The Future of Virtual Reality is Here

The Future of Virtual Reality is Here: A blog covering the current developments in virtual reality, virtual reality devices and how this will change the way we use technology.

Virtual reality has been one of the most talked about emerging technologies for a while now, with companies such as Facebook, Microsoft and Google investing in the area. But what exactly is it?

Virtual reality (VR) is a computer-generated scenario that simulates experience through senses and perception. The immersive environment can be similar to the real world or it can be fantastical, creating an experience not possible in ordinary physical reality.

Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or smartphone screen. The Voyager Company pioneered the first graphical adventures for home computers back in the 1980s, and their early VR games were some of their biggest successes.

While VR has gained traction with gamers who enjoy being able to interact with realistic, three-dimensional environments and objects, it’s also gaining popularity among professionals such as architects and engineers. VR allows you to step inside your creation and explore it from every angle.

For those of you who have been living under a rock since the 90’s, Virtual Reality is back. The term VR has been used loosely to describe anything from 3D headsets to 360 videos. But with the development of the Oculus Rift, HTC Vive and PlayStation VR, we are now entering the age of true immersive Virtual Reality. For many years, companies such as Google have been experimenting with Virtual Reality and its potential uses but now that this technology is in the hands of consumers there is a greater possibility for it to become mainstream. This blog will explore the current developments in virtual reality and how this will change our society.

Virtual Reality has come on leaps and bounds since its inception in the mid-20th century. Ivan Sutherland developed the first head mounted display (HMD) system in 1968 which was designed to allow users to experience artificial environments. Although rudimentary in comparison to today’s systems, this was an important step toward modern virtual reality technology. In 1991 Sega released the Sega VR headset for their Mega Drive console and Nintendo launched their Virtual Boy console with a HMD in 1995. While both failed commercially due to poor sales, they were important steps toward consumer-grade virtual reality devices because they demonstrated that there was a market for this kind of technology.

Despite all these advancements

Welcome to the official blog for the future of virtual reality. My name is Jon Saklofske and I will be your host for this adventure.

I have been interested in virtual reality for over twenty years and have seen the technology develop from the first primitive 3D gaming systems to what is now a very sophisticated and immersive experience. This blog has been created to share my knowledge, experiences and thoughts on future developments with anyone who is interested.

I hope you enjoy your stay!

Using virtual reality technology to simulate real-life scenarios is a great way to prepare for the real thing. For example, doctors in training can use VR to practice surgeries, or pilots can use it to fly a plane without leaving the ground.

VR also has applications for gaming and entertainment. Back in 2014, Facebook acquired Oculus VR, a company that develops virtual reality products. The company is set to release its first virtual reality headset this year.

Google Cardboard allows us to experience virtual reality by using our smartphones with a simple piece of cardboard and some lenses. With the release of the new Samsung Gear VR headset in late November 2015, we have another affordable VR platform that we can use with our phones.

We’re excited about all of these new developments in virtual reality because they mean that more people will be able to experience the benefits of this amazing technology.

Virtual reality is the next big thing, and it’s coming soon.

The technology is just about ready to go mainstream, but there’s one problem: It’s very expensive. The Oculus Rift, one of the first devices expected to be released for the mass market, costs $600. The HTC Vive, which was developed in partnership with Valve, will be priced at $800. And Sony’s Project Morpheus headset is rumored to cost around $1,000.

These prices are daunting for the average consumer — especially considering there are few games and apps available for virtual reality headsets right now. In order to get a good return on their investment, consumers need an experience that’s going to make them say “Wow!”

But if you think about it this way, we’re already paying hundreds of dollars for a comparatively inferior entertainment experience: going to the movies.

Virtual Reality is a computer-generated experience that takes place within an artificial 3D environment. It can be explored and interacted with by a person. Virtual reality immerses the user by making them feel like they are in the simulated reality through two of their senses: sight and sound.

This can be created using VR headsets, which show 3D images or environments on a screen in front of the eyes, however, this limits the field of view for the user. Head-mounted displays (HMD) are becoming more popular as they allow a greater field of view and have built-in motion tracking technology, which tracks the position of your head so that if you look around, you will see the virtual environment changing in real time in response to where you are looking.

For VR to be experienced fully, it must include binaural audio to trick your ears into thinking that you really are in the virtual world. This uses two microphones on either side of headphones or earphones that capture sounds from different directions to produce genuine stereo quality sound playback.

The virtual reality industry has seen substantial growth over the last few years with new developments and investments driving further improvements in hardware and software technologies and experiences.

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