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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. https://www.youtube.com/watch?v=JI-ectchft8&t=1s
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.

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. https://www.aliexpress.com/item/Ugreen-Universal-car-phone-holder-air-vent-monut-GPS-stand-360-adjustable-mobile-phone-holder-for/32626150303.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.aliexpress.com/item/Insta360-Nano-S-4K-360-VR-Video-Panoramic-Camera-20MP-photos-for-iphone/32965833937.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
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.youtube.com/watch?v=TNbxXSOsmKs&t=1s
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. https://www.youtube.com/watch?v=hDBUkX6JQ-0&t=1s

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=I7fp4UoJ9PY&t=1s


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
E-commerce Enterprise software Computational mathematics Computational physics Computational chemistry Computational biology Computational social science Computational engineering Computational healthcare Digital art Electronic publishing Cyberwarfare Electronic voting Video games Word processing Operations research Educational technology Document management
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=kzoJcdVVG_I&t=1s

Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets, omni-directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality.
Microsoft has been promoting its partnership with multiple headset manufacturers to produce a series of Windows 10-ready "mixed reality" headsets. The distinction between virtual reality and mixed reality is so far dubious, but it indicates an integration of augmented reality (AR) technology using cameras on the helmet. Acer, Dell, HP, Lenovo, and Samsung are some of Microsoft's partners in this mixed reality program. https://www.aliexpress.com/item/Car-Mobile-Phone-Holder-for-Iphone-6-Sumsung-Car-Air-Vent-Mount-Holder-USAMS-360-Degree/32604944534.html
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
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.aliexpress.com/item/360-Lace-Frontal-Wigs-For-Black-Women-Curly-Wig-With-Baby-Hair-Pre-Plucked-180-Density/32815608547.html
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.

^ 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/360-SQUIRT-1-2-BGA-support-CORONA-4GB-for-xbox360-10pcs-lot/1695670160.html
The PlayStation VR is compelling thanks to Sony backing development for it and the affordability and availability of the PlayStation 4 compared with gaming PCs. All you need is the headset, a PlayStation 4, and a PlayStation Camera (now included with most PlayStation VR bundles). There are some excellent games on PS VR like Moss, Rez Infinite, and Until Dawn: Rush of Blood, with Sony and other developers working on several more (including Five Nights at Freddy's VR). https://www.youtube.com/watch?v=8ieIar09dRk&t=1s
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.[39] https://www.youtube.com/watch?v=BNqW6uE-Q_o&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=v55zEjX-lRE&t=1s

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.aliexpress.com/item/360-stickers-lot-children-sticker-rabbit-cat-bear-Item-No-TK38/32793391699.html
However, because the Lighthouse sensors need good vantage points to track all your head and hand movements, it means mounting them up high. This makes setup for the Vive a bit convoluted compared to, say, the Rift or PSVR. For the Rift, you can just plop down the sensors on a desk, though to get the same 360 tracking you'll need to buy an extra sensor (the Touch bundle gets you two). However, when you get Lighthouse all ready the effect is next-level – enough to make using the PlayStation VR or Rift feel like a step back at times.
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.youtube.com/watch?v=DO9U_XxN-Kc&t=1s
The big upside to Oculus is that its ecosystem is pretty robust. There are over 1,000 apps and games available to you for the Go. Now you're not going to get some of the more high-end experiences, like Robo Recall, but you're not going to be hurting for content. Oculus' home screen is also probably the best in VR, even on the standalone Go. Finally, you're going to get about 1.5 hours of battery life if you're gaming and 2.5 hours if you're watching videos. The basic version comes with 32GB of storage, you camp bump up to 64GB of storage for a cool £50 more.
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
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/Lazy-Bracket-Universal-360-Degree-Rotation-Flexible-Phone-Selfie-Holder-Snake-like-Neck-Bed-Mount-Anti/32851857878.html
This short film has been around for awhile but was recently recreated for VR by Arte Experience. After decades of steady sight deterioration, writer and theologian John Hull became totally blind. He began documenting his experiences on audio cassette which is how the film and this project were born. His original diary recordings form the basis of the six-part interactive non fiction project using gameplay mechanics and virtual reality to explore his emotional experience of blindness. It's an incredibly fascinating and moving experience that you can't miss. https://www.youtube.com/watch?v=ji12D_aObGw&t=1s
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.youtube.com/watch?v=MB-ROjqPiUM&t=1s
In aviation, medicine, and the military, Virtual Reality training is an attractive alternative to live training with expensive equipment, dangerous situations, or sensitive technology. Commercial pilots can use realistic cockpits with VR technology in holistic training programs that incorporate virtual flight and live instruction. Surgeons can train with virtual tools and patients, and transfer their virtual skills into the operating room, and studies have already begun to show that such training leads to faster doctors who make fewer mistakes. Police and soldiers are able to conduct virtual raids that avoid putting lives at risk. https://www.aliexpress.com/item/Hot-Lazy-Susan-Ball-Bearing-Swivel-Plate-Metal-Swivel-Plate-Rotation-360-Degree-Galvanized/32963744645.html
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/Lazy-Bracket-Universal-360-Degree-Rotation-Flexible-Phone-Selfie-Holder-Snake-like-Neck-Bed-Mount-Anti/32851857878.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. https://www.aliexpress.com/item/Wall-Mount-Tablet-Holder-Aluminum-Alloy-Wall-Hang-Bracket-Screen-360-Degree-Rotation-Tablets-Stand-for/32891486912.html
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

