360 VR - 360 VR Video - 360 Video Software -

Alright, I’m going to walk you through my specific process, although some people may do things in a slightly different order. Let’s jump back to the import. The camera I used records to 2 separate Micro SD cards, so I have to import both. In the “Ingested Footage” folder for that day’s shoot, I put a folder for one card, “Front” and one card, “Back”. Then I use the stitching software and export final stitches for every clip to a third folder I call “Stitched”. Then I dropped each of those stitched files into Adobe After Effects and mask myself, other, gear, and tripod out of the shot. This way I have clean video with only the model in it. I export these as individual files as well.
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.

Will Greenwald has been covering consumer technology for a decade, and has served on the editorial staffs of CNET.com, Sound & Vision, and Maximum PC. His work and analysis has been seen in GamePro, Tested.com, Geek.com, and several other publications. He currently covers consumer electronics in the PC Labs as the in-house home entertainment expert... See Full Bio https://www.youtube.com/watch?v=HnUfflMTCWc&t=1s
Microsoft HoloLens is shaping up to be another formidable competitor in the HMD market. Unlike VR tech, Microsoft based their display on holographic technology. The original Hololens was more proof of concept than consumer device, and the recently announced Hololens 2 is again eschewing the public in favor of enterprise/government uses. The Hololens 2 will feature upgraded visuals, including a much-expanded field of view — music to fans of the original device, who settled on the limited FOV as the main drawback of the device. https://www.youtube.com/watch?v=FNq-8bWfAwQ&t=1s
Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power. https://www.aliexpress.com/item/Mini-CCD-HD-Night-Vision-360-Degree-Car-Rear-View-Camera-Front-Camera-Front-View-Side/1539864047.html
Beyond video games, there are several other exciting ways to experience VR. College students can use VR technology to learn complex, dangerous tasks — like piloting an airplane or performing surgery — in a safe environment. Architects and engineers can incorporate VR technology to see their works rendered in 3D before a single brick is laid or a screw is turned. Real estate agents can give virtual tours of buildings for sale, even if the potential buyer is hundreds of miles away, using VR technology.
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=8IQbF0IK-f4&t=1s
Virtual Reality is a fascinating way to travel using nothing more than the power of technology. With a headset and motion tracking, VR lets you look around a virtual space as if you're actually there. It's also been a promising technology for decades that's never truly caught on. That's constantly changing with the current wave of VR products, especially as the biggest names in the industry are starting to really hone and tweak their headsets. https://www.youtube.com/watch?v=RdNqmKrRmbU&t=1s
Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers. https://www.youtube.com/watch?v=zt_qt6QuxKY&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.aliexpress.com/item/YI-360-VR-Camera-220-degree-Dual-Lens-5-7K-30fps-Immersive-Live-stream-Effortless-Panoramic/32834344824.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

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
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
Modern VR headsets now fit under one of three categories: Mobile, tethered, or standalone. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around $100, and because all of the processing is done on your phone, you don't need to connect any wires to the headset. https://www.youtube.com/watch?v=iaGLup9JNuU&t=1s
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.[16][17]
Virtual Reality’s most immediately-recognizable component is the head-mounted display (HMD). Human beings are visual creatures, and display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interfaces. For instance, CAVE automatic virtual environments actively display virtual content onto room-sized screens. While they are fun for people in universities and big labs, consumer and industrial wearables are the wild west. https://www.youtube.com/watch?v=86tl7K_MAmM&t=1s

There remains a significant amount of confusion about the differences between Virtual Reality, Augmented Reality and Mixed Reality. (Check out our exhaustive primers on Augmented Reality and Mixed Reality for an in-depth look at the differences.) The public seems to think that AR is a phone experience, while only VR requires an HMD. Mixed Reality devices like the Microsoft Hololens use a headset to overlay 3D imagery on top of the real world. Very cool, but not Virtual Reality. https://www.aliexpress.com/item/32673925656.html

Alright, I’m going to walk you through my specific process, although some people may do things in a slightly different order. Let’s jump back to the import. The camera I used records to 2 separate Micro SD cards, so I have to import both. In the “Ingested Footage” folder for that day’s shoot, I put a folder for one card, “Front” and one card, “Back”. Then I use the stitching software and export final stitches for every clip to a third folder I call “Stitched”. Then I dropped each of those stitched files into Adobe After Effects and mask myself, other, gear, and tripod out of the shot. This way I have clean video with only the model in it. I export these as individual files as well.

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.
In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by John Carmack for a version of Doom 3. This initial design would later serve as a basis from which the later designs came.[25] In 2012, the Rift is presented for the first time at the E3 gaming trade show by Carmack.[26][27] In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion[28] but later revealed that the more accurate figure was $3 billion.[27] This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014.[29] Zenimax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;[27] the verdict was in favour of Zenimax, settled out of court later.[30] https://www.aliexpress.com/item/GKK-Case-for-Xiaomi-Redmi-Note-5-Plus-Mi-8-Lite-9-SE-Note-7-Pro/32857636521.html
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=ASwABnJjBkA&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.
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[6] https://www.aliexpress.com/item/Hot-Cold-Shoe-and-YS-Arm-Adapter-360-Degree-Turnable-For-Underwater-Photography-Housing-Arm-Light/32863005192.html

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