360 VR - 360 VR Video - 360 Video Software -

For those who aren’t hip on the trends and changes of technology, 360° video or VR (Virtual Reality) is video content that is operated much like that of Google Maps; you can look in any direction (hence 360°) at any given time. Except, unlike Google Maps, which is a 360° photo, this is video, constantly happening around you. It crosses over into being considered virtual reality — when you view these videos on a headset/goggles (or a phone in goggles most commonly) so that as you move your head and body, it changes what you’re looking at and operates in a ‘realistic’ way. https://www.youtube.com/watch?v=EhIRvex35V0&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. https://www.youtube.com/watch?v=RSmEWgA_IyM&t=1s


At some point the 2.0 Lighthouse sensors will arrive with a new curved design and support to add up to four at once (right now it's just two). Meanwhile, the Vive's Trackers enable you to bring any object into VR, and some developers have already found some creative uses for them. These, combined with the TPCast's wireless adapter, gives the Vive the advantage in the tech battle. However, if you wait a little while you can get your hands on the new Vive Pro Eye, which adds new eye-tracking technology (more on that further below).
It's also got a bunch of doodads to help you customise your mobile experience. Adjust the lenses all you want, click two buttons to interact with your content; pop out the front window in case you ever need to use it for mixed/augmented reality purposes. Speaking of which, Merge now also sells the AR Merge cube, which lets you put mixed reality experiences in the palm of your hand. https://www.youtube.com/watch?v=L0bzBxxDQzs&t=1s
The emphasis here is future, as in several years away. That brings us to the second biggest reason the HoloLens and Magic Leap One aren't on this list: They aren't consumer products. Both devices are purely intended as development hardware, so AR software can be made for their platforms. Even the just-announced HoloLens 2, the second iteration of Microsoft's AR headset, is aimed specifically at developers and enterprise users rather than consumers.
In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.[50] It can be used as a form of therapeutic intervention. For instance, there is the case of the virtual reality exposure therapy (VRET), a form of exposure therapy for treating anxiety disorders such as post traumatic stress disorder (PTSD) and phobias.[51][52] https://www.aliexpress.com/item/Insta360-ONE-4K-360-VR-Video-Action-Camera-insta-360-Sport-Panoramic-24MP-mini-camcorders-Camera/32880056819.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] https://www.aliexpress.com/item/SVPRO-hd-vr-camera-double-720p-virtual-reality-vr-box-android-phone-3d-vision-camcorder-for/32761261760.html
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality. https://www.aliexpress.com/item/OSSC-HDMI-Converter-Kit-for-Retro-Game-Console-PlayStation-1-2-Xbox-one-360-Atari-Series/32969633292.html

The Oculus Go is the least expensive way to jump into virtual reality. At $200 it's pricier than mobile VR headsets, but unlike those headsets, you don't need a compatible (and usually expensive flagship) smartphone to use it. The $200 investment gets you right into a Gear VR-like virtual reality experience, complete with an intuitive controller. It makes some compromises for the price, like using a dated Snapdragon 821 processor and offering only 3DOF motion tracking, but it's still enough to try out Netflix on a virtual theater screen or play Settlers of Catan in VR.


In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program Second Life.[23] https://www.aliexpress.com/item/-/32395801665.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.[82] Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.[83][84] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[85] For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".[86] 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.[87] 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.[88] https://www.aliexpress.com/item/Insta360-ONE-X-Action-Camera-VR-360-Panoramic-Camera-For-iPhone-and-Android-5-7K-Video/32948051193.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.aliexpress.com/item/kebidu-For-PS3-PS4-Xbox-One-Xbox-360-USB-Controller-Converter-Adapter-For-Nintendo-Switch-NS/32863100869.html
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.youtube.com/watch?v=PDkC1eebWbU&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=mwENYk66q6M&t=1s

In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. https://www.youtube.com/watch?v=VbWKVd6xCoY&t=1s
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program Second Life.[23] https://www.aliexpress.com/item/New-Style-Camera-360-4k-360-degree-Panoramic-VR-Camera-Build-in-WiFi-Mini-Sports-Action/32702459981.html
Visuals are delivered via an OLED display that offers 1,440 x 1,660 resolution per eye. There's also a built-in speaker with the option to plug in headphones for a more isolated experience. While the VR experience might be on par with those PC-powered headsets, it's still very good and a big step up from the Oculus Go. Games run nice and smooth, though the smartphone-like processing power does mean some titles can take slightly long to load up.
Samsung’s approach to VR was different right from the beginning, and the Gear VR was an impressive piece of tech when it was first released in November of 2015. The Gear VR was a far more common sight than an Oculus Rift or HTC Vive in 2016 and 2017, largely because Samsung often gave the device away free with the purchase of a Samsung Galaxy smartphone. Samsung’s VR HMD delivers a stripped-down VR experience, using Oculus head-tracking technology in combination with Android smartphones to power mobile VR experiences. Instead of dedicated display technology, lenses allow the phone’s screen to act as a stereoscopic display, making the device simpler and less expensive than other options. Samsung has added hand controllers to the Gear VR experience, bringing it more in line with current VR content. https://www.youtube.com/watch?v=JsuyAIANYnw&t=1s
The Oculus Go is the least expensive way to jump into virtual reality. At $200 it's pricier than mobile VR headsets, but unlike those headsets, you don't need a compatible (and usually expensive flagship) smartphone to use it. The $200 investment gets you right into a Gear VR-like virtual reality experience, complete with an intuitive controller. It makes some compromises for the price, like using a dated Snapdragon 821 processor and offering only 3DOF motion tracking, but it's still enough to try out Netflix on a virtual theater screen or play Settlers of Catan in VR. https://www.youtube.com/watch?v=rOaG-ICXq0k&t=1s
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality. https://www.aliexpress.com/item/Blueskysea-B1W-Dash-Camera-Car-Dvr-Full-HD-1080P-Mini-WiFi-Dash-Cam-360-Degree-Rotate/32846376624.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
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.youtube.com/watch?v=APd9Nmcc3nU&t=1s

At some point the 2.0 Lighthouse sensors will arrive with a new curved design and support to add up to four at once (right now it's just two). Meanwhile, the Vive's Trackers enable you to bring any object into VR, and some developers have already found some creative uses for them. These, combined with the TPCast's wireless adapter, gives the Vive the advantage in the tech battle. However, if you wait a little while you can get your hands on the new Vive Pro Eye, which adds new eye-tracking technology (more on that further below).
^ 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=k4vRFodAqWo&t=1s
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. https://www.aliexpress.com/item/INQMEGA-HD-960P-IP-VR-Camera-Home-Security-WiFi-FishEye-360-degree-Panoramic-camera-Baby-Monitor/32819129301.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
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=lWb_ibK-Log&t=1s
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.youtube.com/watch?v=wczdECcwRw0&t=1s

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=coKs3KnIcao&t=1s
You can float down the Colorado River inside the Grand Canyon in this immersive VR adventure. Start off in calm waters and quickly get blasted in the rough whitewater rapids of the Hance, Granite, and Hermit. If you've always wanted to try an adventure on the rapids, but are a bit scared, this video will give you a sense of what it's like without the wet side effects. https://www.youtube.com/watch?v=x76yky4o4KA&t=1s
In September 2018, Oculus announced the Oculus Quest, the company’s latest stand-alone VR Headset. The Quest uses motion controllers similar to Oculus Touch, has four wide-angle cameras for positional tracking, and sports resolution of 1600×1440 per eye, with option to adjust the lens spacing. The headset launches first half of 2019 and will list for $399.

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. https://www.youtube.com/watch?v=Gl_JQq8PHyA&t=1s
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