It’s been just over a year since the Oculus Rift was released to consumers and it’s time to take a look back and re-evaluate. Has VR technology lived up to the hype?
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If we gauge virtual reality’s mass-market impact by what’s happened since the launch of Oculus Rift, in 2016, then by that measure we’re at the start of year two in its history.
Late last month, Oculus Rift, the virtual reality (VR) headset made by Oculus VR (and owned by Facebook) celebrated its first official birthday.
Oculus Rift, Apple Watch, Tesla. Iridium, Apple Newton, Segway, Second Life. Hype is both the social and financial currency of technology. Always has been, always will be. Only in the tech sector does everything you do have to be the Next Big Thing. Because if it isn’t, then nobody will invest in your idea.
If a low-cost headset of only marginally better quality than that of a face-mounted smartphone isn’t enough to get the masses into VR, what would?
While meandering around an industry event, I came across an exhibit for “360 VR chat” and got in line. It all seemed innocuous enough with the typical vendor set up of a few cafe tables, smiley sales people and glossy one pagers … then things got weird.
Following every cool new trend comes the expectation that it’s going to go “mainstream.” Artificial intelligence threatens to replace jobs, social media takes up 30% of time spent online, and more than half of U.S. households connected to the internet now subscribe to at least one streaming video service.
As a creative technologist at a digital agency, I have a lot of tech-related conversations with brand marketers. These days, a number of conversations turn to the topic of VR
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We are still at the infancy of Virtual Reality (VR) but it’s getting difficult to ignore its growing mainstream popularity.