Virtual Reality; Past, Present and Future
summary
A small studio builds one of the first 360° stereoscopic cameras that hides tripods and captures full-sphere depth, and that camera works in prototypes used since three years ago; custom software claims pixel-perfect stitching to remove seams; production uses GTX 980 and M6000-class workstations. Demos make people feel sun, wind and vertigo, a flight rig provokes leaning and disorientation, and a rehab app replaces some clinic sessions. Partners include Oculus, Gear VR, HTC Vive, Lytro and The Void; multi-user and haptics are in active development.
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chapters (19)
- 0:00Introduction and VR overview
- 1:35What virtual reality is
- 6:11History of VR technology
- 9:06Hollywood’s VR vision
- 11:20Oculus Rift and gaming focus
- 12:47Creating immersive VR experiences
- 15:15VR applications beyond entertainment
- 16:41Current VR headsets and accessibility
- 18:24VR content and social platforms
- 19:27Immersive VR and brain perception
- 20:31VR in healthcare and architecture
- 21:54VR in commercial and educational spaces
- 24:22VR tools and post-production
- 26:27Visual language of 360-degree VR
- 32:23Future of VR and multi-user experiences
- 35:37Closing thoughts and mission
- 36:38Q&A: Tactile feedback in VR
- 38:45Q&A: Eye tracking and focal depth
- 40:53Q&A: Motion sickness solutions
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