![]() Other VR brands, such as Nintendo Virtual Boy, Stuntmaster, Cybermaxx, and VFX-1, also failed to catch on keeping VR on the fringe of entertainment, as well as begetting a series of bad VR movies, such Johnny Mnemonic - who could only carry 80 gigabytes of data in his head. Though iGlasses boasted a price tag under $1000, it failed to capture the public’s imagination. Game over.Īpple also made its first VR foray in the ’90s with iGlasses, which featured a headset that trumpeted color stereoscopic 3-D and head tracking: in which visuals moved when the player turned his head. The price tag: tens of thousands of dollars. The headset had built in screens and put gamers in the position of their characters in the game. Virtuality Group produced a VR system in the early ’90s, for example, that required a stand-up arena system and a vehicle cockpit. Virtual reality required gloves and goggles, and came with a hefty price tag – as a result, it failed to catch on with the general populace. When VR emerged in 1990s, there was no cloud, color graphics were clunky and there was no Internet ecosystem. It’s been around for a long time.” The reason its time appears to be coming, said Blau, is that the technology - and pricing - has improved markedly over the past decade. “It will be very popular in the beginning on the consumer side,” said Brian Blau, an analyst at Gartner group who specializes in VR. ![]() Gartner Group projects 25 million virtual reality headsets will be in consumer hands globally by 2018. At the International Festival of Creativity in Cannes, SapientNitro provided a glimpse into how powerful VR could be for e-commerce and as a marketing research tool. Last year, social media giant Facebook purchased Oculus VR for a cool $2 billion. VR has been having a bit of a broader moment. Games and porn will be first, but over time other entertainment categories will be similarly transformed.” ![]() “As it does, it will revolutionize entertainment and marketing. “VR technology is getting closer to delivering a really ‘true to life’ experience,” said Gabe Zichermann, chair of GSummit, a marketing and gaming conference in San Francisco.
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