26 Apr Virtual Reality and Augmented Reality
Our brains control five major senses: touch, taste, smell, sight and hearing. Yet constant input from minor senses such as balance and depth perception, time perception and feelings of physical pain constantly collide to determine an individual’s reaction to the environment. For example, if computer generated information envelopes and fully immerses a person with sensory altering images, reality shifts in response, creating what is known as virtual reality (VR).
Virtual reality hit the consumer marketplace in late 2015 via a headset from Samsung. (Note: Google released a free headset in 2014 and upgraded in 2015). At least three more headset launches priced similarly to computer gaming consoles are scheduled for this year. Industry analysts predict that innovators need at least five years to reach the phase where hardware achieves a smartphone-type of standardization and content becomes the economic driver. The race to move beyond today’s clunky, tethered headsets involves dozens of companies. The major players: Google, Facebook, Sony, Microsoft, Apple and a number of mobile device manufacturers have ‘skin in the game’ through financial investments and acquisitions in virtual and augmented reality.