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Category Archives: Virtual Reality
Carmack: Theres a bunch that Im grumpy about in virtual reality – Ars Technica
Posted: October 19, 2022 at 2:48 pm
Enlarge / "This here, this isn't really what I meant," Carmack said of last year's promise to attend this year's Meta Connect conference in the metaverse.
Meta
Carmack's vision didn't come to pass Tuesday, as a jerky and awkward Carmack avatar gave one of his signature, hour-long unscripted talks amid a deserted VR space, broadcast out as plain old 2D video on Facebook.
That set the tone for a presentation in which Carmack said that "there's a bunch that I'm grumpy about" regarding the state of Meta's current VR hardware and software. While that grumpiness was somewhat tempered with talk of recent improvements and hope for the future of virtual reality, Carmack seemed generally frustrated with the direction Meta as a whole is taking its VR efforts.
On the other hand, that's a far cry from his vision for "arena-scale support with thousands of avatars milling around... at least hundreds in large rooms... in a completely uniformly shared world." Carmack said he wants "to be present with a live audience in a virtual space where everyone who wanted to could stay afterwards and talk as long as they felt like it."
"Last year I said that I'd be disappointed if we weren't having Connect in Horizon this year... This here, this isn't really what Imeant."
Former Oculus CTO John Carmack
If you could achieve a truly virtual conference space like that, "you could just give people a free headset and still come out ahead" compared to the hassle of putting on an in-person conference, Carmack said. That kind of broadly shared world is a difficult technical challenge, Carmack said, and while Horizon "definitely can't handle it now... it's not an insurmountable [challenge]."
Carmack also mentioned some "public mockery about avatar quality earlier this year," a seeming reference to a low-detail Mark Zuckerberg avatar that went viral in August after Meta shared it online. That reaction has caused "a lot of people internally [to be] paranoid about showing anything but the highest-quality avatars."
But Carmack expressed some heavy skepticism at that push for avatar fidelity. He expressed a preference for spaces filled with a lot of low-detail avatars to Meta's push for the kind of nearly photorealistic "codec avatars" that eat up too much processor power to allow for crowded virtual rooms. "We've got a finite amount of resources on our headsets here, and cloud rendering won't save us in many cases," Carmack said. "I definitely lean towards optimizing for quantity and not quality."
And while Carmack said he was happy with the current state of Meta's avatars, he noted that his Connect presentation was taking place in a "custom build of Horizon" designed to guarantee the level of detail on his avatar never dropped. He also turned off the much-ballyhooed face-tracking features on his Quest Pro headset, because, in the software's current state, "there's at least a decent chance that I would do something very embarrassing-looking" in a very public setting.
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Carmack: Theres a bunch that Im grumpy about in virtual reality - Ars Technica
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The Peripheral Co-Creator on the Shows Line Between Reality & Virtual Reality – TV Insider
Posted: at 2:48 pm
Gaming expert Flynne Fisher (Chlo Grace Moretz) is experiencing a timeless kind of terror in Prime Videos The Peripheral.
While trying out a cutting-edge virtual reality headset that sends her to London in the future, she comes to realize the scene of danger shes playing a part in isnt virtual; its quite real. And her participation in a crime has put her in grave danger.
Flynne is a true prodigy in a headset, says creator-writer Scott B. Smith (A Simple Plan). In this sci-fi murder mystery based on William Gibsons 2014 novel shes also living a dull life and burdened by an ailing mom until the headsets on.
Flynne is offered a chance to become the heroic self shed thus far only played at, says Smith. Be careful what you wish for.
