Interesting articles about VR – week #47

6 Tips to Get Started Designing for VR


For starters — I am no authority on design in any medium, much less VR. I’m just a girl sharing my learnings while I explore creation in a new medium. In my short time spent with VR, I’ve discovered a few things that I’ll carry with me from project to project. Hopefully they may be of some value to you as you get started.


THE VIRTUAL REALITY REPORT: How the early days of VR are unfolding and the challenges it must overcome to reach mass adoption


The virtual reality (VR) market has made significant strides throughout 2016.

New VR headsets like the Oculus Rift and the HTC Vive debuted amid great consumer anticipation, while VR content launches kept pace, with Batman: Arkham VR and Chair In A Room garnering encouraging download totals.




With the Manus VR gloves you can finally see and use your hands in virtual reality. To have a truly immersive experience, your mind needs to believe that you are actually in virtual reality.


Panasonic Professional 360 Real-Time 4K Camera: Hands-On


VR and 360 videos are the focus of intense research and competition as broadcasting companies can sense that this type of content is about to become the topic of an intense push by the industry. To explore new ways to capture broadcast-quality 360 videos, Panasonic came up with this 360-degree 4K Real-Time Camera prototype, which can capture four 4K streams simultaneously to form a 360 degrees view.


VR will allow us to live in another world of our own design


I have dreamed about virtual reality since I was a teenager. In those dreams, I am floating in the darkness of empty space, but with no need for a spacesuit. On my belt there are tools; I use one to create great walls made of stone. I move and size them effortlessly, like using the Force.




Last week industry at the the Ad Age Brand Summit in LA, industry leaders took a look ahead at how brands and advertisers will leverage VR and AR in 2017 and beyond. What’s coming next?


Thanks to smartphones, AR’s beating VR hands down


Imagine calling up your friend in a land far away and instead of talking with a voice on the phone or screen, interacting with her hologram in real time, in your living room. Or wearing a lens over your eye that projects all you do with your phone on a virtual screen in front of your eyes, just like Iron Man’s Jarvis. That’s augmented reality (AR), in a nutshell, for you.


Difference Between Virtual Reality and Augmented Reality | VR vs AR


Virtual Reality and Augmented Reality have been talked about a lot in these two years and more talking is going to happen in the days forward. Although these two technologies are parallel, nevertheless they are not the same. In this article we explain you the differences between virtual reality and augmented reality, because from we found on many blogs and forums there is a lot of confusion going on in the use of these two technologies.

Worldviz working on a new business communication platform for VR with codename Skolfield


Worldviz, a specialist in creating diverse VR solutions for public sector and enterprise has recently announced that it is working on a new business communication platform codenamed as Scofield.

Skofield, that is in the initial developmental stage, aims at creating more novel, cost effective and immersive methods that can easily communicate several complex ideas across teams and other decision makers.

The two major elements of Scofield includes “creation” and “experience”. In the creation or the developmental phase, it makes use of the Presentation Designer software to quickly create a VR presentation, by simply dragging and dropping elements in the WYSIWYG editor. This will give users the flexibility to modify the presentation for objects having interactivity. They will also be able to insert additional data in form of fact sheets or manuals to the presentation.


VR/AR Input Is Hard… Still


‘Don’t get too hyped on the possibility of seeing anything at GDC. VR input is hard – in some ways, tracking hands well enough to maintain a sense of proprioceptive presence is even more technically challenging than getting perfect head tracking.
We will show something if and when we get it working well, but we have to avoid showing off prototypes that are not on a clear path to being shipped at the same or higher quality level. Throwing together very expensive or impossible to manufacture prototypes for internal R&D is one thing, using them to publicly set expectations around the near future is another.


One thought on “Interesting articles about VR – week #47

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