Not too long ago, virtual reality was more science fiction than science fact. Over the past couple of years, giant leaps have been made toward developing this robust platform. However, one challenge still stands in the way for greater consumer adoption: motion sickness. But this may change quickly, as a team at Stanford University has developed a more realistic way of presenting virtual reality.
For all the textbooks and museums at our disposal, sometimes it can still be difficult to really imagine what life was like in an earlier time. Visitors to the British Museum this weekend, however, won't have to imagine. They'll be transported to the Bronze Age using virtual reality.
Over the past year, we've seen an explosion in the number of virtual reality (VR) headsets looking to stake a claim for our eyeballs. But for any of these to succeed, there needs to be VR content to immerse ourselves in. Nokia is hoping to fill this burgeoning need with Ozo, the world's first commercially available VR camera aimed at content creation professionals.
HTC is giving folks a taste of its Vive headset in a truck that's touring the US. Gizmag swung by its first stop, right next to Comic-Con in San Diego, for a taste of the most impressive VR headset to date.
The first two Gear VRs are trying to straddle two sides of the fence: on one hand, they technically aren't full consumer products, branded instead as "Innovator Editions" for developers and early adopters. But on the other hand, the Gear VR has a paid app store, makes appearances in Samsung ads and is sold in Best Buy stores. What can Samsung and Oculus do to differentiate the upcoming "full consumer" version?
Traditional game consoles may still have the biggest presence at E3, but this year virtual reality was there in full force, showing that the future of gaming is no longer a far-off fantasy. After trying the biggest headsets on display at E3, we have a few thoughts on how things are stacking up.
While we've come to expect a host of new and exciting games from E3, this year saw focus shift a little. The big, glossy new games were still there, but certain companies, Microsoft in particular, offered a second focus – one of augmenting the gaming experience with meaningful peripherals.
Now that everyone and their uncle is making a VR headset, it's getting harder for newcomers to stand out. But there's always room for new products that push boundaries, and Starbreeze's PC-based StarVR headset is trying to do just that. Read on, for Gizmag's impressions from E3.
Though we were part of a lengthy interview session with Oculus VR last week, one thing we didn't get to do then was actually use the headset. Today at E3 2015, we got our first hands-on with the consumer Oculus Rift.