The Peripheral, Series Premiere, Friday, October 21, Prime Video
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The Peripheral Co-Creator on the Shows Line Between Reality & Virtual Reality - TV Insider
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Clarkson’s Dr. Dana Barry Gave a Presentation at International Conference in Italy – Clarkson University News
Posted: at 2:48 pm
Clarkson Research Professor Dana M. Barry
Clarkson Research Professor Dana Barry gave a talk at an international conference about Knowledge-Based and Intelligent Information & Engineering Systems. The event took place in Verona, Italy, during the month of September. Her presentation was titled Virtual Reality Enhances Active Student Learning. She described several of her student projects carried out in Second Life (SL), a virtual world where avatars (virtual people) represent us and carry out tasks on our behalf. Dr. Barrys students successfully designed and built the house of the future during the global warming period and an ecocar (one that is economical, safe, and energy efficient) in the virtual world. The students used avatars to prepare primitives (three-dimensional objects) of various sizes, shapes (ex. cube) and color for their building projects, which took place outside of the virtual classroom. SL allows students to work from anywhere and at any time. Expensive building materials are not needed there and potential safety risks (like those experienced in real life) are avoided. In addition to SL, Dr. Barry experimented with virtual reality headsets (VR headsets) to obtain creative lesson ideas for her students. Individuals wear VR headsets for a specific academic, etc. adventure. The headsets use special software to provide 3-D experiences that allow the user to interact with real or imaginary computer-simulated environments. For example, Dr. Barry used the Oculus VR headset to immerse herself into outer space where she was amazed to be above the clouds and closely surrounded by the Sun and beautiful planets. This virtual experience could be used to teach exciting and engaging lessons about space exploration, the planets, travel to the Moon or Mars, and much more.
A reference is provided for an open-access paper related to Dr. Barrys presentation. The paper will be available soon.
Barry, Dana M., and Kanematsu, Hideyuki (2022) Virtual reality enhances active student learning. Procedia Computer Science. (207 C) pp. 408- 415.
Dr. Dana Barry is a Research Professor in Clarkson Universitys Department of Electrical & Computer Engineering and works part-time at SUNY Canton. She is a Chemistry Ambassador for the American Chemical Society and a member of the Planetary Society and the National Science Teaching Association. In addition, she has over 350 academic publications, five graduate degrees, and numerous honors.
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Apple VR glove with finger- and hand-tracking patent hints at companion accessories for the "Reality Pro" headset – Notebookcheck.net
Posted: at 2:48 pm
Apple is said to launch its first foray into virtual and/or augmented reality (AR/VR) as the "Reality" or possibly "Reality Pro" headset-like device. Now, it seems the Cupertino-based behemoth is not going to stop there, and intends to release what might turn into an ecosystem of connected accessories over time.
One of these might come in the form of gloves that could allow the "Reality" wearer to use their hands to full effect in the Apple-brand metaverse. This is because the OEM's current concept is based on the "inertial measurement unit" (or IMU), a module that could incorporate sensors such as gyroscopes and accelerometers to track and map a hand for VR purposes.
To this end, the IMUs are strategically distributed within the glove in order to measure the distances between the extremity's bones, as well as the movement of its joints. This could result in the reproduction of a hand in fine detail, as well as its movement, in a VR environment.
This filing of IP for a glove, authorized by China's CNIPA authority today (October 18, 2022), that could go with an Apple headset might suggest the company intends to pitch its first-gen headset at truly 'Pro' applications in addition to those such as gaming at its launch. Then again, this event could still be a long way away from any kind of reality as yet.
Buy the Meta Quest Pro on Amazon
I became a professional writer and editor shortly after graduation. My degrees are in biomedical sciences; however, they led to some experience in the biotech area, which convinced me of its potential to revolutionize our health, environment and lives in general. This developed into an all-consuming interest in more aspects of tech over time: I can never write enough on the latest electronics, gadgets and innovations. My other interests include imaging, astronomy, and streaming all the things. Oh, and coffee.
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Virtual reality spectacle of 2010 sockeye run returns to Shuswap Salmon Arm Observer – Salmon Arm Observer
Posted: at 2:48 pm
Like the Adams River sockeye featured in Uninterrupted, the award-winning cinematic experience is migrating home from Vancouver to spawn a series of virtual reality showings in the Shuswap.
