Star Trek - A term spreading like crazy in the world of IT. It is relatively unknown to a wider audience though, but it's something we are likely to spend more money on in the next 10 years than we are spending now on TV devices - according to Goldman Sachs analysers.
During the recent CES 2016 in Las Vegas, half of the exhibition was devoted tovirtual reality. Anyone who ever tried virtual reality has had the same reaction – astonishment! But what, in fact, IS virtual reality?
Anyone who has ever seen at least one episode of Star Trek could have witness those hologram rooms that served the crew as their resting rooms, and teleported them to another worlds – such as a western movie, Victorian England or a love story.
At that time, we were all wondering how that was possible. In Star Trek, the explanations seemed a bit too complicated for all of us, and all those complexed descriptions meant nothing to no one. In fact, it all sounded so incredibly complicated that if you were the one thinking of creating your own hologram room, immediately you'd lost the will to do so. However, some clever people realised all of this can be done in a simplier way.
How Virtual Reality Works
One of the first things to consider is the fact that 90% of information we take by our eyes and ears - not the touch, scent or sense of gravity. If you lie to your eyes and ears, your brain will accept the lie as the new reality. This is exactly the key basis of how virtual reality works. An image you receive via VR headsets is made to mislead you in thinking you are physically present in that new environment. Although it sounds complicated, it's in fact very simple. First, the headsets cover your whole field of view – the thing you see is what your computer or mobile phone is showing you. Second, the displaying image is changing upon the position of your head. Anywhere you look, the camera will follow your view. If you turn around yourself, the camera will show you what's behind you. That happens 30-90 times in only one single second, and it's much faster that your brain is capable of understanding. This means that your brain is completely fooled. If you include a sound, the cheat is even more complete. The brain believes the eyes so much that you fully believe you will fall down once the computer twists the virtual room you are in.
History of VR and How It Became the Mainstream
Some VR attempts were made in the 80s, but the technology back then wasn't capable of accepting the tech specs of virtual reality. Everything changed when an 18-year-old Palmer Luckey made a first version of Oculus Rift virtual headsets based on a mobile phone display.
He launched Oculus on Kickstarter and sold the first 100 headsets, with one of the buyers to be the famous John Carmack, probably one of the most influential figure of the computer games world. Three years later, Facebook bought Oculus Rift for $2bn and launched the new era. Seeing potential in the billions dollars VR market, big players begun to realise that investing in VR could save them from the Nokia, Kodak or Motorola destiny. So Google, Samsung, Sony and HTC started to pour billions to this newly discovered market.
A Sneak Peak to VR Market Today
Today, the market is divided in 3 different ways. Google and Samsung believe mobile devices are strong enough to produce content on their own. If you decide to go for Google Cardboard it will only cost you £1 - £2.
Samsung Gear VR, on the other hand, costs £79. Its advantage lies in the simple use of mobile devices, hence providing users with affordable VR movies, games or even porn for an affordable price.
Sony, however, decided to connect its device to PS4. This might look a bit complicated as there is a wire that connects a user's head with a console. However, it gives an enhanced feeling of reality. It also includes an additional controller that you can govern with. The expected price is £299, and the device should be out this year.
Oculus Rift and HTC Vive have taken the biggest steps. They include a wire connecting to PC, and both offer an absolute immersion. Apart from the sensors on headsets, Oculus also includes a camera on the computer that follows a user's moves, and knows when a user crouches or stands straight.
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