The aim of VR is to create a sensory experience for the user sometimes including sight, touch, hearing, smell, or even taste.
The trajectory for second generation headsets points to increased immersive qualities — the current key ingredient in creating premium VR experiences. Our challenge as designers is to find the right balance between immersion and inclusion for each type of VR product — from the headset aimed at the hard-core gamer, to the device that brings VR content to the mainstream.
On the surface, the ideas of immersion and inclusion seem to be polar opposites.
But we believe that VR experiences do not necessarily have to reside on a single spot in the continuum between the two. They can be adaptive to the situation and cover a range of more or less inclusive or immersive experiences. This is what we set out to do — explore how immersion and inclusion might be harmonized in VR hardware experiences for the gaming enthusiast and for the mainstream consumer.
The ideas below outline what we believe are not only impactful, but feasible solutions for VR in Our deepest shared secret Shadow is a suite of VR wearables for gamers who desire the most immersive virtual reality experience and interact with others mainly in the virtual space.
With Shadow, the computer and battery are built into the hood and shoulder cloak, untethering the user from cables and reality. Immersion extends beyond sight — it incorporates the sense of sight, hearing, and touch.
Sensors in the arms, hands and body bring the experience to a new level of ultra-immersion. For the hardcore gamer, inclusion is meaningful primarily in the context of a shared gaming experience. In the moment, with you We imagined Light as a VR headset for families or groups of friends who want to dabble in virtual reality but above all want to experience it together.
Simple, shareable and transparent, it allows the user to stay connected not only to the virtual reality but to her environment and the people around her.
Light connects wirelessly to other devices, letting others share the experience on a phone or a larger screen. Sound is transmitted through adjustable bone conduction audio system that allows the transmission of ambient sound.
Ease of interactions is key for this concept— from putting on the lightweight device, to switching modes — everything is designed with the social user in mind. Creating a path in the gray area of our VR future No technology is inherently good or bad.
Whether or not it becomes more than an addictive trap that insulates us from each other is within our control. To dive deeper into our process and the ideas we explored, or to find which headset is right for you, check out the VR Demystified project on 10,oooft.Virtual reality headsets installed base worldwide 37m Number of virtual reality headsets worldwide 82m Sales of virtual reality head-mounted displays worldwide 68m Estimated VR.
Mar 11, · Technology's Next Big Wave -- Virtual Reality. Elad Natanson Contributor. In an April report, Digi-Capital estimated that by the VR/AR industry will be $ Billion. According to a recent report by Digi-Capital, virtual reality may constitute a $30 billion market by , even though the first consumer models of VR hardware won’t hit until late But.
Virtual reality market to grow twentyfold by Published time: 27 Feb, Edited time: 27 Feb, 14 Last month Facebook CEO Mark Zuckerberg said virtual reality technology was still around a decade away from providing consumers with a . We would like to show you a description here but the site won’t allow us.
Emerging Technology; News. Gartner's top 10 near-term predictions for tech The predictions include augmented reality, a decline of mobile apps, and a shift away from web browsing to voice.