Wednesday, 18 February 2015

Sources

http://www.engadget.com/2014/01/07/oculus-rift-crystal-cove-hands-on/
(oculus positional tracking and OLED screen)

https://www.oculus.com/
(OCULUS specs)

http://en.wikipedia.org/wiki/Virtual_Boy
(information on Virtual boy)

https://www.youtube.com/watch?v=BQoPvZGjYvQ
(Palmer lucky interview on FPS)

http://www.roadtovr.com/oculus-rift-games-list/
(list of VR supported games)

http://www.gamasutra.com/blogs/IvanBlaustein/20131029/203543/Do_we_need_4K_resolution_for_immersive_VR.php?print=1
(Article about resolution constraints and suitable resolution for VR)

http://www.virtuix.com/
(omni site)

http://en.wikipedia.org/wiki/Virtual_reality
(brief descriptions of VR)

http://www.microsoft.com/microsoft-hololens/en-us
(Hololense info)

http://vrfocus.com/archives/7969/oculus-vr-worried-pc-prices-oculus-rift/
(PC pricing with OCULUS)

http://www.wired.co.uk/news/archive/2014-10/22/oculus-rift-interview-pt-2
(interview with palmer lucky on Morpheus vs OR)

http://en.wikipedia.org/wiki/Virtual_reality_sickness
(motion sickness)

http://www.theguardian.com/technology/2014/nov/04/oculus-sony-motion-sickness-virtual-reality
(motion sickness IMPORTANT to be fixed)

http://www.gamespot.com/articles/microsoft-to-spend-500m-on-kinect-marketing-report/1100-6282208/
(money spent on Kinect
http://en.wikipedia.org/wiki/Dreamcast

%http://www.theguardian.com/technology/2014/jul/22/facebook-oculus-rift-acquisition-virtual-reality
(Facebook acquisition)

http://web.cs.wpi.edu/~matt/courses/cs563/talks/brian1.html
(more problems)

Monday, 16 February 2015

The sparse past of VR...

Virtual reality Is seen as a new idea, a concept that has only recently been thought up, when in fact it's only really came to light now due to the hardware finally getting to a state where VR has become possible. The idea of virtual reality coming to the mass market started with the virtual boy in 1995, although due to hardware constraints, it was a total failure, and got discontinued in the year it was released. It's possible that the virtual boys failure resulted in a 20 year stigma attached to any VR devices. The difference now is that since 1995, fully realised 3D graphics have come into the equation, and much more sophisticated means to making headsets have enabled developers to create a sleek and usable device. Quite the contrary to the cumbersome stand mounted virtual boy.