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	<title>VR Zone</title>
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	<description>Mind Blowing Virtual Reality Videos</description>
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	<title>VR Zone</title>
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		<title>Virtual Reality in Healthcare</title>
		<link>https://vrzone.tech/virtual-reality-in-healthcare/</link>
				<comments>https://vrzone.tech/virtual-reality-in-healthcare/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 20:53:09 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Healthcare]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31238</guid>
				<description><![CDATA[Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training. One of the advantages of this technology is that it allows healthcare professionals to learn new skills as well as refreshing existing ones in a safe environment. Plus it allows this without causing any [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training.</p>
<p>One of the advantages of this technology is that it allows healthcare professionals to learn new skills as well as refreshing existing ones in a safe environment. Plus it allows this without causing any danger to the patients.</p>
<h2>Human simulation software</h2>
<p>One example of this is the HumanSim system which enables doctors, nurses and other medical personnel to interact with others in an interactive environment. They engage in training scenarios in which they have to interact with a patient but within a 3D environment only. This is an immersive experience which measures the participant’s emotions via a series of sensors.</p>
<h2>Virtual reality diagnostics</h2>
<p>Virtual reality is often used as a diagnostic tool in that it enables doctors to arrive at a diagnosis in conjunction with other methods such as MRI scans. This removes the need for invasive procedures or surgery.</p>
<h2>Virtual robotic surgery</h2>
<p>A popular use of this technology is in robotic surgery. This is where surgery is performed by means of a robotic device – controlled by a human surgeon, which reduces time and risk of complications. Virtual reality has been also been used for training purposes and, in the field of remote telesurgery in which surgery is performed by the surgeon at a separate location to the patient.</p>
<p>The main feature of this system is force feedback as the surgeon needs to be able to gauge the amount of pressure to use when performing a delicate procedure.</p>
<p>But there is an issue of time delay or latency which is a serious concern as any delay – even a fraction of a second – can feel abnormal to the surgeon and interrupt the procedure. So there needs to be precise force feedback in place to prevent this.</p>
<p>Robotic surgery and other issues relating to virtual reality and medicine can be found in the virtual reality and healthcare section. This section contains a list of individual articles which discuss virtual reality in surgery etc.</p>
<h2>More Examples of Virtual Reality and Healthcare</h2>
<p>This section looks at the various uses of VR in healthcare and is arranged as a series of the following articles:</p>
<ul>
<li>Advantages of virtual reality in medicine</li>
<li>Virtual reality in dentistry</li>
<li>Virtual reality in medicine</li>
<li>Virtual reality in nursing</li>
<li>Virtual reality in surgery</li>
<li>Surgery simulation</li>
<li>Virtual reality therapies</li>
<li>Virtual reality in phobia treatment</li>
<li>Virtual reality treatment for PTSD</li>
<li>Virtual reality treatment for autism</li>
<li>Virtual reality health issues</li>
<li>Virtual reality for the disabled</li>
</ul>
<p>Some of these articles contain further sub-articles. For example, the virtual reality in phobia treatment article links to a set of articles about individual phobias, e.g. arachnophobia, and how they are treated with this technology.</p>
<p>Most of us think of virtual reality in connection with surgery but this technology is used in non-surgical ways, for example as a diagnostic tool. It is used alongside other medical tests such as X-rays, scans and blood tests to help determine the cause of a particular medical condition. This often removes the need for further investigation, such as surgery, which is both time consuming and risky.</p>
<p>Augmented reality is another technology used in healthcare. If we return to the surgery example; with this technology, computer generated images are projected onto the part of the body to be treated or are combined with scanned real time images.</p>
<p>What is augmented reality? This is where computer generated images are superimposed onto a real world object with the aim of enhancing its qualities. Augmented reality is discussed in more detail as a separate section.</p>
<div class="related-articles"></div>
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		<title>How Do Virtual Reality Glasses Work?</title>
