There is no shortage of new innovations to make virtual reality even more immersive. The following six-minute video compiled by Real Spirit Dynamics gives us a glimpse of some of the new VR technology that is currently in development:
Among the projects profiled is a VR chair by a company called MMOne which turns on three different axes:
I wonder how much this little gadget is going to cost when it is commercially released? This potentially vomit-inducing chair is obviously intended more for serious education (flight training schools, etc.) and for high-end gaming arcades than for personal use in your own home (unless you’re a millionaire with a thirst for bleeding-edge VR).
(A big thank-you to Bruce Thomson for alerting me to the first video via Facebook!)
After my recent guided tour of VU, I feel very strongly that this is going to be a successful and popular virtual world/MMO hybrid platform, and I want to be a part of it when VU launches their beta this summer. This is the very first blockchain-based virtual world that I actually feel excited about!
I want you to know this up front: this blogpost is a promotion for VU, in exchange for VU tokens. You can follow on this webpage to see how many VU tokens I have earned by completing tasks in this Partner Program if you wish (right now, I am at number two on the VU Token Leaderboard). There’s nothing stopping you from participating in this Partner Program yourself, and earning some VU tokens!
IMPORTANT: VU Tokens are not a real currency. They are ERC-20 based blockchain tokens intended to permit players of Virtual Universe exclusive access to digital assets within a VR game known as Virtual Universe (VU). They are a form of in-game virtual currency. Virtual value attributed to the VU Token will be as a result of in-game efforts by players, and no future value is represented or guaranteed.
Ciaran Foley, the CEO of Ukledo and Immersive Entertainment, Inc. a Southern California virtual reality software company which is developing a new virtual world/MMO hybrid platform called Virtual Universe (VU), has written an interesting article about the various ways which VR software developers can avoid users experiencing motion sickness and nausea while using their programs.
In summary, those five ways are:
Using high-quality VR headsets;
Developing haptic feedback systems;
Developing a “virtual nose”: Researchers at Purdue University have suggested the mere act of including a virtual nose to the VR headset display can significantly reduce the effects of nausea by 13.5% (small but still significant);
Keeping things steady by tethering the player to a single spot;
Focusing on the environmental design of a VR platform.
There is a slight learning curve to the mechanisms and feel of VR, and it is something that participants of VR will have to have patience with, monitoring their own tolerance, levels of use and ideal comfort settings. Those growing up with VR will adopt it far more easily, much like what we are seeing with Gen-Z having grown up with cell phones. VR has the potential to be just as common as gaming consoles, and people who spend a lot of time around these types of devices will also find it much easier to adapt to VR hardware.
Using what we and the industry as a whole have learned about optimal VR, our VU — Virtual Universe aims to improve on existing models and technologies without detracting from the experience. Instead of restricting core functionality like free movement as in other titles — which can be less immersive and perhaps a bit restrictive — visual tricks will be implemented such as playing with perspectives and field of view to give the environment a smoother feel, improving comfort for the player and helping them keep their lunch in the real world.