It was in 2010 that Nettie Wild, an internationally acclaimed documentary film maker, was one of some 160,000 people who stood on the banks of the Adams River. There she was witness to the incredible run of nearly four million sockeye salmon who had travelled more than 600 kilometres from the Pacific Ocean to spawn.
It was from that life-changing experience, and the ensuing filming of the amazing red and green salmon with a very specialized underwater camera, that she and three co-creators began their journey. They created a monumental public spectacle Uninterrupted a high-tech projection of the salmon run onto Vancouvers Cambie Street Bridge. The bridge spans Burrard Inlet and False Creek, which was once thick with salmon.
Conceived and directed by Wild, with editor Michael Brockington and producers Rae Hull and Betsy Carson, the 2017 Uninterrupted spectacle has since been transformed into a virtual reality (VR) experience, immersing audiences of 20 in the return journey of the salmon, each person wearing a VR headset and sitting in their own swivel chair. The showings are free to the public, for ages eight to 88-plus.
Uninterrupted includes the voice of revered Neskonlith elder, Mary Thomas, who died in 2007 and tells the story of the salmon in Secwepemctsin, the Secwpemc language. Wild said her voice remains an integral part of the virtual reality version, woven into the soundscape, the heart beat of our river She keeps us true.
A pair of the goggles through which spectators can view UninterruptedVR when it comes to Quaaout Lodge in the North Shuswap on Oct. 26 and 27, then the Red Barn in Sicamous Oct. 28 and 29, Song Sparrow Hall in Salmon Arm Nov. 3-5, and lastly the Salmon Arm Art Gallery from Nov. 8 to Dec. 10. (Canada Wild Productions image)
Uninterrupted VR will be migrating through the Shuswap, beginning with Quaaout Lodge in Skwlax (near Chase in the North Shuswap) on Oct. 26 and 27, the Red Barn Arts Centre in Sicamous Oct. 28 and 29, and Salmon Arms Song Sparrow Hall on Nov. 3, 4 and 5.
In general, with some variations, there will be six 30-minute viewings daily in the three locations; the first one at 10:15 a.m., the last at 7:30 p.m. with a break in the middle of the day.
In Salmon Arm, the viewings, with 20 headsets each, are on Nov. 3 at 10:15 a.m., 11:30, 12:45, 5 p.m., 6:15 p.m. and 7:30 p.m.
Nov. 4 will be a special day, with a public outdoor market at Song Sparrow Hall starting at 5 p.m. and going on throughout the evening. Some by-invitation activities due to space limitations will be held, including a ceremonial welcome where Wild will introduce UninterruptedVR and a more intimate gathering for First Nations representatives and community groups.
Public viewings on Nov. 4 will be at 10:15 a.m., 11:30 a.m., 12:45 p.m. and 4 p.m.
On Nov. 5, viewings are at 10:15 a.m., 11:30 a.m., 12:45 p.m., 5 p.m. and 7:30 p.m. As of Oct. 15, the 6:15 p.m. showing on Nov. 5 was the first one sold out.
Free tickets for the Salmon Arm viewings can be obtained online at Eventbrite under Salmon Arm. People are asked to arrive at their scheduled time for the show at Song Sparrow Hall because you need to be fitted for a VR headset.
In Sicamous at the Red Barn, six viewings are offered on each of the two days. Free tickets can be obtained online at Eventbrite under Sicamous.
Free tickets for the viewings at Quaaout Lodge in Skwlax on Oct. 26 and 27 are also available under Uninterrupted VR North Shuswap Tickets, Multiple Dates | Eventbrite.
Read more: Artists urge settlers, Indigenous people to work together to save salmon
Once the Shuswap tour is complete, four UninterruptedVR headsets will come to rest at the Salmon Arm Arts Centre from Nov. 8 to Dec. 10, to be part of its water-themed exhibition, Swllkwe.
