The perfect storm of consumer buy-in, enthusiast input, small armies of pro and non-pro developer armies, industry support and the advancement of the underlying technologies that enable the devices to be usable, smooth, functional, provide a smooth combination of graphics, experiences, avatar response, haptic feedback and more must coalesce to make virtual reality a reality. Much of it is happening in 2016.
Virtual reality is the “killer app” considered “next big thing” by companies like Apple, rumored to be in development of VR and AR device and the new Google company Alphabet Inc. which just released an Android VR headset. NASA recently released its virtual reality app Mars 2030, and walk or drive a rover over the surface of the planet. And, the well-known $2bn purchase of VR innovator Palmer Lucky’s Oculus VR company by Facebook in 2014. Stay tuned for growing content throughout xREZ VR as we settle into our virtual home with information about the history and future of VR, and where its modern renaissance is leading us.
If you have one of several hundred VR and related devices – and often only a laptop with internet connectivity – you can see the aftermath of the Nepal earthquake in 360-degree video, play the Nintendo Duck Hunt game in VR, train and hone your football skills in VR for your college team, or view your stock market profile as a virtual ecosystem. You can play a whistleblowing, Snowden-inspired game allowing you to spy and leak data, take a virtual mardi gras trip to New Orleans, visit architectural firms offering virtual tours, enter the virtual social space AltspaceVR, create a home-theater to watch movies with your family in VR, or interact in room-sized virtual environments called CAVEs—the possibilities are endless.