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Bottom line, if you're looking for a VR experience that's closer to the Rift and the Vive without the big price tag and the setup, this is the one you want. The room tracking is fantastic, the controllers are the best we've used and while it won't play all of the top end Rift games, there's a good collection of games and experiences to try out already that will hopefully grow over the coming months. https://www.aliexpress.com/item/360-Action-Camera-Panoramic-Ultra-HD-360-Camara-Deportiva-Wifi-Sport-Cam-Driving-VR-Camera/32773401861.html
While they can offer a taste of VR, mobile headsets don't provide the full experience. They tend to offer three-degrees-of-freedom (3DOF) motion tracking, following your direction but not your position. They also only come with one motion controller, which is also 3DOF-only. You don't get the same immersiveness you do with six-degrees-of-freedom (6DOF) motion tracking and dual motion controllers, which might be why Google and Samsung have been largely quiet lately about their mobile headsets. The Nintendo Labo VR Kit is its own unique case, but it's more of a novelty for Switch owners.
Virtual reality is most commonly used in entertainment applications such as video gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.[49] 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback.[39] https://www.aliexpress.com/item/360-Rotating-Case-Cover-for-Samsung-Galaxy-Tab3-10-1-Tablet-GT-P5200-GT-P5210-p5220/1880128544.html
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=GiN4q5ThUxE&t=1s
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. https://www.youtube.com/watch?v=sPyAQQklc1s&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=8COaMKbNrX0&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.youtube.com/watch?v=zuS_GQfe7J0&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/MYKPOP-BTS-Mobile-Phone-Holder-BT21-Holloween-360-Degree-Rotate-Desk-Holder-for-all-Smart/32952202244.html
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.

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] https://www.youtube.com/watch?v=qhLExhpXX0E&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=GiN4q5ThUxE&t=1s
Samsung's Gear VR doesn't look much different year-to-year, but the Korean company has given it enough of a boost to keep it on the top of the mobile VR heap. However, it did skip out on updating it in 2018 and in 2019 (so far), and the 2017 edition is the latest version. It's getting a little long in the tooth, but it does now come with a controller.

If the last applies to you, you're likely a computer scientist or engineer, many of whom now avoid the words virtual reality even while they work on technologies most of us associate with VR. Today, you're more likely to hear someone use the words virtual environment (VE) to refer to what the public knows as virtual reality. We'll use the terms interchangeably in this article.
Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, hand, and body positions; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.[39] https://www.youtube.com/watch?v=H6n3iNh4XLI&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.
This seems simple enough in theory (simple is relative), but in practice, shooting in 360° requires a whole new mindset. Typically, when shooting a video, I would just stand behind the camera. But with 360° video, I’d be in the shot no matter where I stand. How can I light my model with studio lights, if the studio lights would also always be in the shot? How do I capture audio? How do I do camera movements? These are all questions that have to have a solution. https://www.youtube.com/watch?v=Wrcqqhn-unA&t=1s

The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.


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. https://www.aliexpress.com/item/Anker-SoundCore-Dual-Driver-Portable-Wireless-Bluetooth-Speaker-with-24-Hour-Playtime-66-Foot-Bluetooth-Range/32718503055.html

In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field of view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth (field of view) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher. The LEEP system provides the basis for most of the modern virtual reality headsets.[9]

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
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

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.youtube.com/watch?v=ViWpM4D5Ktw&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

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/-/32901276676.html
Many other companies are developing Virtual Reality headsets and other peripherals. Upcoming hardware includes the GenBasic Quad HD, StarVR StarOne, Vrgineers XTAL and Pansonite VR Headset. As more and better hardware hits the market, it will continue to power a growing ecosystem of hardware manufacturers, software developers, and content providers.
Fast Five and Star Trek Beyond director Justin Lin put together this short film for Google's Spotlight Story program in 2016, and it's still one of the more ambitious live action VR shorts out there. Lin opts to use 360 cameras to put you in what feels like a big budget blockbuster, with an alien hellbent on chasing you through the subway. It's absolutely thrilling.
The newest breed of mobile headsets can also be considered "tethered," because instead of inserting your phone into the headset itself, you physically connect your phone with a USB-C cable. Qualcomm has been emphasizing the VR and augmented reality capabilities of its Snapdragon 855 processor, and is promoting a new ecosystem of XR viewers (including both AR and VR devices). These use the aforementioned USB-C connection to run all processing from a smartphone, while keeping the display technology built separately into the VR headset or AR glasses. https://www.youtube.com/watch?v=jLtcPTm5dTg&t=1s
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