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.youtube.com/watch?v=v7hofCnniJE&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.
^ 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=OKhT_6XtD7I&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.
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.aliexpress.com/item/4K-Resolution-Lens-1-21mm-Fisheye-Lens-220-Degree-IR-1-2-3-Inch-16MP-M12/32837407907.html
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
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. https://www.aliexpress.com/item/SVPRO-hd-vr-camera-double-720p-virtual-reality-vr-box-android-phone-3d-vision-camcorder-for/32761261760.html
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
Speaking of medicine, the treatment of mental illness, including post-traumatic stress disorder, stands to benefit from the application of Virtual Reality technology to ongoing therapy programs. Whether it’s allowing veterans to confront challenges in a controlled environment, or overcoming phobias in combination with behavioral therapy, VR has a potential beyond gaming, industrial and marketing applications to help people heal from, reconcile and understand real-world experiences. https://www.aliexpress.com/item/360-stickers-lot-hand-made-thank-you-self-adhesive-paper-label-sticker-Item-No-TK44/32791784641.html
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/channel/UC6v0L0_cEdCqPLqrJ5oCvgg
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.
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. https://www.youtube.com/watch?v=sZvGJjeLUlg&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.
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=71JUbb7QT1w&t=1s