		<link>https://vrzone.tech/how-do-virtual-reality-glasses-work/</link>
				<comments>https://vrzone.tech/how-do-virtual-reality-glasses-work/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 20:35:27 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[Guides]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31234</guid>
				<description><![CDATA[Virtual reality glasses or goggles are becoming increasingly popular in the gaming and entertainment spheres. They are lighter and more comfortable to wear than the standard head mounted display (HMD) and many of them incorporate a range of interactive devices. Examples of these include audio, video and head tracking. These glasses behave in a similar [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>Virtual reality glasses or goggles are becoming increasingly popular in the gaming and entertainment spheres. They are lighter and more comfortable to wear than the standard head mounted display (HMD) and many of them incorporate a range of interactive devices.</p>
<p>Examples of these include audio, video and head tracking.</p>
<p>These glasses behave in a similar way to a pair of 3D goggles in that they display two images. Ordinary glasses show a single image but 3D and virtual reality glasses contain polarised lenses which show two images, one per each eye. These images appear to give an illusion of depth which is a particular feature of CAVE environments.</p>
<p>The technical name for this is stereoscopy.</p>
<p>More advanced versions of these glasses contain head tracking systems. This system is connected to a computer which sends signals to adjust the images seen by the wearer as they move around their environment. Once again, this is a particular aspect of CAVE fully immersive virtual reality.</p>
<p>These glasses enable the wearer to see three dimensional images which give an illusion of depth of perception. For example, if the wearer is using virtual reality for architectural purposes then they will be able to view a building at different angles, and walk through or around it.</p>
<p>Many types of glasses contain a tracking system which maps the wearer’s movements and adjusts the images accordingly. Each time the wearer moves his head, walks in a particular direction or takes some other form of action, the scene in front of him changes as he does so.</p>
<p>The tracking system is connected to a computer which adjusts these images so that the wearer is shown a realistic environment with a realistic depth of perception. The tracking needs to be as accurate as it can be or else the illusion breaks down.</p>
<p>The glasses enable the wearer to see two separate images which the brain combines into one. This is what gives the illusion of 3D depth. This is often accompanied by video and/or sound which add to the experience.</p>
<p>The aim is to present the wearer with a world which is realistic and behaves in a similar way to the real world. Any delay or latency will cause a disconnection between the two and in some cases, feelings of motion sickness. This then disrupts their experience.</p>
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		<title>Merge VR Goggles</title>
		<link>https://vrzone.tech/merge-vr-goggles/</link>
				<comments>https://vrzone.tech/merge-vr-goggles/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 02:11:46 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[VR Products]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31191</guid>
				<description><![CDATA[The sneaky underdog of the mobile VR headset world, the Merge delivers everything you want from a mobile headset. It works with a wide variety of smartphones, including iPhone. It&#8217;s made out of a soft foam, so it&#8217;s both comfortable and light. It&#8217;s also got a bunch of doodads to help you customise your mobile [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>The sneaky underdog of the mobile VR headset world, the Merge delivers everything you want from a mobile headset. It works with a wide variety of smartphones, including iPhone. It&#8217;s made out of a soft foam, so it&#8217;s both comfortable and light.</p>
<p>It&#8217;s also got a bunch of doodads to help you customise your mobile experience. Adjust the lenses all you want, click two buttons to interact with your content; pop out the front window in case you ever need to use it for mixed/augmented reality purposes. Speaking of which, Merge is ramping up for the sale of its AR cube, which will let you put mixed reality experiences in the palm of your hand.</p>
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		<title>Samsung Gear VR</title>
		<link>https://vrzone.tech/samsung-gear-vr-2/</link>
				<comments>https://vrzone.tech/samsung-gear-vr-2/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 02:02:54 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[VR Products]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31187</guid>