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=tIg7AhfB9_A&t=1s
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.youtube.com/watch?v=LS_-ZMcGnow&t=1s

Many other companies are developing Virtual Reality headsets and other peripherals. Upcoming hardware includes the GenBasic Quad HD, StarVR StarOne, Vrgineers XTAL and Pansonite VR Headset. As more and better hardware hits the market, it will continue to power a growing ecosystem of hardware manufacturers, software developers, and content providers. https://www.aliexpress.com/item/Teclast-F5-Laptop-Intel-Gemini-Lake-N4100-Quad-Core-8GB-RAM-128GB-SSD-Windows10-360-Rotating/32901395636.html
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
Virtual reality is most commonly used in entertainment applications such as video gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.[49] 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback.[39] https://www.aliexpress.com/item/360-Rotating-Case-Cover-for-Samsung-Galaxy-Tab3-10-1-Tablet-GT-P5200-GT-P5210-p5220/1880128544.html
Microsoft has been promoting its partnership with multiple headset manufacturers to produce a series of Windows 10-ready "mixed reality" headsets. The distinction between virtual reality and mixed reality is so far dubious, but it indicates an integration of augmented reality (AR) technology using cameras on the helmet. Acer, Dell, HP, Lenovo, and Samsung are some of Microsoft's partners in this mixed reality program.
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=gc9H7UFzpPw&t=1s

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.youtube.com/watch?v=eBO_C_WY41M&t=1s


No conversation about Mixed Reality HMDs is ever complete until someone brings up Apple. Yes, the company has no available or announced devices in this space — but there isn’t a soul following technology trends that doesn’t believe the Cupertino giant isn’t a) working on some kind of AR glasses, b) acquiring companies that make lenses and materials that are perfect for some kind of AR glasses, and c) talking about AR as a transformational technology every time a microphone appears. The rumor mill says Apple’s glasses could appear in 2019, but we have our money on a 2020 launch, alongside a newly redesigned and reimagined iPhone that moves away from the “iPhone X design” for the first time since it launched. Stay tuned. https://www.youtube.com/watch?v=D8b2R7reusw&t=1s

Expand your media adventures and social gaming communities with accessories and peripherals created for virtual reality. For example, a VR controller offers seamless integration with virtual reality games to give you more control over your virtual environment. Beyond PC gaming, virtual reality experiences also encompass other forms of video. Virtual reality-compatible cameras capable of filming in 360 degrees offer you the chance to view and edit your footage, along with other VR-ready components. https://www.aliexpress.com/item/-/32820356522.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.youtube.com/watch?v=eBO_C_WY41M&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] https://www.aliexpress.com/item/LINGCHEN-Car-Phone-Holder-360-Rotation-Holder-for-Phone-in-Car-Air-Vent-Mount-Car-Holder/32862359004.html


In aviation, medicine, and the military, Virtual Reality training is an attractive alternative to live training with expensive equipment, dangerous situations, or sensitive technology. Commercial pilots can use realistic cockpits with VR technology in holistic training programs that incorporate virtual flight and live instruction. Surgeons can train with virtual tools and patients, and transfer their virtual skills into the operating room, and studies have already begun to show that such training leads to faster doctors who make fewer mistakes. Police and soldiers are able to conduct virtual raids that avoid putting lives at risk.

