The Body VR is an educational virtual reality experience that takes the user inside the human body. Travel through the bloodstream and discover how blood cells work to spread oxygen throughout the body. Enter one of the billions of living cells inside our body and learn how the organelles work together to fight deadly viruses.
Enter The Bohemian Rhapsody Experience, a joint collaboration between the band, Google Play, and Enosis VR. Yes, you heard that right: it’s a virtual reality representation of the song, and is being dubbed as “a journey through frontman Freddie Mercury’s subconscious mind.”
A neat aspect of the game is that the song itself plays in a spatial manner. This means as you move around and toward objects in the virtual reality experience, the verses will seem to be emanating from a fixed point.
Read more: http://www.digitaltrends.com/virtual-reality/queen-bohemian-rhapsody-vr/#ixzz4KLag25Uz
Kuchenbecker’s lab has been working for years to create realistic haptic interfaces for virtual reality. These research-based systems are usually expensive, complicated, delicate – maybe even a little dangerous – but they let the user touch virtual objects that feel very similar to the real objects we all touch every day. Most people still haven’t been exposed to how good haptic experiences can be and how much touch feedback can add to an interaction.
The Tactai Touch controller looks like a high-tech thimble and clips onto your finger. It can be worn on any and every finger, but only one index finger is required to trick your brain into feeling things.
‘COLOSSE’ is a real-time virtual reality storytelling experience. A hunter crosses paths with a mysterious titan.
A survey of hardware ownership conducted on the Steam gaming platform suggests that sales of the two leading virtual reality headsets have slowed to a trickle.
Comparing month-to-month growth, reported Vive ownership increased 0.3% in July, and no growth was reported in August, while the Rift saw a 0.3% increase in reported ownership for July and 0.1% growth in August. Link
There are a number of factors that can make mainstream adoption of VR slow: cost, space and content. Right now the cost of the premium VR headsets are still pretty high just for the initial setup, so only the hardcore early adopters will be coming in at this stage. Second, you need to find and set up a physical space in your living area to accommodate a VR setup which means reorganizing your current environment and some people simply don’t have the available space to do it. Last, is availability of content. Although there is a constant stream of new development, it’s a classic chicken and egg situation where developers want users before committing to large projects and users want content before buying.
I think that how this plays out is that custom (and expensive) tools and capabilities will be developed catering to the speciality niche market (CAD, medical, art development, architecture, etc) and this will be where things take root economically, versus in the consumer game market. This seems to make more sense to me since I believe you can make productivity, feature and efficiency gains in those speciality domains which translates into monetary value.
As an example take a look at The Music Room which is a $129 program for the Vive
The New York Times revealed the experience, named Gnomes & Goblins. Rather than a simple 360 degree experience, the kind that many directors are interested in, Favreau’s ‘film’ appears to be a fully VR and interactive piece. In it, you’ll find yourself deep within a thick jungle, apparently not too dissimilar to that of the recent live action version of The Jungle Book. You’re accompanied by a small goblin that lives within the lush surroundings and looks like Favreau’s sketch above. Link