				<description><![CDATA[Samsung&#8217;s Gear VR doesn&#8217;t look much different year-to-year, but the Korean company gives it enough of a boost every 12 months to keep it on top of the mobile VR heap. This year&#8217;s biggest addition is a brand new controller, which will help you get a little more immersion in your VR content. Of course, [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>Samsung&#8217;s Gear VR doesn&#8217;t look much different year-to-year, but the Korean company gives it enough of a boost every 12 months to keep it on top of the mobile VR heap. This year&#8217;s biggest addition is a brand new controller, which will help you get a little more immersion in your VR content.</p>
<p>Of course, the visual experience of using Gear VR will depend on which Samsung smartphone you use. But there are some features that&#8217;ll give you a good experience no matter which Samsung handset you&#8217;ve got, like a wide 101-degree viewing angel and a dark tint to reduce glare and reflections.</p>
<p><span class="s1">However, because of that new controller the price of this year&#8217;s Gear VR has gone up a tad. You&#8217;ll also need one of the compatible Samsung phones, which includes the Galaxy S8 and S8+ and S7 and S7 Edge. If you have a Samsung phone, this is still the best mobile VR experience you can get. </span></p>
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		<title>Oculus Rift</title>
		<link>https://vrzone.tech/oculus-rift/</link>
				<comments>https://vrzone.tech/oculus-rift/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 01:56:41 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[VR Products]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31184</guid>
				<description><![CDATA[The Oculus Rift is the headset that started the current hysteria. Developed by Palmer Luckey, funded via Kickstarter and snapped up by Facebook for a cool $2 billion, the Rift plugs into your computer&#8217;s DVI and USB ports and tracks your head movements to provide 3D imagery on its stereo screens. The consumer edition Rift [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>The Oculus Rift is the headset that started the current hysteria. Developed by Palmer Luckey, funded via Kickstarter and snapped up by Facebook for a cool $2 billion, the Rift plugs into your computer&#8217;s DVI and USB ports and tracks your head movements to provide 3D imagery on its stereo screens.</p>
<p>The consumer edition Rift uses a 2160 x 1200 resolution, working at 233 million pixels per second, with a 90Hz refresh rate. It&#8217;s high-tech stuff, which matches the HTC Vive for refresh rate but lags behind PlayStation VR. However, given its access to the power of the latest PCs, it&#8217;s pushing a lot more pixels than Sony&#8217;s headset.</p>
<p>&nbsp;</p>
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		<title>Sony PlayStation VR</title>
		<link>https://vrzone.tech/sony-playstation-vr/</link>
				<comments>https://vrzone.tech/sony-playstation-vr/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 01:52:51 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[VR Products]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31181</guid>
				<description><![CDATA[PlayStation VR will be most people&#8217;s introduction to &#8216;good&#8217; VR. It&#8217;s not perfect, but it&#8217;s going after console gamers hard and, ultimately, it is still a truly awesome VR experience. There&#8217;s nothing else in this category of quality but affordable VR, meaning PS VR is the benchmark for mainstream console VR. Plus, since launch there&#8217;s [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>PlayStation VR will be most people&#8217;s introduction to &#8216;good&#8217; VR. It&#8217;s not perfect, but it&#8217;s going after console gamers hard and, ultimately, it is still a truly awesome VR experience. There&#8217;s nothing else in this category of quality but affordable VR, meaning PS VR <em>is</em> the benchmark for mainstream console VR. Plus, since launch there&#8217;s been a steady stream of new titles, some from big franchises, such as <em>Resident Evil 7</em>.</p>
<p>With its low price and PS4 compatibility, it&#8217;s no surprise that PlayStation VR has outsold both HTC Vive and Oculus Rift – even if, by its own admission, the tech isn&#8217;t quite up to the standards of its competitors.</p>
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		<title>HTC Vive</title>
		<link>https://vrzone.tech/htc-vive/</link>
				<comments>https://vrzone.tech/htc-vive/#respond</comments>
				<pubDate>Wed, 04 Oct 2017 01:39:30 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[VR Products]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31177</guid>
				<description><![CDATA[The HTC Vive was made in collaboration with PC games giant Valve and works with Valve&#8217;s mammoth gaming ecosystem, Steam. HTC packs in 70 sensors to offer 360-degree head-tracking as well as a 90Hz refresh rate – that&#8217;s the stat that&#8217;s key to keeping down latency, which is the technical term for the effect that [&#8230;]]]></description>