Wild speaks excitedly of UninterruptedVR and the return of the digital salmon to the Shuswap.
The bridge was great and we were able to accommodate anywhere from 400 to 1,800 people at a go, and it was wonderful. The goggles are completely different, the image and the sound. Its perfect. Youre not projecting into the ambient light of the city, and you dont have all that soundscape bleeding in. Its like sapphires in there. Its beautiful.
Then, on top of everything else, weve been working with these fabulous magicians, who are creative technologists and developers who work just in VR. Theyve just added magic. Its been really, really exciting.
Read more: Paying tribute to a primeval passage
UninterruptedVR is a central part of the Thompson Okanagan Tourism Association or TOTAs 7 Celebrations Reconnect in the Thompson Okanagan.
Rae Hull explains Canada Wild Productions, behind Uninterrupted, has been working with the Salmon Arm Economic Development Society, Shuswap Tourism, the District of Sicamous and the Salmon Arm Art Gallery, who have all been terrific. She said funding for the UninterruptedVR tour is appreciated and has been provided by TOTA, the Shuswap Community Foundation, the MRDT (hotel tax) programs for Salmon Arm and Sicamous, and the Pacific Salmon Foundation.
After Salmon Arm, which Wild describes as the world launch for UninterruptedVR, the next step is Taiwan.
The International Year of the Salmon had its big symposium wrap-up in Vancouver last week, so we were showing Uninterrupted to those folks. Theyre from all over the planet, with the idea of giving them a chance to take a preview look at it and then take it home to their countries.
Wild said, with this years dominant run facing significant challenges, there is even more reason for people everywhere to experience the marvel of the salmon.
It has a mission. And our mission is to just hook people with the wonder of it all. Let the fish work their magic Those salmon, once they swim into your life, were hooked, not them.
Read more:Late-run sockeye salmon run expected to peak this week at Tsstwecw Provincial Park
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The beauty of the 2010 Adams River sockeye salmon run via the cinematic spectacle, Uninterrupted, projected on the Cambie Street Bridge in Vancouver in 2017. (Anthony Diehl image)
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The virtual reality push brings together Microsoft, Meta and the art of war – Stuff
Posted: at 2:48 pm
Ben Kepes is a Canterbury-based entrepreneur and professional board member. He's a pacifist but still intrigued about The Art of War.
OPINION: My introduction to business was fairly prosaic. Thirty years ago, a triumvirate of largely unemployable dirtbags who liked to spend their time mountain biking, climbing and tramping, came together to build what was then the very nascent idea of Cactus Outdoor.
Fast-forward to today and the same business employs 100 people and makes the toughest workwear and outdoor equipment on earth.
Back when Cactus started, business was pretty simple. You made a product and hopefully someone would want to buy it. Assuming they did, the money they paid would build a couple more products and, just like that, a business was created.
Of course, its not all plain sailing and supply chain issues, cash flow constraints, the joys of recalcitrant staff and the other swings and arrows of outrageous business fortune came to bear. Notwithstanding the odd hurdle, business back in those days, at least for us, was a simpler affair.
Ive been thinking of the joys of simple business recently and even more so after reading the news the other day and seeing the announcement that Microsoft, home of Windows, Office and Clippy, was entering a strategic partnership with Meta, the home of Facebook, Instagram and, sadly, conspiracy theories.
Fauxels/Pexels
Take VR headsets and software, which are currently a solution looking for a platform, and a huge shift to virtual working in the business setting and you have a match made in heaven, writes Ben Kepes.
This partnership will see Microsoft integrate its Teams product portfolio into Meta's new Quest Virtual Reality (VR) headset. For those who don't spend their lives in the minutiae of the technology industry, a quick recap: Facebook (the company) has seen growth stall as its three main franchises, Facebook, Instagram and WhatsApp run out of human beings to convert into new users.
