Interesting articles about VR – week #31

VR’s Grand Challenge.

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Oculus Chief Scientist Michael Abrash recently presented at the third Global Grand Challenges Summit, sponsored by the US National Academy of Engineering, the UK Royal Academy of Engineering, and the Chinese Academy of Engineering, in Washington, DC. Today, we’re excited to share his full, unedited talk with the VR community.


 

What to charge for 360 video work: survey results are in!

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Setting the right price for 360 videos or other immersive projects isn’t always easy. There are several factors that could determine how much to charge, and so few resources to refer to on what a “fair” price for this new medium might be.


 

Virtual Reality Proves that Facebook Doesn’t Understand Social Media

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When Facebook bought Oculus VR for $2 billion in 2014, tech insiders questioned the move. How does VR connect with Facebook’s core business? Today, we’re finally getting to see Facebook’s take on the future of social VR, and it is backwards.


 

Where’s the James Cameron of Virtual Reality to Take Medium Mainstream?

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Numerous A-list movie directors have been out on a date with virtual reality, but no Hollywood filmmaker has stepped up to put a ring it. Not the way James Cameron did with modern digital 3-D thanks to his $2 billion-grossing 2009 fantasy blockbuster “Avatar.” It was a watershed filmmaking moment that enhanced his brand so significantly, we still associate him with the technology despite almost a decade of delays on four planned “Avatar” sequels.


Switching to Nuke + Cara… the hard way

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It’s been a while since our last blog post, not because we were out of inspiration, but mostly because this one took waaaaaaaaayyyy longer than anticipated to write. To start at the beginning, let’s move back a little over a year, to January 2016 to be precise. At that time I was seriously considering selling my firstborn to get my hands on one of the OZO’s that just came out, to avoid the process of juggling 18 GoPro’s on set to get a decent stereoscopic image.


 

How to integrate 360 video with Unity

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Since the introduction of the new Video Player component in Unity 5.6, we’ve had a lot of questions about how to integrate 360 video into a Unity project. Over the past months we have slowly been refining our suggested workflow and working on a high quality shader to make it happen. Today, we are pleased to announce that we are ready to share our work in the form of a beta shader ready for use in any Unity 5.6 or later project.


OPINION: HOW APPLE CAN SAVE THE AR/VR/MR INDUSTRIES

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I know what many will say. The AR/VR/MR Industries are still in infancy stage and do not need saving. While I mostly agree with that, I still believe that the Marketing aspect, ie “how” the techs are explained to Consumers, is way off. We are confusing the People with what seems like a plethora of terminologies. From VR to XR, from Mixed Reality to Google’s “Immersive Computing”, we are doing a great job at confusing folks. As an example: the “360 isn’t Vr, maaan” crowd. The only thing folks like that accomplish is create division within the industry itself, and keep the Consumers further away from what we all want: for these technologies to thrive.


 

Unboxing and first look at the new Microsoft “Mixed Reality” VR headset

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Packet39 (my company) was lucky enough to receive a developer kit of the new MS “Mixed Reality” (ie, VR) headset, made by Acer. Here is a quick unboxing and review. Please keep in mind this is a developer model, and things might change before it’s public release.


 

The Future of Virtual Reality in Retail

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We’re going through a very exciting period in human history. Yes, we’re not flying to the Moon any time soon. And it’s not like we actually live in the future that previous generations envisioned. However, we do have SpaceX and tons of other cool stuff unimaginable before. Like virtual reality.


 

Announcing the world’s first brain-computer interface for virtual reality

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Today Neurable is offering a first look at a product that is without precedent in modern tech: a brain-computer interface for virtual reality. Our integrated platform is built for one purpose: to enable developers to create brain-controlled content for virtual reality.


 

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