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.
In September 2018, Oculus announced the Oculus Quest, the company’s latest stand-alone VR Headset. The Quest uses motion controllers similar to Oculus Touch, has four wide-angle cameras for positional tracking, and sports resolution of 1600×1440 per eye, with option to adjust the lens spacing. The headset launches first half of 2019 and will list for $399.
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.youtube.com/watch?v=792ZKt_NSF0&t=1s
According to CEO Stanislas Chesnais, the 3DRudder was designed for "existing games where two hands aren't enough [for] VR, where you don't actually have any solutions today to move in a nice way while sitting." A circular device that you control with both feet by tilting in the direction you want to move, the 3DRudder's latency-free design means that response to your movements is instant and requires little thought. "It's like in real life," says Chesnais. "When you do something [like] set the table… you don't think about your feet moving around. Your hands are what matter." https://www.youtube.com/watch?v=HNOT_feL27Y&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=k4vRFodAqWo&t=1s
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=ecajlIKwlCg&t=1s
You can float down the Colorado River inside the Grand Canyon in this immersive VR adventure. Start off in calm waters and quickly get blasted in the rough whitewater rapids of the Hance, Granite, and Hermit. If you've always wanted to try an adventure on the rapids, but are a bit scared, this video will give you a sense of what it's like without the wet side effects. https://www.youtube.com/watch?v=arj7oStGLkU&t=1s
While they can offer a taste of VR, mobile headsets don't provide the full experience. They tend to offer three-degrees-of-freedom (3DOF) motion tracking, following your direction but not your position. They also only come with one motion controller, which is also 3DOF-only. You don't get the same immersiveness you do with six-degrees-of-freedom (6DOF) motion tracking and dual motion controllers, which might be why Google and Samsung have been largely quiet lately about their mobile headsets. The Nintendo Labo VR Kit is its own unique case, but it's more of a novelty for Switch owners. https://www.youtube.com/watch?v=ChMM4ndknKI&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.aliexpress.com/item/FeiyuTech-Feiyu-360-degree-Gimbal-Automatic-Rotation-Stand-for-Smartphones-Mirrorless-Action-Cameras-All-1-4/32907763034.html
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
A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction. https://www.youtube.com/watch?v=d0yGdNEWdn0&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.youtube.com/watch?v=a54H2V06dqw&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=vluoggq_3WU&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=coKs3KnIcao&t=1s
With a multiplicity of emerging hardware and software options, the future of wearables is unfolding but yet unknown. Concepts such as the HTC Vive Pro Eye, Oculus Quest and Playstation VR are leading the way, but there are also players like Google, Apple, Samsung, Lenovo and others who may surprise the industry with new levels of immersion and usability. Whomever comes out ahead, the simplicity of buying a helmet-sized device that can work in a living-room, office, or factory floor has made HMDs center stage when it comes to Virtual Reality technologies.
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.
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.
Multi-Functional Systems: Many of our Virtual Reality PCs do more than let you play the latest games. They let you work productively, use state-of-the-art software and connect with friends, family, and other gamers in a myriad of ways. With the ability to use your VR system for all that you do, it's the ultimate technology for your workday and your downtime.
Now I can start actually editing the timeline, put things to music, figure out transitions and where graphics will go. When I have a first cut of the timeline, I export sections at a time where motion graphics will be. Inside After Effects I can create a 3D camera using their “immersive” tools, convert all motion graphic to 3D layers and create the motion inside the immersive camera view. Viewing and editing on the flat, equirectangular format does little good to anyone. When motion graphics are done, I can export them and replace the original footage in the timeline with the newly exported motion graphic versions. https://www.aliexpress.com/item/Insta360-ONE-4K-360-VR-Video-Action-Sport-Camera-24MP-Bullet-Time-6-Axis-Gyroscope-Support/32842573257.html
Oculus Rift and HTC Vive are always presented as the top VR headsets on the market but I find it had to find specifically what are the advantages and disadvantages of one over the other... For a gamer which offer the widest selection of game, the best selection of game, the best audio system, the best image quality, the most user-friendly interface etc.... https://www.aliexpress.com/item/Lazy-Mount-Double-V-Clip-Cell-Phones-Holder-Clamp-Flexible-Goose-neck-Black-A273/32664020995.html
One place Microsoft has succeeded in how easy it is to set up its WMR headsets. It uses inside-out tracking, so you won't need to go plug in a bunch of sensors to make sure your headset is being seen. These headsets have built-in cameras and sensors that handle all of that. They'll even track the Windows Mixed Reality controllers, which suffer a bit because they rely on the headset being able to see them clearly to properly track.
