UnTPrYdGdkg&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/Insta360-ONE-4K-360-VR-Video-Action-Sport-Camera-24MP-Bullet-Time-6-Axis-Gyroscope-Support/32842573257.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
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. https://www.aliexpress.com/item/Insta360-Nano-4K-20MP-360-VR-Video-Camera-Panoramic-Livestream-Video-Chat-MultiView-Video-Camera-for/32848001272.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
HTC has branched out beyond tethered headsets with the standalone Vive Focus series. Originally launched only in China, the Vive Focus came to North America late last year, and its 6DOF follow-up, the Vive Focus Plus, will see worldwide release later this year. Both are completely self-contained VR headsets similar to the Lenovo Mirage Solo, capable of full motion tracking and room mapping. The Vive Focus headsets are currently being aimed at the enterprise market rather than consumers, emphasizing their ability to offer virtual training and conferencing in a business context.
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
Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them.
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
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.
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

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
The emphasis here is future, as in several years away. That brings us to the second biggest reason the HoloLens and Magic Leap One aren't on this list: They aren't consumer products. Both devices are purely intended as development hardware, so AR software can be made for their platforms. Even the just-announced HoloLens 2, the second iteration of Microsoft's AR headset, is aimed specifically at developers and enterprise users rather than consumers. https://www.aliexpress.com/item/YI-360-VR-Camera-220-degree-Dual-Lens-5-7K-30fps-Immersive-Live-stream-Effortless-Panoramic/32834396748.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. https://www.aliexpress.com/item/2017-newst-HD-3D-360-degree-panoramic-driving-support-syste-Surround-View-System-Bird-View-Panorama/32804279638.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
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.youtube.com/watch?v=YwabP6B_UkE&t=1s

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. https://www.youtube.com/watch?v=YJnsXH4Lghs&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.
The Oculus Go is the least expensive way to jump into virtual reality. At $200 it's pricier than mobile VR headsets, but unlike those headsets, you don't need a compatible (and usually expensive flagship) smartphone to use it. The $200 investment gets you right into a Gear VR-like virtual reality experience, complete with an intuitive controller. It makes some compromises for the price, like using a dated Snapdragon 821 processor and offering only 3DOF motion tracking, but it's still enough to try out Netflix on a virtual theater screen or play Settlers of Catan in VR.
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. https://www.youtube.com/watch?v=iNWHHhIsE00&t=1s
Despite being one of the big three in high-end VR, the PS VR is a noticeable step down from the Rift and Vive. It's got a 120Hz refresh rate, which is higher than the others, but it's not as crisp with its 1920 x 1080 resolution, which means things are a little more blurry. Plus, its PS Move controllers feel very long in the tooth; they're repurposed motion controllers from the days when the Nintendo Wii was popular, and feel very outdated when compared to the Rift's Touch controllers. https://www.youtube.com/watch?v=Gl_JQq8PHyA&t=1s
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