Exploring VR
summary
Overview of current VR says mainstream adoption rides on smartphones and cheap viewers so mobile VR (Google Cardboard, Samsung Gear VR, View‑Master) puts half the platform in consumers pockets while dedicated HMDs deliver higher fidelity but stay tethered. Cameras and tools like the Ricoh Theta, GoPro rigs and Nokia arrays make 360 content; peripherals include STEM controllers, Virtuix Omni and haptic vests. Market forecasts cite 30 million headsets by 2020 and early demos (NYT, Star Wars, live sports) already show strong presence and training/therapy use cases.
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chapters (16)
- 0:00Virtual reality introduction
- 3:16Why VR now
- 7:33Immersive VR features
- 10:46Mobile vs standalone VR
- 16:05VR content tools
- 19:19VR peripherals
- 23:12VR market growth
- 27:52Trend: Old media new ways
- 33:30Trend: Live experiences
- 35:58Trend: VR training
- 37:23Trend: VR therapy
- 39:55Trend: VR empathy
- 42:04Trend: VR amusement
- 44:33VR predictions 2016+
- 47:02VR productivity
- 49:28Closing thoughts
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