With the release of the Oculus Rift in March 2016, the age of virtual reality (VR) truly began. VR tech had been generating buzz since the 1990s, but the Rift was the first high-end VR system to reach the consumer market, and early reviews confirmed that it delivered the kind of experience users had been hoping for.
The resurgence of virtual reality is still in its infancy, and while we do have very good VR headsets such as the Oculus Rift and PlayStation VR, in other areas the tech is still severely lacking. Take interaction, for example, it’s very difficult to convey touching something in the virtual world with physical feedback. But what if you could interact with real world objects that appear in the virtual world?
Disney Research decided to carry out just such an experiment by asking the question: can you catch a real ball in virtual reality? The good news is, yes you can, but there’s a number of prerequisites to achieving such a simple task.
Driven by lower prices, new devices and an expanding array of content, the market size of virtual and augmented reality headsets is being propelled at a breakneck pace.
Total VR and AR headset shipments will see explosive growth from 10 million units last year to 99 million units in four years, based on a new tracking report.
The virtual and augmented reality headset market will grow 58% a year for the next five years, according to the new International Data Corporation Worldwide Quarterly Augmented and Virtual Reality Headset Tracker.
If you’ve ever watched someone wear and use a VR headset, you know how odd they look with a high-tech blindfold on. That’s not good for demonstrating the emerging technology, especially while it still has a lot to prove before it enters the mainstream.
Realistic visuals and audio are essential to shaping an immersive virtual reality (VR) experience. But these researchers from the National University of Singapore believe VR shouldn’t just cater to sight and sound. For the ultimate VR experience, other senses should come into play as well.
Last year, Nimesha Ranasinghe and his team demonstrated how electrodes can be used to add a sense of taste to VR. Their latest accessory, Ambiotherm, adds another element of realism to the experience: atmosphere.
Ever wanted to get so immersed in a virtual world that you can feel and smell it? Thanks to Koei Tecmo, you might be able to!
Koei Tecmo showed off their new cabinet, called “VR Sense” in a press conference this weekend. It’s a sturdy silver monstrosity, about the size of a dresser.
Technologies like augmented and virtual reality (AR/VR) are no longer future-gazing technologies and are becoming firmly accepted by the education sector for adding value to learning experiences.
Oculus Rift virtual-reality headsets may be ready to ship to the general public in early 2016, and could be the beginning of VR technology taking off. Adding to that, a Utah man is building a series of seven 60×60-foot rooms in which players will wear VR headsets and wander around immersive worlds, wielding powers that would even impress Neo from “The Matrix” films. Continue reading… “Awesome new virtual reality theme park”
Like wearing a big pair of Coke bottle glasses, Wearality‘s virtual reality glasses sure look dorky. But with the use of innovative optics they are making it much easier — and cheaper — to view and enjoy virtual reality applications. Continue reading… “New virtual reality glasses for $69”
Despite the augmented reality and virtual reality markets have yet to get off the ground, market advisor Digi-Capital estimates that the combined markets will reach $150 billion by 2020. Continue reading… “Virtual and Augmented reality could grow to $150 billion by 2020”
Why VR tech serves as an ideal alternative to TV and how monetization opportunities abound
The growth of virtual reality is guaranteed to have a transformational influence on the live entertainment industry. Offering a distinctive experience far beyond attending a concert, show or sports game, virtual reality technology provides a standout option to live entertainment enthusiasts everywhere. Below are three examples of how virtual reality will alter how we view, enjoy and engage in live entertainment.
90 year old grandmother tries Oculus Rift
Nearly 50 million people worldwide suffer from dementia. It is a devastating disease that leaves individuals as shells of their former selves. For the millions of family members of those affected by the disease, one of the hardest things in dealing with the disease is empathizing with the victims. What the patients are going through simply is not within our own personal realms of experience, and it makes it hard to relate and help them cope with their disorder. With Alzheimer’s Disease International projecting the number of sufferers to nearly double within the next 15 years, it is clear there is a need to help caregivers and families empathize better with these victims. That is exactly what Opaque Multimedia is hoping to accomplish with the Virtual Dementia Experience.