Answering “what is virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. https://www.youtube.com/watch?v=4sBQM2atjrE&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] https://www.youtube.com/watch?v=pMRO2dl9z3w&t=1s
Expand your media adventures and social gaming communities with accessories and peripherals created for virtual reality. For example, a VR controller offers seamless integration with virtual reality games to give you more control over your virtual environment. Beyond PC gaming, virtual reality experiences also encompass other forms of video. Virtual reality-compatible cameras capable of filming in 360 degrees offer you the chance to view and edit your footage, along with other VR-ready components. https://www.aliexpress.com/item/Wetrans-Wifi-IP-Camera-Security-960P-HD-Fisheye-VR-360-Panoramic-Wireless-Camera-CCTV-Surveillance-P2P/32889253107.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

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=90nDMSIgt7I&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.[31] 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.[32][33] 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.[34][35][36] https://www.youtube.com/watch?v=kIC7W8VYOdY&t=1s
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=25I2awKuaCg&t=1s
This short film has been around for awhile but was recently recreated for VR by Arte Experience. After decades of steady sight deterioration, writer and theologian John Hull became totally blind. He began documenting his experiences on audio cassette which is how the film and this project were born. His original diary recordings form the basis of the six-part interactive non fiction project using gameplay mechanics and virtual reality to explore his emotional experience of blindness. It's an incredibly fascinating and moving experience that you can't miss. https://www.youtube.com/watch?v=ji12D_aObGw&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.
In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.[40] This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.[41] A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset.[42]
However, because the Lighthouse sensors need good vantage points to track all your head and hand movements, it means mounting them up high. This makes setup for the Vive a bit convoluted compared to, say, the Rift or PSVR. For the Rift, you can just plop down the sensors on a desk, though to get the same 360 tracking you'll need to buy an extra sensor (the Touch bundle gets you two). However, when you get Lighthouse all ready the effect is next-level – enough to make using the PlayStation VR or Rift feel like a step back at times.
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
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.
Answering “what is virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. https://www.youtube.com/watch?v=UMq6DhHdRN4&t=1s
This is more difficult than it sounds, since our senses and brains are evolved to provide us with a finely synchronised and mediated experience. If anything is even a little off we can usually tell. This is where you’ll hear terms such as immersiveness  and realism enter the conversation. These issues that divide convincing or enjoyable virtual reality experiences from jarring or unpleasant ones are partly technical and partly conceptual. Virtual reality technology needs to take our physiology into account. For example, the human visual field does not look like a video frame. We have (more or less) 180 degrees of vision and although you are not always consciously aware of your peripheral vision, if it were gone you’d notice. Similarly when what your eyes and the vestibular system in your ears tell you are in conflict it can cause motion sickness. Which is what happens to some people on boats or when they read while in a car. https://www.aliexpress.com/item/Insta360-EVO-5-7K-Video-VR-Panoramic-360-3D-Camera-for-Android-and-iPhone-HoloFrame-3D/32988584687.html
Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets, omni-directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality. https://www.aliexpress.com/item/360-Degree-Car-DVR-with-4-cameras-recording-and-Bird-Eye-View-Monitoring-Parking-Assist-System/1229624650.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. https://www.aliexpress.com/item/Insta360-Pro-8K-360-VR-Video-Camera-4K-100fps-Slow-Motion-Anti-shake-Panoramic-Camera-VR/32832297122.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
No conversation about Mixed Reality HMDs is ever complete until someone brings up Apple. Yes, the company has no available or announced devices in this space — but there isn’t a soul following technology trends that doesn’t believe the Cupertino giant isn’t a) working on some kind of AR glasses, b) acquiring companies that make lenses and materials that are perfect for some kind of AR glasses, and c) talking about AR as a transformational technology every time a microphone appears. The rumor mill says Apple’s glasses could appear in 2019, but we have our money on a 2020 launch, alongside a newly redesigned and reimagined iPhone that moves away from the “iPhone X design” for the first time since it launched. Stay tuned. https://www.aliexpress.com/item/FeiyuTech-Feiyu-360-degree-Gimbal-Automatic-Rotation-Stand-for-Smartphones-Mirrorless-Action-Cameras-All-1-4/32907763034.html
The two images are then stitched together on the computer just after import. The stitched image (looks like the thumbnail for the above video) is called “equirectangular” format and looks like all 360° got compressed into a single 16:9 frame. Viewers and websites such as YouTube and Vimeo can detect this kind of footage in the file metadata and display it in VR form. https://www.youtube.com/channel/UC3VBuU-Ywv1qJGXLk05R-Dg
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=Wa5B22KAkEk&t=1s
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. https://www.aliexpress.com/item/hot-item-furniture-home-balck-square-swivel-plate-turntable-360-degree-rotating-lazy-susan-swivel-3inch/32612125481.html

HTC has branched out beyond tethered headsets with the standalone Vive Focus series. Originally launched only in China, the Vive Focus came to North America late last year, and its 6DOF follow-up, the Vive Focus Plus, will see worldwide release later this year. Both are completely self-contained VR headsets similar to the Lenovo Mirage Solo, capable of full motion tracking and room mapping. The Vive Focus headsets are currently being aimed at the enterprise market rather than consumers, emphasizing their ability to offer virtual training and conferencing in a business context.
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.aliexpress.com/item/Mi-Home-Security-Camera-360-1080P/32957756496.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
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
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