Seeing these headwinds in the near future, the company decided to rename itself Meta and to double (and triple) down on investments in the Metaverse. Metaverse is, of course, the sort of term that makes normal people scratch their heads and wonder about those in the technology industry, but suffice it to say that the Metaverse is a future virtual reality world. Meta's hypothesis is that the near future will see us all engage with friends and family, learn new skills and transact much of our work lives in the privacy of utter isolation but while wearing a VR headset that will make us feel warm, cosy and connected to others.
Now readers might, for a moment, have to ignore the very obvious fact that over the past two years we have all been physically isolated by Covid, yet virtually connected through Zoom, Hangouts or Teams. At the same time, the world has seen an absolute pandemic of mental health distress as individuals crave simple human connection, untethered by devices, dongles or data streams. But in their superior wisdom, our tech overlords have decided that the addition of a VR device will somehow miraculously turn this mental health disaster into something warm, fuzzy and (most importantly) highly profitable.
But I digress...
Supplied
Ben Kepes is a Canterbury-based entrepreneur and professional board member.
The interesting thing over the last year or so is that no matter how many billions of dollars have been invested into software and hardware to make VR work, user uptake has been lacklustre at best. Apart from the fact that most VR platforms are buggy, relatively low fidelity and have the uncomfortable side-effect of causing low-level nausea in those using them, the reality is that the use cases that have been posited thus far (which generally revolve around consumer applications - gaming, entertainment, and the like) have not seen any real uptake.
Which is where this partnership comes in. Like it or not, our post-Covid world sees hybrid working as the norm. A huge number of businesses are adopting hybrid work - from home/work in-office approaches or ditching the office together - instead relying on staff collaborating via the various video conferencing platforms.
Take VR headsets and software, which are currently a solution looking for a platform, and a huge shift to virtual working in the business setting and you have a match made in heaven. Organisations already spend a truckload of money on video conferencing, and any product that offers to provide that with a higher level of interaction, efficiency and effectiveness is something that will get customer interested.
And this is where the art of war comes in. Satya Nadella, Microsoft's CEO and one of the most respected tech leaders on earth, is well aware that Microsoft's own device, the HoloLens, hasn't really hit the mark. HoloLens is an augmented reality platform, designed to offer contextual information on top of what the wearer sees in the real world. VR, however, takes that to the next level and offers the wearer an entire experience in a virtual world, hence the Metaverse.
And that is Nadella's genius. Meta is a company whose share price is tanking. In an effort to do something to ensure the survival of the company he started, CEO Mark Zuckerberg is investing billions of dollars into the Metaverse. His capitulation of admitting that it will be business, rather than consumer, applications that really move the needle on the Metaverse leaves him in a bind. Meta is fundamentally a consumer play and does almost nothing in the enterprise world.
Zuckerberg's bind is Nadella's opportunity. Microsoft can rely on Meta to make all the investments needed to build a Metaverse platform, all the while partnering with them to provide the real value - the applications and the customer base. If it works, Microsoft builds a massively valuable franchise on someone else's plumbing. If it doesn't work, Microsoft can walk away and it's Meta who have wasted precious cash and time.
Sun Tzu wrote The Art of War around the 5th century BC. It's an oldie but a goodie and a book that, I suspect, Nadella has sitting on his bedside table.
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The virtual reality push brings together Microsoft, Meta and the art of war - Stuff
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What Is Virtual Reality All About? – Oculus VR
Posted: September 20, 2022 at 8:38 am
Virtual reality has taken the tech world by storm. But just what is VR?
Read on to discover what VR can doand how you can be a part of the unbelievable experiences that transport you from the comfort of your living room to far-off worlds you never knew existed.
VR uses cutting-edge graphics, best-in-class hardware, and artistically rendered experiences to create a computer-simulated environment where you arent just a passive participant, but a co-conspirator. With a VR headset, youre fully absorbed in realistic 3D worlds, creating a major shift in how we experience the digital realm.
