There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices. Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. As many as one in 4,000 people may experience these symptoms. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects. https://www.youtube.com/watch?v=hRR1KT82fcU&t=1s
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 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.
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction, 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. Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.aliexpress.com/item/Rxy-360-Lace-Frontal-Wigs-For-Black-Women-Straight-Pre-Plucked-100-Human-Hair-Wig-With/32810709791.html
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.
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.youtube.com/watch?v=Ziw7dV6TfVg&t=1s
Google and Samsung still offer phone-based VR headsets in the form of the Daydream View and the Gear VR, and even Nintendo has gotten into the game with its Labo VR Kit for the Nintendo Switch. However, these shell-like headsets, which require a phone or some other device physically inserted into them, feel like novelties next to more powerful headsets that can provide more immersive experiences. https://www.youtube.com/watch?v=gFiZ7cZcuQo&t=1s
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.youtube.com/watch?v=UaXjcIl-6q8&t=1s
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.
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. https://www.aliexpress.com/item/Insta360-ONE-4-Karat-360-VR-Video-Sport-Action-Kamera-24MP-Kugel-Zeit-6-achsen-Gyroskop/32836758396.html
Fast Five and Star Trek Beyond director Justin Lin put together this short film for Google's Spotlight Story program in 2016, and it's still one of the more ambitious live action VR shorts out there. Lin opts to use 360 cameras to put you in what feels like a big budget blockbuster, with an alien hellbent on chasing you through the subway. It's absolutely thrilling. https://www.youtube.com/watch?v=x88RLbi0kzk&t=1s
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
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console. In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions. Also in 2015, Razer unveiled its open source project OSVR. https://www.youtube.com/watch?v=A2yWbxK7hN8&t=1s