The more advanced virtual reality systems simulate auditory and haptic feedback as well as the basic visual experience.

Today’s virtual reality headsets typically use either a computer’s graphics card or an external video source to generate the virtual environment.

And some of these systems have head tracking sensors to improve the experience but at present, the quality of the simulated vision still lags behind the hearing and touch sensations.



What Is Virtual Reality?

Virtual reality is a three-dimensional, computer-generated environment that can be explored and interacted with by a person.

That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.

Virtual reality artificially creates sensory experiences, which can include sight, hearing, touch, smell, and taste.

In its most advanced form, it is indistinguishable from ‘true’ reality.



Virtual Reality: The State Of VR Tech Today

VR’s now on the cusp of going mainstream, and even though it’s been something of a wild, unpredictable ride so far, we’re finally starting to see some stability and early signs of maturity. This is what the VR landscape looks like today.

An Explosion of Content

The first thing that happened last year was that VR became an overnight sensation once again.

The Kickstarter campaign for Oculus Rift raised an unprecedented $2.4 million in funding in just a couple of weeks, driving mainstream interest in VR to new heights.

Suddenly, every major tech company under the sun started talking about their own take on the technology, including:

  • Sony (Project Morpheus),
  • Valve/HTC (Vive),
  • Microsoft (Hololens),
  • Samsung (Gear VR),
  • Qualcomm (Vrvana),
  • and many others.

The amount of content available is still small but growing rapidly – there are over 200 apps and games available for Gear VR alone.

With more developers jumping on board every week, there are several new notable titles being released as we speak.

Trying to define where it’s at right now is tricky; yes, it’s technically an emerging industry, but one that’s well past its infancy. It’s not really a “disruptive” technology anymore either since most

Can Virtual Reality Really Replace Traditional Movies?

Some of the most popular films of all time have been those that have taken us to completely different worlds.

Whether it’s a galaxy far, far away, or a primitive planet in an alternate universe, Hollywood has always relied on its movies to be escapist — but virtual reality could take that to the next level.

Virtual reality is being touted as the next big thing in entertainment. Still, in its infancy, VR projects are already being produced by major studios and tech companies alike, with many predicting the medium, will be commonplace within years.

But how does VR compare to traditional movies? And can it really replace them?

The Pros Of Virtual Reality

In theory, VR gives movie-goers a much more immersive experience than they get from traditional films.

A VR headset lets you interact as if you were actually there, placing you at the center of the action.

By contrast, sitting in a cinema seat is a passive experience — no matter how good the film is, you’re still just watching.

It’s this potential for interactivity that makes VR such an enticing prospect for filmmakers and gamers alike.

If you can transport someone into another world, then the possibilities are endless; they can move around and explore at their leisure. It could also open up new avenues for storytelling

The Future Of VR Movies

Future of VR movies — VR movies are a new technology and the future is now. As early as 1920, people have been creating 3D animated movies and cartoons for us to enjoy.

The first 3D film was called “The Power of Love” and was created in 1922. It had the same concept as today’s 3D movies, but it didn’t use glasses.

In 1967, the first modern 3D movie was released to the public called “Bwana Devil” which was distributed by Warner Brothers and directed by Howard Hawks. This movie made people aware of how 3D works and that it can be done.

Then in 1981, the first IMAX 3D movie was released in Canada called “Transitions”.

This movie really helped bring out the true potential of IMAX and how it could be used to create an amazing experience for people watching their movies.

In September 2012, a man named Palmer Luckey founded a company called Oculus Rift LLC. He wanted to make virtual reality headsets that would help make video games more enjoyable than ever before.

He raised $2.4 million on Kick Starter so he could start making his dream come true.

There were over 9,500 backers who supported this project because they believed in Palmer’s vision of virtual reality becoming a new

My VR Experiences

My first experience with virtual reality (VR) was with the HTC Vive about a month ago. It came already assembled, so only a few steps were required to set it up:

  • plugin the power cord and HDMI,
  • put on the headphones and strap on the headset,
  • followed by putting on two controllers that would allow me to interact with objects in virtual space.

That was it!

I’ve been trying out various games since then: Tetris Effect, Transference, Beat Saber, and Waltz of the Wizard.

It’s been exciting so far, but I wanted to go deeper. I wanted to learn how this technology worked and why people are so excited about it.

What are its limitations? What are its potentials?

That’s why I spent almost two weeks researching VR technology and interviewing several experts.

I learned that VR has been around since the 1960s, but only recently became relevant thanks to advances in computer processors, graphics cards, display technologies, game engines, and haptics — all of which interest me as a computer engineer.


What Are AR And VR?

AR and VR are two of the newest technologies hitting the market. But what do they mean, and what are they used for?

Background AR, or “augmented reality,” is a direct extension of our current technology.

Using a smartphone camera or special glasses, images are overlaid onto the real world, making them appear three-dimensional.

For example, with Snapchat filters, virtual flowers can appear to grow out of your friend’s head. VR, or “virtual reality,” is more immersive than AR.

Rather than just overlaying images onto a person’s field of vision, virtual reality completely replaces it with an entirely made-up environment.