A VR headset usually features a display split between the eyes to show each eye a different feed. This creates a stereoscopic 3D effect with stereo sound. It also tracks your position in space to orient your point of view in the system.
When you combine the VR headset and input tracking, you get a completely immersive and realistic experience. Since the world around you turns every time you move your head, you feel like youre in the game mentally and physically. In other words, you feel like youre part of another universe.
While VR adds a whole new layer to entertainment, the technology goes beyond gaming to offer something for everyone.
Did you know that, with VR, you can learn a new language, teleport almost anywhere in the world, or step aboard the International Space Station? VR lets you explore new worlds and attempt feats that seem unimaginable. And it has the potential to transform how we play, work, learn, communicate, and experience the world around us.
Consider the possibilities in healthcare. Oculus partnered with Childrens Hospital Los Angeles to build a VR simulation that enables medical students and staff to be fully immersed in high-risk pediatric trauma situations where split-second decisions mean the difference between life and death. These virtual scenarios empower doctors and students to practice and learn in realistic workplace conditions, helping them hone the skills theyll use to treat patients. By training with VR, medical providers can deliver better care.
VR is used in the automotive industry to experiment with new automobile designs. Youll also find brands using it in retail to help shoppers virtually try on clothing and accessories to assist with purchasing decisions. And its even being used in law enforcement and the military for training.
So while games are an integral part of virtual reality, VR has plenty of different applications that will only expand as the technology develops further.
Of course, reading about VR is much different than experiencing it first-hand. So get ready to go snowboarding in your living room, have a work meeting as an avatar, or explore Machu Picchu from your kitchen. With VR, the possibilities are out of this world.
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What Is Virtual Reality? | Tech & Learning
Posted: at 8:38 am
Virtual reality, or VR, is a digital world that was developed decades ago but has come into its own in recent years. This is because only now is the technology small enough, powerful enough, and affordable enough to reach the mainstream. For those reasons, virtual reality is now starting to get used in education.
VR represents a new media platform that can allow for a more immersive way for students to learn. But, importantly, it can also be an option to offer greater opportunities and experiences to all students.
For example, students in positions of physical limitations, or schools with limited funding, are now able to experience virtual trips to real places they could not have reached before.
Read on to find out all you need to know about virtual reality in education.
Virtual reality (VR) is a computer-based system that uses software, screens on each eye, and interactive controls to allow a person to enter a virtual, digital world. It can also be achieved using tablets and smartphones with the screen as the virtual world, but this is a less immersive way and often applies to augmented rather than virtual reality.
By placing the displays close to the eyes, usually in a headset, it allows the person to feel as if they're looking at a giant screen, close-up. The makes for a very immersive view that is coupled with motion sensors so when you move your head the view changes, just as in the physical world.
While virtual reality has been used widely for gaming it's also now being used in work-based training and, more recently, in education. One of the big factors in this relatively recent uptake was Google Cardboard, which used a super affordable cardboard phone holder with lenses built in to create virtual worlds. This works with smartphones, allowing students and teachers to easily and affordably experience VR.
Since then, virtual reality has had lots of funding thrown at it by big name companies, universities, and technology brands. With a global value (opens in new tab) at $6.37 billion back in 2021, which should reach $32.94 billion in 2026, it's clear this is a fast-growing area that's going to mean big changes in education long term.
One of the most powerful ways to show off virtual reality in schools is to take virtual tours. This can mean visiting a location, anywhere in the world, without the usual issues of cost, transport, waiver forms, and even crowds to worry about. Instead, students and teachers can slip on VR headsets and all go on a tour together. But it goes further as this can also go beyond time, allowing a class to go back and visit an ancient city that's now gone, for example.
The uses for VR extend into a variety of subjects, however, for science, for example, students could visit the stars or carry out virtual lab (opens in new tab) experiments safely using digital versions of the real thing but that react in the same way.
