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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.youtube.com/watch?v=H6SsB3JYqQg&t=1s
Bees are, like, super important to how our ecologies work. You probably learned all of this in elementary school, but have you ever seen the process, from beginning to end? The National Honey Board wants to show you, in 360. You'll be a bee flying from flower to flower, then going back into the hive with the queen bee. After that, you'll take a look at how they get the honey out of the honeycombs and onto your table. Warning: Tons of buzzing.
As of the end of 2018, the three best selling Virtual Reality headsets were Sony’s PlayStation VR (PSVR), Facebook’s Oculus Rift and the HTC Vive. This was not a surprise, seeing as the same three HMDs had also been best sellers in 2017. 2019 sees the VR landscape broadening with Google, HP, Lenovo, and others looking to grab a piece of the still-burgeoning market. https://www.aliexpress.com/item/All-View-360-VR-1080P-Full-HD-Waterproof-WiFi-Sport-Action-Sweep-Camera-Helmet-Panorama-DVR/32707858681.html
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.youtube.com/watch?v=8_nGLw1ceV8&t=1s
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. https://www.aliexpress.com/item/5-lines-6-points-laser-level-360-rotary-cross-laser-line-leveling-with-outdoor-model-can/32515307299.html
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
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.
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=8rdY6_AZWXk&t=1s

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=nEi6u2lAYHg&t=1s
In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, and Clarté. It was installed in Laval, France. The SAS3 library gave birth to Virtools VRPack. In 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.[24] https://www.youtube.com/watch?v=f7nNJ-BqLoA&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.

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

Special input devices are required for interaction with the virtual world. These include the 3D mouse, the wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with force feedback to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. Additional haptic feedback can be obtained from omnidirectional treadmills (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. https://www.aliexpress.com/item/100-OEM-NEW-Power-Supply-for-Xbox-360-Charger-For-xbox-Item-NO-PXB005-Internal-Wholesales/32297418013.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. https://www.youtube.com/watch?v=zrEmwQO4sKs&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=_jXQNyqFj9I&t=1s
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.youtube.com/watch?v=y4oWTABwBEY&t=1s

After doing this over and over, revision after revision, eventually I have a final draft to export. In the export window, it is important that I ensure the “VR” is still enabled. What this does is put that specification in the metadata file so that sites like YouTube and Vimeo know to play it as 360° VR footage. Then I can upload it and ensure the playback is the way I want it.
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.youtube.com/watch?v=tnbS8L2m49g&t=1s

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

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=ViWpM4D5Ktw&t=1s
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=HcVv9R1ZR84&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.aliexpress.com/item/GOXAWEE-360-Degrees-Rotary-5-Line-6-Points-Laser-Level-Vertical-Horizontal-3D-Automatic-Self-Leveling/32849026144.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]
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.
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.aliexpress.com/item/Newest-Portable-Rotation-360-degree-pencil-knife-KME-knife-sharpener-system-3-whetstone-120-600-1500/32825742022.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
That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[13][14] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[15] https://www.youtube.com/watch?v=JsC9ZHi79jo&t=1s
Many PlayStation VR games work with the DualShock 4, so you don't even need motion controls. However, those motion controls are where the PlayStation VR lags behind; the headset still uses the PlayStation Move wands from the PlayStation 3 era, and they aren't nearly as capable or comfortable as the Oculus Touch controllers. They're also expensive, and not always included in PlayStation VR bundles. https://www.youtube.com/watch?v=7zwQPJmg-Kg&t=1s
After doing this over and over, revision after revision, eventually I have a final draft to export. In the export window, it is important that I ensure the “VR” is still enabled. What this does is put that specification in the metadata file so that sites like YouTube and Vimeo know to play it as 360° VR footage. Then I can upload it and ensure the playback is the way I want it. https://www.youtube.com/watch?v=zuS_GQfe7J0&t=1s
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/SVPRO-3D-Camera-HD-dual-lens-panoramic-video-camera-virtual-reality-vr-vision-support-android-cell/32756081890.html

By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[18][19] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[20] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.youtube.com/watch?v=d_qa-GO__zU&t=1s


HTC's Vive is a comprehensive package that includes a headset, two motion controllers, and two base stations for defining a "whole-room" VR area. It's technically impressive, and can track your movements in a 10-foot cube instead of just from your seat. It also includes a set of motion controllers more advanced than the PlayStation Move. PC-tethered VR systems like the Vive need plenty of power, with HTC recommending at least an Intel Core i5-4590 CPU and a GeForce GTX 970 GPU. https://www.aliexpress.com/item/New-360-Degree-Reflective-Prism-Set-for-Leica-ATR-Total-station-Replaces-MPR122/32918809914.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/35mm-Merry-Christmas-baking-biscuit-decoration-stickers-four-styles-labels-360-pcs-lot-Item-No-FE28/32834810215.html
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

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=41RWJgIjlTA&t=1s
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