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. In 2012, the Rift is presented for the first time at the E3 gaming trade show by Carmack. In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion but later revealed that the more accurate figure was $3 billion. 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. Zenimax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook; the verdict was in favour of Zenimax, settled out of court later.
In our hands-on time with the Odyssey, we felt it was the one Mixed Reality headset that's on the same level as Oculus Rift. It has a premium, comfortable feel that the other headsets, from the likes of Lenovo, Acer and HP don't have. For Windows Mixed Reality right now, Samsung holds the bar. With the arrival of the Odyssey+, Samsung has improved things further with double the pixel count than the first Odyssey and an Anti-SDE (Screen-Door Effect) Display, aimed at mitigating a condition that can lead to mild dizziness and nausea. https://www.youtube.com/watch?v=aOVuCx_p9ZI&t=1s
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.
The Oculus Touch controllers have made a world of difference since their arrival. Compared to the other headsets' controllers, they're our favourite – they conform to your hand and allow for some finger recognition, like a thumbs-up. Not just that, but when it comes to games Oculus has come on leaps and bounds. That's been largely helped by some developer cash injections from Facebook, giving us quality, polished titles like Lone Echo and Robo Recall. Room-scale support has been added too, though you'll need to purchase at least one additional sensor to get it to Vive-level tracking, and even then the Vive tracking experience is a little better in our experience. https://www.aliexpress.com/item/360-VR-1080P-HD-16GB-Wifi-IP-Camera-Panoramic-Smart-LED-Lights-Bulb-Camera-Video-Surveillance/32794405770.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. https://www.youtube.com/watch?v=zzc7oZVIwfc&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. https://www.aliexpress.com/item/Panoramic-Action-Camera-360-Degree-Panorama-Camera-With-WIFI-1-5-HD-Screen-14-Mage-VR/32719151259.html
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.
Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality. https://www.aliexpress.com/item/Andoer-A360II-Handheld-360-VR-Camera-1920-960-30fps-Support-WiFi-Dual-210-HD-Wide-Angle/32854255807.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.
Although much more time and data intensive, I do foresee 360° and VR as being a growing trend of the future. I think the tools and software will continue to improve and the real world applications will start to become more obvious (i.e. behind-the-scenes where you could actually see everything, car cams so that every angle was captured, real estate videos, etc). I’m excited to continue learning about it and continue shooting on my 360° camera. https://www.youtube.com/channel/UCt2-_WqSJnmt6lXNGA8RiPg
The Oculus Rift was the first big name in the current wave of VR, and Oculus is still a major player. The Rift S has a higher resolution than the Vive (but not as high as the Vive Pro or, strangely, the Oculus Quest) and newer and lighter Oculus Touch motion controllers, and doesn't need external sensors to work. It does, however, need DisplayPort; if your PC only has an HDMI output, you might want to hunt for the previous Rift and deal with the extra cables. https://www.youtube.com/watch?v=w82a1FT5o88&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.
^ 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.aliexpress.com/item/YI-360-VR-Camera-Dual-Lens-5-7K-HI-Resolution-Panoramic-Camera-with-Electronic-Image-Stabilization/32853610445.html
Sony’s entry into the market is the lowest powered of the three best-selling VR HMDs, but the PSVR has a big advantage over the Rift and Vive. Because it’s tethered to the Playstation 4 gaming system, there was an enormous, pre-existing user base of 10s of millions of gamers, many of whom were eager to try their hand at VR. Because that user base already had a PS4, Sony’s customers didn’t have to purchase/upgrade their computer hardware, making the PSVR the most “affordable” of the high-end HMDs. As such, the PSVR is the best-selling Virtual Reality HMD on the market, moving over 4 million units since its initial release, and showing that, if nothing else, VR gaming is here to stay. https://www.aliexpress.com/item/Insta360-Nano-S-4K-360-VR-Video-Panoramic-Camera-20MP-photos-for-iphone-X-iPhone-8/32888150076.html
A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction. https://www.youtube.com/watch?v=OCa6_lLUfzw&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.aliexpress.com/item/Gyros-360-Degree-Metal-Finger-Ring-Holder-for-IPhone-7-6-Samsung-Tablet-Hand-Spinner-Mobile/32816976160.html
This may seems like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well. https://www.youtube.com/watch?v=5szCIv22-qE&t=1s
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=hQ_pWAU7wg4&t=1s
Tethered headsets like the Oculus Rift S, the HTC Vive, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. https://www.aliexpress.com/item/OPQ-PULUZ-For-Go-Pro-Accessories-360-Degree-Backpack-Quick-Release-Hat-Clip-Fast-Clamp-Mount/32971545435.html
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
Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively. The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches". These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it. Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.
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
In 2013, Valve Corporation discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible. This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses. HTC and Valve announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light. https://www.aliexpress.com/item/Pre-order-Insta360-Nano-360-Degree-Panoramic-Camera-3K-HD-VR-Camera/32709297694.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.aliexpress.com/item/Suntrsi-USB-Flash-Drive-64GB-Metal-Steel-Pen-Drive-High-Speed-Pendrive-Key-Chain-USB-Stick/32398155049.html