360 VR - 360 VR Video - 360 Video Software -

From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.aliexpress.com/item/Amkov-Mini-360-Video-Camera-V1-Action-Camera-Dual-Image-Stabilization-Mini-Panorama-Camera-360-Degree/32859282955.html
VR can simulate real workspaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied in primary education,[57] military,[58][59] astronaut training,[60][61][62] flight simulators,[63] miner training,[64] architectural design,[65] driver training[66] and bridge inspection.[67] Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.[68] Supplementing training with virtual training environments has been claimed to offer avenues of realism in military[69] and healthcare[70] training while minimizing cost.[71] It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods.[69]
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] 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.[38] Also in 2015, Razer unveiled its open source project OSVR. https://www.aliexpress.com/item/CCD-HD-night-vision-car-rear-view-camera-front-view-side-view-rear-monitor-for-360/451832973.html
Although much more time and data intensive, I do foresee 360° and VR as being a growing trend of the future. I think the tools and software will continue to improve and the real world applications will start to become more obvious (i.e. behind-the-scenes where you could actually see everything, car cams so that every angle was captured, real estate videos, etc). I’m excited to continue learning about it and continue shooting on my 360° camera. https://www.youtube.com/channel/UCt2-_WqSJnmt6lXNGA8RiPg
Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them.
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. https://www.youtube.com/watch?v=xgPHXP6x3kc&t=1s
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.youtube.com/watch?v=rTM8vXtdIUA&t=1s