A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in a intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. https://www.aliexpress.com/item/Insta360-PRO-8-K-360-VR-Kamera-Video-4-K-100fps-Gerakan-Lambat-Anti-Shake-Kamera/32832297122.html
The Vive Pro sports a 2,880 x 1,600 resolution on a dual-OLED display, up from the Vive's 2,160 x 1,200 resolution. There's also dual cameras on the front that'll help track your hands and a 90Hz refresh rate with 70 sensors, giving you 360-degree head-tracking. It's not a leap to say that the Vive Pro is a monster. This is easily the most advanced VR headset out there, but it's also incredibly expensive, sitting at £799. If you don't need that added clarity, the Vive has all the same tricks. https://www.youtube.com/watch?v=ywfauCOzgoE&t=1s
The trade-off, besides the clunky cables, is the price. The least expensive tethered options are currently around $400. And that's before you address the processing issue; the Rift S and the Vive both need pretty powerful PCs to run, while the PS VR requires a PlayStation 4. If the cost isn't a deal breaker but the cables are, HTC offers a wireless adapter for the Vive, but it requires a desktop PC with a free PCIe slot to work. There are also third-party wireless adapters for the Rift, but we can't guarantee how well they work.
This seems simple enough in theory (simple is relative), but in practice, shooting in 360° requires a whole new mindset. Typically, when shooting a video, I would just stand behind the camera. But with 360° video, I’d be in the shot no matter where I stand. How can I light my model with studio lights, if the studio lights would also always be in the shot? How do I capture audio? How do I do camera movements? These are all questions that have to have a solution. https://www.youtube.com/watch?v=Wrcqqhn-unA&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.youtube.com/watch?v=8IQbF0IK-f4&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.aliexpress.com/item/Professional-2-0-LCD-Display-4K-WiFi-360-Camera-360-Degree-Ultra-HD-VR-Camera-Handheld/32891141149.html
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
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=UTxTOXSVSQs&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=53PvDEkgbno&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.
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=R87vKcV0l4k&t=1s
^ 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=OKhT_6XtD7I&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
Google keeps taking stabs at Virtual Reality, but the company’s impact has thus far been limited. The lack of a big-time success hasn’t been for lack of trying. Google was there in the earliest days of this current VR cycle with Google Cardboard, a do-it-yourself approach to mobile VR that has become a staple of trade shows — Cardboard was even given out free to New York Times subscribers, bundled with their Sunday paper. Google famously stumbled with Google Glass (itself a Mixed Reality HMD, not VR — more on this below). But Google is not deterred! In 2018, the company launched its Daydream platform and Daydream View HMD. https://www.youtube.com/watch?v=yVLfEHXQk08&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=90nDMSIgt7I&t=1s
Modern VR headsets now fit under one of three categories: Mobile, tethered, or standalone. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around $100, and because all of the processing is done on your phone, you don't need to connect any wires to the headset. https://www.youtube.com/watch?v=nlkwYqVLIac&t=1s