Deutsche Bank projects that the Virtual Reality Segment would have a total addressable market of $7 billion in the next five years, with the medium gaining mainstream consumer adoption by next year.
Category: virtual reality – Page 102
We’ve been hearing and seeing plenty about augmented reality these days — from Microsoft’s HoloLens to the mysterious Google-backed startup Magic Leap — but aside from the gee-whiz factor, its benefits can sometimes feel almost as illusory as virtual images. Gaia Dempsey, managing director of DAQRI, which makes an AR-enabled smart hard hat, offers up a strong case for why augmented reality is more than just hype. In a new video for the upcoming Future of Storytelling Summit (which also produced the stunning video of animation legend Glen Keane drawing in VR), Dempsey explains how AR could fundamentally change the way we learn and experience the world. For example, it’s one thing to be told how the mechanics of a clock works in text or video, it’s an entirely different experience to be able to manipulate a moving set of clock gears in three dimensions.
Facebook FB is working on a stand-alone app that would support 360-degree—or “spherical”—video, allowing users to alter their viewing perspective with the mere tilt of their phones.
The app is still in early development, and would be available for both Apple AAPL and Android operating systems if it proves to be a go, sources close to the project told The Wall Street Journal.
Typically compiled from multiple cameras, the video format allows users to change their viewing perspective by tilting their phones, the Journal reported.
The wild, behemoth 16-camera virtual reality rig that GoPro announced at Google’s I/O conference is officially called “Odyssey,” and is now available for purchase. But it is not for everyone. It costs $15,000, and only “professional content creators and producers” will be allowed to buy it — after they submit an application.
That price tag might make your eyes spin, but it does cover a good amount of equipment. Buying an Odyssey means you get 16 of GoPro’s top-of-the-line Hero 4 Black, a microphone, the rig and all the necessary cables, a Pelican case to carry it all in, as well as a warranty and support. For a production company that’s looking to get into the virtual reality game but doesn’t necessarily want to go the DIY route, this could be the best option.
Castrol Edge & Video Games technologies: Racing a Real Car in Virtual Reality.
Castrol EDGE has premiered its latest Titanium Trial driving challenge, featuring Formula Drift professional Matt Powers driving his Roush Stage 3 Mustang whilst wearing a state-of-the-art Oculus Rift Development Kit 2 headset: blind to the real world around him, but fully-immersed in a rapidly changing 3D virtual world.
In a world first, Castrol EDGE fused video games technology and a real world driving experience, using a modified car and virtual reality technology, so a computergenerated world responded to the driver’s and car’s movements in real time.
The video game-like experience featured a mind-blowing landscape of falling boulders, crumbling track, tunnels, sheer cliff drops and even a cameo virtual appearance from another racing icon — with the landscape’s shifts reacting to Matt Powers’ every driving move.
Chinese-based VR treadmill project Kat Walk raised nearly $150,000 on Kickstarter, and the company has announced that non-Kickstarter preorders are coming soon.
Why haven’t we found alien neighbors? One theory says advanced species don’t colonize outer space, but make virtual worlds and colonize inner space instead.
If you’ve ever watched someone experience virtual reality for the first time, you know it can involve screaming, flapping arms, and occasional falls.
On one level people know their bodies are safe on the stable chair, but as their minds are catapulted through outer space on a spaceship to Mars or beamed into a refugee camp in Syria —they can’t help but lose their grip on reality and go along for the ride.
In fact, our brains don’t even require photorealism for suspension of disbelief in VR. A choppy CGI rendition will cause our heart rates to increase and our palms to get sweaty when we’re riding a virtual roller coaster or standing on the edge of a virtual building looking at the ground 30 stories below.
What will happen when the technology has evolved to the point that people actually prefer virtual reality experiences to real ones?