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=iaGLup9JNuU&t=1s
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
Microsoft HoloLens is shaping up to be another formidable competitor in the HMD market. Unlike VR tech, Microsoft based their display on holographic technology. The original Hololens was more proof of concept than consumer device, and the recently announced Hololens 2 is again eschewing the public in favor of enterprise/government uses. The Hololens 2 will feature upgraded visuals, including a much-expanded field of view — music to fans of the original device, who settled on the limited FOV as the main drawback of the device. https://www.youtube.com/channel/UCpVm7bg6pXKo1Pr6k5kxG9A
One place Microsoft has succeeded in how easy it is to set up its WMR headsets. It uses inside-out tracking, so you won't need to go plug in a bunch of sensors to make sure your headset is being seen. These headsets have built-in cameras and sensors that handle all of that. They'll even track the Windows Mixed Reality controllers, which suffer a bit because they rely on the headset being able to see them clearly to properly track. https://www.youtube.com/watch?v=RSmEWgA_IyM&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.
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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=FATfO8ScbCI&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/Insta360-ONE-X-360-Camera-panoramic-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32970842572.html
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. https://www.aliexpress.com/item/BESDER-Mini-360-Degree-VR-Panoramic-Camera-IP-Wifi-Indoor-Widest-Viewing-Angle-Two-Way-Audio/32841853156.html
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes." https://www.youtube.com/watch?v=wczdECcwRw0&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.
In medicine, simulated VR surgical environments under the supervision of experts can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur. Virtual reality has been used in physical rehabilitation since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease. A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way. Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their response to a two-dimensional avatar. https://www.aliexpress.com/item/360-Degree-Rotating-Tie-Rack-Belt-Hangers-Scarf-Holder-Hook-for-Closet-Organizers-Home-Hanging-Necktie/32962345186.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. https://www.aliexpress.com/item/Insta360-ONE-4-Karat-360-VR-Video-Sport-Action-Kamera-24MP-Kugel-Zeit-6-achsen-Gyroskop/32836758396.html
It's not without issues though. We've already discussed VR exercise equipment as a promising concept let down by being such an expensive, bulky and sweaty process. But if you really want to "get in" the game, and you have space, hopping into an Omni could be pretty neat. We've tried it since its early days at CES and it's been able to stick it out through the years, improving the base, harness and shoes to ensure the best possible experience. https://www.aliexpress.com/item/Homdox-360-Degree-Adjustable-Foldable-Laptop-Stand-Notebook-Computer-Desk/32727071992.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
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=jIxQXGTl_mo&t=1s
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
Samsung's Gear VR doesn't look much different year-to-year, but the Korean company has given it enough of a boost to keep it on the top of the mobile VR heap. However, it did skip out on updating it in 2018 and in 2019 (so far), and the 2017 edition is the latest version. It's getting a little long in the tooth, but it does now come with a controller.
Unsurprisingly, the video games industry is one of the largest proponents of Virtual Reality. Support for the Oculus Rift headsets has already been jerry-rigged into games like Skyrim and Grand Theft Auto, but newer games like Elite: Dangerous come with headset support built right in. Many tried-and-true user interface metaphors in gaming have to be adjusted for VR (after all, who wants to have to pick items out of a menu that takes up your entire field of vision?), but the industry has been quick to adapt as the hardware for true Virtual Reality gaming has become more widely available. https://www.youtube.com/watch?v=1bhq5-eXuVQ&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