This allows users to experience things that aren’t possible in the real world. Uses The first consumer product to bring AR into the mainstream market was Google Glass (now discontinued).

In 2013, Google released a prototype for Glass called Explorer Edition. A $1,500 device is attached to a pair of glasses using a metal band around the head.

It could take pictures, record videos, and perform other functions through voice commands or by touching an external button on the side of the device. Google shut down sales of Glass in January

How Have AR And VR Changed Film?

What do the Oculus Rift and Google Cardboard have to do with film?

Quite a bit, actually.

360° video is one of the easiest ways for filmmakers to use VR to their advantage because it allows viewers to look in any direction they want.

There are a number of other ways filmmakers are using VR/AR technology in their work as well.

VR/AR is a relatively new technology, but already it’s beginning to permeate pop culture.

The most common way that people experience VR content is through 360° videos on mobile devices such as Google Cardboard or the Samsung Gear VR.

These apps allow users to look around on their screens, immerse themselves in different environments, and experience things like concerts, travel, and extreme sports from anywhere in the world.

VR filmmaking has two major benefits over traditional filmmaking: cost and accessibility. 360° cameras have gotten much cheaper over the last couple of years, with some models now hovering around $1,000 (although much more expensive versions exist).

This makes them affordable for a lot more startups than a camera crane or Steadicam rig.

The Development Of VR Technology And VR Films

The development of VR technology and VR films has been receiving extensive attention in recent years, which is a reflection of the strong market growth potential of VR devices.

The current technological revolution is being driven by the rapid development of display and processing technologies, as well as the enthusiasm of developers around the world.

The global VR market size was estimated at USD 2.5 billion in 2015 and is expected to grow to USD 60 billion by 2025.

As the first commercialized VR device, Oculus Rift is developing rapidly with two major milestones: development kit 1 (DK1) and DK2.

The latter supports:

  • 1080p high-definition resolution,
  • positional tracking,
  • low latency, and
  • 110° field of view (FOV).

The Oculus Rift DK2 has a higher performance than DK1.

The DK2 has become a hot product since it was launched on March 19th 2014, and there are more than 200 companies developing games for Oculus Rift with the expectation that it will be more popular and widely used in the future.

Besides Oculus Rift, there are other VR devices on the market such as Sony PlayStation VR, Samsung Gear VR and Google Cardboard.

Sony PlayStation VR was released in October 2016 at a price point similar to that of Oculus Rift (USD 400), and it offers players a similar experience.

Difficulties Encountered In VR Movie Production

It is worth mentioning here that the equipment required for VR movie production is quite expensive. But still, the equipment can be used for video shooting and for VR movie production.

What are the difficulties encountered in VR movie production?

Well, the virtual reality industry is still in its nascent stage with a lot of potential to grow.

Although there are a few movie producers who have already started making movies in 360 degree format, but as a whole, this concept is not yet completely accepted by the masses.

This is one of the major problems faced by the producers of these movies.

Another problem would be that many people cannot afford to purchase VR headsets of their own and hence cannot view these movies.

A third problem would be that the technology used for creating these movies is still not perfect so it can lead to nausea and dizziness among some viewers.

There are several other problems that could arise during VR movie production. But there is nothing to worry about as long as you understand your requirement well and have a good budget to get things done without any issues.

The basic idea behind making a good VR movie should be to provide a maximum experience to the viewer and create an illusionary feeling that they are right inside the scene of action or wherever the scene may be.

The Role Of VR/AR In The Film Industry And The Development Trend

Virtual reality (VR) and augmented reality (AR) have been around for a while. However, in the past, they’ve been considered more of a novelty than anything else.

Now, however, seems to be the year when VR and AR will finally start to make an impact on mainstream media.

One great example is the partnership between Lucasfilm and Star Wars, which will be creating a whole series of virtual reality films that will take fans into the heart of the films’ most iconic moments.

The Star Wars VR Experience is just one of many VR projects that have been announced this year.

There are also plans for a variety of different games, as well as many other films that are being created specifically for virtual reality systems like the Oculus Rift.

These projects are likely to make a big impact on our culture moving forward, especially since there’s already enough consumer interest to support them.

This isn’t to say that virtual reality and augmented reality are completely cutting out traditional film methods.

Rather, it’s clear that these technologies are going to become important parts of the movie-making process moving forward.

VR Is The Future Of Filmmaking

Remember when 3D was going to be the future of filmmaking? Well, that didn’t happen.

However, with the advent of virtual reality (VR) technology and 360-degree cameras, the possibilities for filmmaking are endless.

Filmmakers can play with their audiences’ senses and immerse them in a story like never before.

Virtual reality is a computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real way by a person using special electronic equipment, such as a headset containing a pair of small monitors which provide separate images for each eye for stereoscopic vision, or more sophisticated systems involving head tracking and full surround vision.

A person using virtual reality equipment is able to “look around” the artificial world, move around in it, and interact with features or items contained in the environment, all combined with tactile information usually derived from some sort of robot control.

Virtual realities artificially create sensory experiences, which can include sight, hearing, touch, smell, and taste.

In today’s market there are already games available that give you an adrenaline rush or even make you feel like you’re falling from great heights or deep underwater.