This goes further with some schools actually setting up virtual classrooms that children can visit remotely. The Optima Academy charter school in Florida provides its 1,300 students with Oculus VR headsets (opens in new tab) to participate in virtual lessons. This can include history lessons taught in the Oval Office, virtually, or among the planets for astronomy.
Getting virtual reality into schools consists of two main parts: the access to virtual reality headsets themselves and the software required to run it all. There are now companies that specialize in providing kits with enough headsets for an entire class. Most also now have their own software, compatible with others, which allows teachers to manage the experience of the class and gain access to lots of educational apps and games.
There are also apps that offer virtual reality experiences on phones and tablets without the need for a headset. Think Google Earth, in which you can explore the planet virtually by panning and zooming about. That's not as immersive, but certainly classes as a virtual reality experience.
Since Apple introduced software advances that make building virtual reality easier this has grown massively in education. One leading name is Discovery Education, who offers a good example of augmented reality (opens in new tab) with their new app that was featured at Bett 2022 (opens in new tab).
We've also compiled a list of the best virtual and augmented reality headsets for schools (opens in new tab), which shows the options out there and can give you an idea of pricing.
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10 Advantages And Disadvantages Of Virtual Reality (2022)
Posted: at 8:38 am
Last Updated on July 15, 2022 by Filip Poutintsev
Virtual reality (VR) is a modernized technology in which one is given the opportunity to have a real life experience of a virtual world that might or might not be similar to the real world. It is a bit different from augmented reality (AR).
Virtual reality is based on an advanced combination of both programmed software and hardware. There are numerous applications of VR technology in areas such as engineering, gaming, education, media, medicine, films, and other fields.
Present-day virtual reality technology utilizes multi-projected environments or a virtual reality headset to produce lifelike sounds, images, and other sensations that simulate the physical presence of a user in the simulated world.
Anyone using virtual reality equipment is practically able to explore the virtual reality environment and is also capable of interacting with virtual objects or structures.
Virtual reality integrates video and aural feedback, but with the aid of haptic technology, force feedback, and other sensory types are allowed. Rather than seeing a display in front of them, people are submerged and allowed to communicate within virtual worlds.
By replicating multiple senses, such as hearing, vision, smell, and touch, the machine becomes a facilitator for the artificial environment.
Lately, numerous industries are acquiring new heights of customer commitment by exploiting the virtual reality technology and, hence, its reputation has been mounting over the years. Moreover, with the gradual decrement in the VR devices pricing, the availability of virtual reality technology is expanding to a wider audience, which will eventually heighten the opportunity for more audiences to experience the unworldly phenomenon right in their own homes.
Since the mid-1400s, the term virtual had been used to mean something truthful enough to produce any effect, but not physically. Ever since 1959, in the sense of a computer, virtual has been referred to as appearing with the aid of software, but physically not existing thereafter. Similar to other types of expertise, there are certain advantages and disadvantages of virtual reality, and this article will cover them all in detail.
This technology does come with several benefits, and several areas have been positively affected by the implementation of this technology. Some of the positive impacts of virtual reality are listed below:
Virtual reality, in comparison, offers high quality visualizations that give the user a feeling of being in a different world while playing games, or watching the scenery, etc. Playing games using virtual reality gives the user the impression of actually being inside the game experiencing every move as if it were real with all those visual and sound effects along with countless other sensations.
Related: Here are the pros and cons to video games
Another of the countless other benefits of virtual reality technology is using it for training purposes and practice. It can simulate potentially dangerous real-world operations like surgery, combat, flight. One can easily learn to perform operations, fly a plane, and many more without risking theirs and/or others lives.
Planning a vacation can be tiring work, and if the planned location doesnt work out as hoped, it is bound to worsen ones mood. But with the virtual reality technology one can simply get a detailed and sharp view of any tourist location and decide if the trip is worth their time and effort.