								<content:encoded><![CDATA[<p>The HTC Vive was made in collaboration with PC games giant Valve and works with Valve&#8217;s mammoth gaming ecosystem, Steam. HTC packs in 70 sensors to offer 360-degree head-tracking as well as a 90Hz refresh rate – that&#8217;s the stat that&#8217;s key to keeping down latency, which is the technical term for the effect that causes motion sickness. Thankfully that wasn&#8217;t an issue in our review, which can&#8217;t be said about every device.</p>
<p>It&#8217;s still lacking a strong handful of killer apps, but there&#8217;s plenty to explore, and plenty of titles we think are worth your money. The key to the HTC Vive&#8217;s success is the Lighthouse room tracking, which enables you to move around with the headset on. It means mounting some sensors in your home, but the effect is next level. Meanwhile, the Vive&#8217;s new Tracker tech is able to bring any object into VR, and some developers have already found some creative uses for it.</p>
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		<title>Facebook banks on virtual reality as the future of socialising</title>
		<link>https://vrzone.tech/facebook-banks-on-virtual-reality-as-the-future-of-socialising/</link>
				<comments>https://vrzone.tech/facebook-banks-on-virtual-reality-as-the-future-of-socialising/#respond</comments>
				<pubDate>Wed, 27 Sep 2017 02:43:56 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[Entertainment]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31144</guid>
				<description><![CDATA[By Victoria Turk You finally managed to get everyone together in one place. Friends you haven’t seen for ages, scattered around the world, smile and talk to each other across a table – a virtual table, in a virtual world, seen through a virtual reality headset. This is the future of socialising, according to Facebook. [&#8230;]]]></description>
								<content:encoded><![CDATA[<p class="author-byline">By <span class="author">Victoria Turk</span></p>
<p>You finally managed to get everyone together in one place. Friends you haven’t seen for ages, scattered around the world, smile and talk to each other across a table – a virtual table, in a virtual world, seen through a <a href="https://www.newscientist.com/article/mg21829225.700-virtual-reality-get-your-head-in-the-game/">virtual reality headset</a>. This is the future of socialising, according to Facebook.</p>
<p>The social network announced several new products at its F8 Developer Conference in San Jose this week, with a strong focus on virtual and <a href="https://www.newscientist.com/article/mg23231044-600-augmented-reality-set-to-overtake-vr-as-new-apps-go-live/" target="_blank" rel="noopener">augmented reality.</a></p>
<p>Facebook Spaces, its new VR app, lets you chat with friends in a 3D virtual environment. It’s the first real glimpse of how Facebook plans to make virtual reality a social tool <a href="https://www.newscientist.com/article/dn25304-facebook-and-oculus-social-medias-extra-dimension/">after buying Oculus VR in 2014.</a></p>
<p>“VR is a technology that gives us something no other technology has before – a magical feeling of presence, the sense that we’re really there together even when we’re apart,” said head of social VR Rachel Franklin as she announced the app.</p>
<h2>Cartoon you</h2>
<p>To create this feeling, Facebook Spaces lets you customise a cartoon avatar to represent you in the virtual world based on one of your Facebook photos. You can bring multiple people into the virtual space at the same time and chat as you usually would, using Oculus Touch controllers to move your avatar’s arms.</p>
<p>The VR app also draws on the wealth of content connected to your Facebook profile. You can overlay 360 images or videos from your Facebook feed onto the virtual space to plunge you and your avatar friends into a personalised environment, and flick through 2D photos with them.</p>
<p>Friends who don’t have Oculus Rift- and the headset is pretty expensive at around £500 – can be added to the conversation through video chat on Facebook Messenger. There’s also an MS Paint-style drawing tool so you can doodle in the air, though the focus of the app is on just hanging out and chatting.</p>
<p>This kind of social VR is essentially a “fancier version of Skype”, says <a href="http://www.antoniahamilton.com/">Antonia Hamilton</a>, a social neuroscientist at University College London. VR offers an advantage over video messaging, she says, because it can let us more easily communicate using nonverbal cues such as facial expressions and gestures.</p>
<h2>Wooden</h2>
<p>But consumer headsets don’t capture motion or expressions well enough to make it look realistic in the virtual world. “Without capturing faces, you get VR characters which look very wooden and people often don’t like them,” says Hamilton.</p>
