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Exploring VR

Talkat FITC Spotlight VR 2015 · 2015-12-05..12-06· [webxr]
slides:none on file

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.

AI-written summary · about

  1. 0:00Virtual reality introduction
  2. 3:16Why VR now
  3. 7:33Immersive VR features
  4. 10:46Mobile vs standalone VR
  5. 16:05VR content tools
  6. 19:19VR peripherals
  7. 23:12VR market growth
  8. 27:52Trend: Old media new ways
  9. 33:30Trend: Live experiences
  10. 35:58Trend: VR training
  11. 37:23Trend: VR therapy
  12. 39:55Trend: VR empathy
  13. 42:04Trend: VR amusement
  14. 44:33VR predictions 2016+
  15. 47:02VR productivity
  16. 49:28Closing thoughts
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