Virtual reality comes in very handy in our day-to-day activities such as shopping. Suppose youre shopping for interior design for your house. However, just looking at the designs doesnt make it simpler to decide a perfect match and thus a confusing situation arises. Such confusion can easily be handled by using virtual reality to put together the designs and the interior of your house for a well-versed decision.
Using VR technology, doctors can understand any medicines new qualities and determine its side-effects, giving them a clear idea of the outcome. Fields such as content writing and editing can also benefit from the virtual reality technology by easing in detecting faults through certain software arrangements.
Regardless of the numerous merits offered by virtual reality technology, there are still some disadvantages of virtual reality that need to be acknowledged when considering this type of technology. The cons you need to consider are listed below.
Unlike real-world systems, virtual reality doesnt offer flexibility in making changes to the pre-set program sequence. Say someone is in the classroom and wants to raise some questions, in the real world they are free to do so as well as to make suggestions, but in a virtual reality such isnt feasible.
Anyone can become obsessed with anything if they get involved with it for a longer period. This is especially the case when something as astounding as virtual reality is taken into account. Many tend to like games that allow violence and other illegal activities, but if that turns into addiction its possible they will commit the crime in the real world.
Regardless of the fun and amazing experience provided by the virtual reality technology, not everyone is capable of affording the same tech as it does not come cheap. Irrespective of the decrement in its price over the years, virtual reality still hasnt been cheap enough to be affordable to most populations.
After spending significant amounts of time in a virtual reality, they become addicted to it and tend to enjoy it more there than in the real world. Thus, they spend more time with their friends in the virtual reality, just like in games. This eventually leads them to become isolated from the real world.
One can always train to either perform surgery or fly a plane, using virtual reality to an extent. But training in the virtual world and real-world are entirely different things. They might not be able to give their best when exposed to the real world because any action they take will have real consequences.
Finally, after understanding all the advantages and disadvantages of virtual reality, one ought to understand the meaning of the virtual world and its characteristics. Briefly, one can say that virtual reality can be astounding and educational, and it can also aid in reducing the build-up stress by granting them the joy of visiting another world virtually.
Needless to say, virtual reality is very expensive and can easily cause some people to get addicted as well. Addiction brings forth several negative health effects such as depression, anxiety, etc. One cant perfect their skills regardless of the amount of training they do in the virtual reality, and thus the experience acquired there will never be recognized as real or sufficient.
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Insights on the Tactile Virtual Reality Global Market Research Report to 2027 – Growing Advancements in Virtual Reality Products & Rising…
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DUBLIN--(BUSINESS WIRE)--The "Tactile Virtual Reality Market Research Report by Component (Hardware and Software), End-Use, Region (Americas, Asia-Pacific, and Europe, Middle East & Africa) - Global Forecast to 2027 - Cumulative Impact of COVID-19" report has been added to ResearchAndMarkets.com's offering.
The Global Tactile Virtual Reality Market size was estimated at USD 328.08 million in 2021, USD 397.01 million in 2022, and is projected to grow at a CAGR 21.18% to reach USD 1,039.24 million by 2027.
Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.
FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Tactile Virtual Reality Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.
Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments
The report answers questions such as:
1. What is the market size and forecast of the Global Tactile Virtual Reality Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Tactile Virtual Reality Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Tactile Virtual Reality Market?
4. What is the competitive strategic window for opportunities in the Global Tactile Virtual Reality Market?
5. What are the technology trends and regulatory frameworks in the Global Tactile Virtual Reality Market?
6. What is the market share of the leading vendors in the Global Tactile Virtual Reality Market?
7. What modes and strategic moves are considered suitable for entering the Global Tactile Virtual Reality Market?
Market Dynamics
Drivers
Restraints
Opportunities
Challenges
Companies Mentioned
For more information about this report visit https://www.researchandmarkets.com/r/7x8srw
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