<p>In addition to virtual reality, Facebook is banking on <a href="https://www.newscientist.com/article/mg23231044-600-augmented-reality-set-to-overtake-vr-as-new-apps-go-live/">augmented reality</a> playing a role in our future communications. While its new AR tools are little more than Snapchat-like filters for your smartphone camera, the company clearly envisages a transition to wearable AR devices. “We want glasses, eventually contact lenses, that look and feel normal but let us overlay all kinds of information and digital objects on top of the real world,” said CEO Mark Zuckerberg at the conference.</p>
<p>With developments in AI, augmented reality will ultimately be so good that you won’t be able to tell augmented visuals from reality, says <a href="http://www.hao-li.com/Hao_Li/Hao_Li_-_about_me.html">Hao Li</a> at the University of Southern California.</p>
<p>But there needs to be a hardware revolution before social VR and AR can become mainstream, he says. Headsets are still <a href="https://www.newscientist.com/article/mg23230952-400-virtual-reality-no-one-is-actually-buying-2016s-hottest-tech/">expensive and uncomfortable</a>, and cause some users <a href="https://www.newscientist.com/article/2115648-posture-could-explain-why-women-get-more-vr-sickness-than-men/">to feel dizzy or nauseous</a>. “Until this has been solved, I find it hard to believe that the content would be so good and so engaging that people would want to use it on a daily basis,” says Li.</p>
<p>And it remains to be seen how much social value these tools can really provide. At one rather poignant moment in the conference, Zuckerberg demonstrated using AR to add a second coffee cup into an image of a dining table – “so it doesn’t look like you’re having breakfast alone”.</p>
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		<title>I Love Virtual Reality, But I&#8217;m Also Afraid of It</title>
		<link>https://vrzone.tech/i-love-virtual-reality-but-im-also-afraid-of-it/</link>
				<comments>https://vrzone.tech/i-love-virtual-reality-but-im-also-afraid-of-it/#respond</comments>
				<pubDate>Wed, 20 Sep 2017 04:26:39 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Environment]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31110</guid>
				<description><![CDATA[Could virtual reality be dangerous? John Hanke worries that it could. And he should know: Hanke is the CEO of Niantic, the company primarily responsible for the Pokémon Go phenomenon that struck last summer. &#8220;I’m afraid [virtual reality] can be too good, in the sense of being an experience that people want to spend a [&#8230;]]]></description>
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<p class="_8UFs4BVE" data-reactid="205">Could virtual reality be dangerous? John Hanke worries that it could. And he should know: Hanke is the CEO of Niantic, the company primarily responsible for the <a style="font-size: 16px;" href="http://time.com/4400815/pokemon-go-nintendo-niantic/" rel="" data-reactid="237"><em data-reactid="238">Pokémon Go</em></a><a style="font-size: 16px;" href="http://time.com/4400815/pokemon-go-nintendo-niantic/" rel="" data-reactid="239"> phenomenon that struck last summer</a><span style="font-size: 16px;">.</span></p>
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<article class="row" data-reactid="234">
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="242">&#8220;I’m afraid [virtual reality] can be too good, in the sense of being an experience that people want to spend a huge amount of time in,” said Hanke at an industry conference last month, as reported by <a href="http://www.gamesindustry.biz/articles/2017-04-04-john-hanke-vr-is-too-good-could-be-a-problem-for-society" target="_blank" rel="noopener noreferrer" data-reactid="244">GamesIndustry</a>. “I mean I already have concerns about my kids playing too much <em data-reactid="247">Minecraft</em>, and that’s a wonderful game.&#8221;</p>
<div data-reactid="249">Hanke continued: “We’re human beings and there’s a lot of research out there that shows we’re actually a lot happier when we get exercise, when we go outside – and outside in nature in particular. I think it’s a problem for us as a society if we forgo that and spend all of time in a <em data-reactid="252">Ready Player One</em>-style VR universe.&#8221;</div>
