Everyone envisions that virtual reality will be about isolating yourself from the real world, but that’s not exactly what Sony has in mind
By Keith Stuart
Two years after the successful Kickstarter fund that projected Oculus Rift into the mass consciousness and launched the new era of consumer virtual reality, there are still a lot of questions to answer.
What will VR apps actually look like? How will they work? Will they resemble the games we play on current consoles, or will they work more like virtual tourist attractions, giving us access to extraordinary environments and just letting us explore them?
It’s a problem that every developer in the field is still grappling with. At the recent South West VR conference in Bristol, the main talking points were how to coax consumers into virtual experiences without scaring or alienating them – or making them feel sick. A whole new methodology is required.
Technologies that can immerse a person in a virtual world will soon be readily available and the Society for Art and Technology is working to ensure that artists will create some of the best experiences.
Those technologies include the Samsung Gear VR, a helmet that uses applications loaded onto a Samsung Galaxy S6 cellphone to immerse the wearer into 3D virtual reality. It could be available to consumers as early as November for as little as $200 and use Time Machine, a game being developed by Montreal’s Minority Media.
Time Machine takes you back to the Jurassic era to see underwater dinosaurs, said Vander Caballero, founder of Minority Media.