360 VR - 360 VR Video - 360 Video Software -

These are 360 degree panoramic images captured using rotational cameras with ultra wide-angle lenses. Our award winning 360VR images are full 360 degree spherical panoramic images used in building photographic "Virtual Reality" style virtual tours. You can interactively "be there and look around" with the full realism that expert digital photography can capture. https://www.youtube.com/watch?v=pO4DV5KZClk&t=1s
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.
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

HTC's Vive is a comprehensive package that includes a headset, two motion controllers, and two base stations for defining a "whole-room" VR area. It's technically impressive, and can track your movements in a 10-foot cube instead of just from your seat. It also includes a set of motion controllers more advanced than the PlayStation Move. PC-tethered VR systems like the Vive need plenty of power, with HTC recommending at least an Intel Core i5-4590 CPU and a GeForce GTX 970 GPU. https://www.youtube.com/watch?v=MmCYZZwO3hg&t=1s


Google and Samsung still offer phone-based VR headsets in the form of the Daydream View and the Gear VR, and even Nintendo has gotten into the game with its Labo VR Kit for the Nintendo Switch. However, these shell-like headsets, which require a phone or some other device physically inserted into them, feel like novelties next to more powerful headsets that can provide more immersive experiences. https://www.youtube.com/watch?v=dAzHtLXxQsM&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
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=mEM7ORVSuoI&t=1s
HTC's Vive is a comprehensive package that includes a headset, two motion controllers, and two base stations for defining a "whole-room" VR area. It's technically impressive, and can track your movements in a 10-foot cube instead of just from your seat. It also includes a set of motion controllers more advanced than the PlayStation Move. PC-tethered VR systems like the Vive need plenty of power, with HTC recommending at least an Intel Core i5-4590 CPU and a GeForce GTX 970 GPU. https://www.aliexpress.com/item/New-360-Degree-Reflective-Prism-Set-for-Leica-ATR-Total-station-Replaces-MPR122/32918809914.html
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.
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.youtube.com/watch?v=xgPHXP6x3kc&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.aliexpress.com/item/AMK100S-360-Degree-Video-Camera-All-View-1440P-30FPS-HD-WiFi-Sport-Camera-Sweep-Panoramic-Camera/32689963090.html

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=eLbY1W-ursw&t=1s

The more powerful Vive Pro offers a higher-resolution display, outward-facing cameras, and a handful of other enhanced features, but it isn't nearly as compelling as the regular Vive; it costs $300 more, and doesn't include the base stations and motion controllers needed to work, so you effectively need to already have a Vive or spend even more money to get set up with it. If that isn't enough power, the Vive Pro Eye adds built-in eye-tracking to the already advanced headset. https://www.aliexpress.com/item/Insta360-ONE-360-Camera-Sport-Action-Video-Camera-VR-Panoramic-Camera-24MP-7K-Photos-4K-Videos/32878260145.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

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
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.
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.youtube.com/watch?v=1udaCG1JiWU&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]

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.
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. https://www.aliexpress.com/item/Insta360-Pro-8K-360-VR-Video-Camera-4K-100fps-Slow-Motion-Anti-shake-Panoramic-Camera-VR/32832297122.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=f4oKi1vNIEo&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. https://www.youtube.com/watch?v=VdAkPKKvYl4&t=1s
That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[13][14] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[15] https://www.youtube.com/watch?v=JsC9ZHi79jo&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.
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.youtube.com/watch?v=me5LJSyQvv4&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. https://www.youtube.com/watch?v=eIho2S0ZahI&t=1s
In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications. It was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.
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.
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=RiANSSgCuJk&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/YI-HALO-VR-Camera-3D-360-camera-5GHz-Wi-Fi-2-2-Inch-LCD-Touch-Screen/32835202184.html
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/channel/UCA0McsiXWJZu11MsiDdXvlw
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=A2yWbxK7hN8&t=1s
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