Virtual Reality : Early Year
Let’s
start with a quick primer on the history of VR. VR was created in 1965 by
Ivan Sutherland – he created the “Ultimate Display”, a device that could
overlay wireframe interiors onto a room. The military was researching and
investing in VR’s potential for flight simulation and training.
The VR
industry continued to develop over the next couple of decades, but appeal was
limited to only the most ambitious engineers and early adapters due to the cost
of components, and the computers that powered them.
PALMER LUCKEY AND
OCULUS RIFT CHANGE THE GAME
Fast-forward
40 years and Palmer Luckey (the inventor of the Oculus Rift) created his first
VR prototype at age 18 in his parents basement. He developed the product that would come to be
known as the Oculus Rift.
The
announcement of the Oculus was followed closely by tech insiders, developers,
and early adopters, all of whom had been chomping at the bit to experience this
new frontier in VR development. It wasn’t long before heavy-weights like
Facebook, Google, and Samsung took notice and began investing heavily in VR
with the hopes of producing the first consumer ready device. Facebook believes
so strongly in the Oculus Rift that they acquired the company for $2 Billion in
March of 2014.
TODAY’S CHOICES FOR
CONSUMERS
The current lineup of Virtual Reality products run the
gamut in terms of price and accessibility. You can get your feet wet with
Google’s product (aptly named Cardboard). Cardboard is very
inexpensive.It uses easy to obtain components like cardboard,
biconvex lenses, a couple of magnets, Velcro, and a rubber band. Instead
of a built-in display like the Oculus Rift, this product is powered by any
Android phone running 4.1 or higher (just slide your phone into the “headset”).
You assemble it all yourself.
The
phone powers the entire experience with applications found in Google’sCardboard
app store). There are no external wires or clunky hardware to deal
with…just the Cardboard case and your Android phone. At Primacy we recently
built one to test out in house – the entire build took about 5 minutes from
start to finish.
Facebook’s
Oculus Rift
Given
the current pace of innovation it’s a safe bet that both the hardware and
software for Facebook’s Oculus technology will only get better in the months
ahead. The consumer model, though not currently available, is expected to
be released mid 2015. The developer model (DK2) costs $350 and comes
loaded with a low latency display (the same used in the Samsung Galaxy Note
3). The display delivers a respectable 960×1080 resolution per eye with a
75Hz refresh rate. The unit also includes a gyroscope, accelerometer,
magnometer and a near infrared camera for head and positional tracking
Samsung’s
Gear VR Innovator Edition
Samsung saw an opportunity to jump into the VR mix and
partnered with Oculus. They’ve produced a headset that looks like the most
consumer-ready device to date. Samsung’s Gear VR Innovator Edition is
exactly what you would expect from the established tech giant both in terms of
quality and usability. It’s also the most expensive option.Unlike Google’s Cardboard, the Gear VR only works with
a Samsung Galaxy Note 4, so if you’re lucky enough to already own one you can
save yourself a significant amount of money.
The
headset itself is very well designed and quite intuitive. There’s a volume
toggle, touchpad, and “back” button on the right side of the headset that can
be used to easily navigate through VR experiences and applications. The
top of the headset holds a focus wheel that is used to adjust the focus to
optimal range for your eyes. Two straps hold the unit firmly on your head which
seals your vision off from the outside world to improve the sense of immersion.
Plus, the absence of any cables tethering you to a computer helps make
the experience more enjoyable and portable.
There’s
no need to take the unit off your head in order to download or switch
applications…everything can be done through the Oculus Home menu or
Samsung’s application library after the initial setup and configuration.
There are a handful of interesting and useful apps included out of the box such
as Oculus Cinema – for watching movies and videos in a virtual cinema, Oculus
360 Photos – for viewing panoramic photos, and Oculus 360 Videos – for viewing
panoramic videos. Samsung also recently released a marketplace
called Milk VR which is basically Youtube for VR.
THE DOWNSIDE – A
CASE OF THE JUDDERS
Virtual Reality – THE FUTURE IS HERE (OR REALLY, REALLY CLOSE)
Virtual Reality – THE FUTURE IS HERE (OR REALLY, REALLY CLOSE)
We’ve
found that many of the applications available now are graphics heavy and the
experience can degrade quickly without a fairly good graphics card. It is
worth noting that experiences involving 3D graphics and rapid motion can
quickly become nauseating to some folks due to frame-rate or GPU restrictions
and a phenomena known as “judder” (when the images become smeared, strobed or
otherwise distorted), so it is really the responsibility
of developers to create “comfortable” experiences which aim to
minimize judder. Despite the drawbacks – when used in tandem with a
computer that has a high end GPU, the result is a sense of immersion that 10
years ago would have seemed impossible. The Oculus developer site
currently lists both a PC and Mobile SDK which include integrations for Unity
and Unreal game engines. The PC SDK is intended for the Rift DK2 where-as
the Mobile SDK is intended for Oculus powered devices which leverage mobile
phones.
We’re just starting to crack the surface with VR. The emergence of panoramic video and photo is making it easy to “teleport” viewers to places they could never physically be.
Imagine a front row seat to watch your favorite band play live…with the freedom to look in any direction in real time. Imagine walking (literally…walking) through your favorite national park as if you were really there. Imagine sitting in a conference room half way around the world and interacting with others as if you were really there. These are just a few of the amazing applications that VR devices like the Oculus Rift enable. So stay tuned – if current progress is any indication, virtual reality is here to stay, and it’ll be invading your living room or office much sooner than you might think.
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There are multiple standards and certifications available. The image above illustrates some of the more common organisations that provide standards, certifications and good practice guidance.
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