<div class="medium-offset-1 dont-print _2R4B45U9" data-reactid="254"></div>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="285">As somebody profiting from virtual reality (and its cousin, augmented reality), Hanke&#8217;s comments may come off as hypocritical. But I believe he&#8217;s on to something. If you&#8217;ve played with a high-end VR headset like the Oculus Rift, HTC Vive or PlayStation VR, you know how immersive the experience can be. Once inside a virtual world, it&#8217;s all too easy to become captivated. For some players, video games have long offered an escape from reality. Today&#8217;s VR technology can take that even further.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="287">Let me be clear that I am in no way opposed to VR or its world-changing potential. The technology will find use in gaming, of course, but also in medicine, heavy industry, aviation, the military and more. But users would be wise to make sure their relationship with the technology is a healthy one.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="289">As Niantic&#8217;s Hanke suggested, getting caught up in a virtual world can keep a person from socializing in the real world, an important part of the human experience. (Yes, friendships have been forged in games like <em data-reactid="291">World of Warcraft,</em> but we are still social beings at heart). We&#8217;ve already seen examples of people getting sucked into &#8220;regular&#8221; games to <a href="http://www.cnn.com/2015/01/21/opinion/gaming-addiction-risks/" target="_blank" rel="noopener noreferrer" data-reactid="293">extreme and even dangerous degrees</a>. Spending massive amounts of time in VR could similarly present real dangers.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="296">I also have concerns about virtual reality&#8217;s impact on a person&#8217;s physical health. We already know that spending too much time staring at a screen can harm our vision over the long term. VR headsets are essentially a digital display mounted directly in a user&#8217;s face, raising real questions about the effects over time. Some people are also prone to nausea, dizziness and vertigo after just a little time spent in VR. For the industry, that motion sickness issue remains a largely unsolved problem.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="298">From <a href="http://fortune.com/fortune500/apple/" target="_blank" rel="noopener noreferrer" data-reactid="300">Apple</a> to <a href="http://fortune.com/fortune500/microsoft/" target="_blank" rel="noopener noreferrer" data-reactid="303">Microsoft</a>, pretty much every major technology company is pursuing or is rumored to be pursuing virtual reality in some fashion. All would do well to give serious thought to these issues as the technology enters the mainstream. While I&#8217;m bullish on VR overall, I believe the industry needs to do more to grapple with the potential pitfalls before pushing the technology to the masses.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 end text size-1x-large line-height-large _10M0Ygc4" data-reactid="306"><em data-reactid="307">Tim Bajarin is recognized as one of the leading industry consultants, analysts and futurists, covering the field of personal computers and consumer technology. Mr. Bajarin is the President of Creative Strategies, Inc and has been with the company since 1981 where he has served as a consultant providing analysis to most of the leading hardware and software vendors in the industry.</em></p>
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		<title>Facebook Is Reportedly Building a VR Headset You Could Actually Afford</title>
		<link>https://vrzone.tech/facebook-is-reportedly-building-a-vr-headset-you-could-actually-afford/</link>
				<comments>https://vrzone.tech/facebook-is-reportedly-building-a-vr-headset-you-could-actually-afford/#respond</comments>
				<pubDate>Wed, 20 Sep 2017 04:13:24 +0000</pubDate>
		<dc:creator><![CDATA[NTEC]]></dc:creator>
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		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">https://vrzone.tech/?p=31106</guid>
				<description><![CDATA[Facebook&#8217;s Oculus Rift provides one of the most immersive virtual reality experiences currently possible, but its appeal can be hampered by a cumbersome setup process, high price tag, and complex system requirements. The social media giant hopes to address those concerns with a forthcoming $200 wireless headset that will be lighter than Samsung&#8217;s Gear VR [&#8230;]]]></description>
								<content:encoded><![CDATA[<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="247">Facebook&#8217;s <a href="http://time.com/4272506/oculus-rift-review/" rel="" data-reactid="249">Oculus Rift</a> provides one of the most immersive virtual reality experiences currently possible, but its appeal can be hampered by a cumbersome setup process, high price tag, and complex system requirements. The social media giant hopes to address those concerns with a forthcoming $200 wireless headset that will be lighter than Samsung&#8217;s Gear VR model, according to a new report from <a href="https://www.bloomberg.com/news/articles/2017-07-13/facebook-said-to-plan-200-wireless-oculus-vr-headset-for-2018" target="_blank" rel="noopener noreferrer" data-reactid="252">Bloomberg.</a></p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="254">Facebook will reportedly unveil the device, which is codenamed &#8220;Pacific,&#8221; in 2017, but it won&#8217;t begin selling the device until 2018.</p>
