~/talk

Virtual Reality; Past, Present and Future

Talkat Codemotion Amsterdam 2016 · 2016-05-11..05-12· [webxr]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction and VR overview
  2. 1:35What virtual reality is
  3. 6:11History of VR technology
  4. 9:06Hollywood’s VR vision
  5. 11:20Oculus Rift and gaming focus
  6. 12:47Creating immersive VR experiences
  7. 15:15VR applications beyond entertainment
  8. 16:41Current VR headsets and accessibility
  9. 18:24VR content and social platforms
  10. 19:27Immersive VR and brain perception
  11. 20:31VR in healthcare and architecture
  12. 21:54VR in commercial and educational spaces
  13. 24:22VR tools and post-production
  14. 26:27Visual language of 360-degree VR
  15. 32:23Future of VR and multi-user experiences
  16. 35:37Closing thoughts and mission
  17. 36:38Q&A: Tactile feedback in VR
  18. 38:45Q&A: Eye tracking and focal depth
  19. 40:53Q&A: Motion sickness solutions
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