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<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="257">While most lightweight virtual reality (VR) headsets like those made by Samsung and <a href="http://fortune.com/fortune500/alphabet/" target="_blank" rel="noopener noreferrer" data-reactid="259">Google</a> are powered by a smartphone, Facebook&#8217;s upcoming VR viewer will work independently of a phone or computer, Bloomberg says. The interface will reportedly be similar to that of the <a href="http://time.com/4124998/samsung-gear-vr-review/" rel="" data-reactid="262">Samsung Gear VR</a>, which also runs on Oculus&#8217; software, and will be controlled using a wireless remote.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="291">&#8220;We don&#8217;t have a product to unveil at this time, however we can confirm that we&#8217;re making several significant technology investments in the standalone VR category,&#8221; a Facebook spokesperson told TIME. &#8220;This is in addition to our commitment to high-end VR products like Oculus Rift and mobile phone products like Gear VR.&#8221;</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="293">The new headset will offer more power for gaming, Bloomberg says, but it will not come with the same positional tracking technology as the high-end Oculus Rift. That means the headset won&#8217;t be able to detect the user&#8217;s real-world whereabouts in relation to the device.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="295"><a href="http://fortune.com/fortune500/facebook/" target="_blank" rel="noopener noreferrer" data-reactid="296">Facebook</a> is also working on a <a href="http://time.com/4521745/facebook-oculus-wireless-vr-headset-demo/" rel="" data-reactid="299">separate cord-free VR viewer</a> nicknamed Santa Cruz that will include inside-out tracking technology. This technique uses embedded cameras to detect space and positioning from inside the headset so that external sensors aren&#8217;t required. Facebook plans to release a different version of the &#8220;Pacific&#8221; headset that supports positional tracking, Bloomberg says.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="302"><strong data-reactid="303">Read more:</strong> <a href="http://time.com/4645723/virtual-reality-2017-inside-out-tracking/" rel="" data-reactid="305">How Silicon Valley Is Trying to Solve Virtual Reality&#8217;s Biggest Problems</a></p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="307">The latest Oculus rumor comes as competition in the VR space is accelerating, with companies like Facebook, <a href="http://fortune.com/fortune500/microsoft/" target="_blank" rel="noopener noreferrer" data-reactid="309">Microsoft</a>, Google, and HTC all vying to dominate the field.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="312">Later this year, Acer will start selling what will be among the first headsets powered by Microsoft&#8217;s Windows Mixed Reality operating system. With this software platform, Microsoft hopes to make virtual reality cheap and accessible by eliminating barriers such as high prices and complicated setup processes — a goal that Facebook also shares, based on the Bloomberg report. Unlike Facebook&#8217;s forthcoming device, these Windows headsets must be tethered to laptops, but the system requirements are much lower than those of today&#8217;s high-end Oculus Rift and HTC Vive devices.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 text size-1x-large line-height-large _10M0Ygc4" data-reactid="314">Google announced during its developer conference this year that its Daydream virtual reality software will support standalone VR headsets that don&#8217;t need to be tethered to a computer. HTC has already announced plans to build an independent VR headset based on Google software, and the company has been courting developers to build content for its own <a href="https://blog.vive.com/us/2017/05/17/vive-standalone-headsets-for-google-daydream/" target="_blank" rel="noopener noreferrer" data-reactid="316">Viveport app store</a> as well.</p>
<p class="column small-12 medium-10 medium-offset-1 large-offset-2 end text size-1x-large line-height-large _10M0Ygc4" data-reactid="319">For now, Samsung&#8217;s Gear VR headset remains <a href="http://fortune.com/2017/06/01/samsung-sony-virtual-reality-shipments/" target="_blank" rel="noopener noreferrer" data-reactid="321">the most popular virtual reality device</a>. Samsung controls 21.5% of the global virtual reality market, according to statistics from research firm IDC, followed by the PlayStation VR and HTC Vive. Samsung earlier this year launched a redesigned Gear VR headset and accompanying motion controller. The report also comes after Facebook recently slashed the price of the Oculus Rift for the second time this year, likely in a bid to make the Rift more appealing against cheaper rivals.</p>
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