vr gear – PSafe Blog https://www.psafe.com/en/blog Articles and news about Mobile Security, Android, Apps, Social Media and Technology in general. Thu, 19 Jan 2023 14:49:21 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 https://www.psafe.com/en/blog/wp-content/uploads/2018/05/cropped-psafe_blog_purple-shield-32x32.png vr gear – PSafe Blog https://www.psafe.com/en/blog 32 32 <![CDATA[How Has Live Action Technology Evolved Over Time?]]> https://www.psafe.com/en/blog/live-action-technology-evolved-time/ Thu, 27 Oct 2016 11:54:15 +0000 https://www.psafe.com/en/blog/?p=5164 The idea of live action technology might seem new, but consider historical paintings. The artists arranged battle and historical scenes to make others feel as though they were there and a part of the action, much like virtual reality headsets are trying to do today.

Remember playing with the View-Master as a kid? You know, those toys that cycled through scenes or a story while you looked on? That 1939 invention was just a reconfiguring of (and major update from) the stereoscope invented 100 years before.

Read More: Should You Buy a Virtual Reality Headset?

Things took a leap forward in the 1960s.

The Birth of Live Action Virtual Technology
The first head-mounted display was invented, then the first motion-tracking display, and then the first display connected not to a camera, but to a computer. It was so heavy, it had to be hung from the ceiling — a far cry from today’s cardboard-light displays.

Users of this new technology, nicknamed the “Sword of Damocles” (after the legendary story about being in a position of power), were then strapped into it. Of course, given the technology at the time, users weren’t exactly greeted with the lifelike images afforded by today’s amazing tech.

Other VR devices followed, each one building on the last. It wouldn’t be until the 1980s that virtual reality accessories were marketed to the public. The system alone cost almost $50,000 — no small change even by today’s standards.

Nintendo and Sega Genesis hopped on board the new craze. In the case of Sega, it was never able to release its VR Glasses project due to technical difficulties, even though the company had already completed games for it. Nintendo, on the other hand, did release a 3D gaming console, but with a series of issues (such as its less than comfortable headset), it didn’t take off.

Live Action Technology Today
With Oculus Rift consistently making headlines and great leaps forward, the new release of the Playstation VR, Google Daydream in the works, and the HTC Vive and controllers that started shipping in spring of this year, it keeps getting better.

Where technology will take us is anyone’s guess. Make sure your Android smartphone is ready for it. Clean it up with PSafe TOTAL. Protect your phone from viruses and malware and delete unneeded programs.

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<![CDATA[A New Type of Virtual Reality: History Documentaries]]> https://www.psafe.com/en/blog/new-type-virtual-reality-history-documentaries/ Thu, 27 Oct 2016 11:52:57 +0000 https://www.psafe.com/en/blog/?p=5198 Virtual reality has already proven itself to be a viable form of entertainment as a means of watching breath-taking panoramic videos of events and fully immersing yourself in your favorite online video games. Yet there are other, more educational applications that VR technology can be leveraged for, such as giving viewers a first-person experience engaging not just in historical events, but with those who witnessed and experienced them first-hand.

At the United Kingdom’s Sheffield Doc/Fest, this is exactly what some producers were aiming to create. Using a combination of documentary footage, smart artificial intelligence, and virtual reality technology, the Doc/Fest curators showcased 12 filmmakers who devised interactive projects that placed festival goers in far off destinations in space and time. These ranged from an incredibly life-like spacewalk simulation to exhibits showing the life of a Syrian refugee amid the ongoing refugee crisis.

Read More: Should You Buy a Virtual Reality Headset?

While traditional documentaries have typically been filmed without virtual reality considerations in mind, what makes the demonstrations at Doc/Fest so different from the standard nature or historical program is their interactivity. In one particular exhibit, entitled New Dimensions in Testimony, festival-goers were brought into a dark room with an oblong screen, where they could interact with a Holocaust survivor. The survivor, Pinchas Gutter, was brought to life using natural language technology and a life-like rendering of his body taken from hours of interview footage with the USC Shoah Foundation. The result is an experience that nearly feels like speaking to the real Pinchas Gutter. The simulated Gutter can offer musings from the factual to the philosophical, and can answer questions spontaneously. Though Gutter is still alive today, his contribution to the project will allow future generations to have personal chats with the man, preserving the first-hand experience digitally.

While they are fascinating and full of potential, it isn’t outlandish that some would find these kinds of interactive historical documentaries morally wrong, especially when the events depicted are ongoing in the real world. Two Billion Miles and We Wait are two such projects that put the viewer in the shoes of a Syrian refugee. In the former, you must make decisions to escape the violence in Syria, the outcomes of which are reflected in simulated news coverage segments. The latter, meanwhile, casts spectators as migrants trying to escape Turkey by sea into Greece — every attempt, though, ends with the viewer being detained and returned to Turkey by authorities. Despite the realistic, sometimes disturbing depictions of this humanitarian crisis, a viewer can detach from that reality anytime he or she likes by removing the headset.

Despite the moral ambiguity of some subjects shown in VR documentaries, there is no question that giving viewers a first-person look into history is a poignant and enthralling experience. By educating the viewer and immersing them into these realities, virtual reality is proving that it can be more than just an electronic toy for escapism and whimsical entertainment, but also a tool for enlightening the world, eliciting empathy from audiences, and, as the Doc/Fest filmmakers hope, a call to action for social change and human justice.

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<![CDATA[Virtual Reality is Taking Over the Film Industry]]> https://www.psafe.com/en/blog/virtual-reality-taking-film-industry/ Thu, 20 Oct 2016 12:53:54 +0000 https://www.psafe.com/en/blog/?p=4915 Virtual reality film is becoming rapidly popular. Take, for example, the virtual reality short films created by Oculus Story Studio (such as Henry), or ILMxLAB’s experiments with virtual reality in the Star Wars universe. This year, Sundance saw their virtual reality film submissions nearly triple from the previous year. Even National Geographic has taken on virtual reality with its tour of Yosemite National Park.

Alejandro Iñárritu, a filmmaker perhaps best known for his films Birdman and The Revenant, is also taking on virtual reality film. The film has been in development for four years. It will focus on the experiences of a group of immigrants and refugees arriving to the United States by way of Mexico. Legendary Entertainment and Fondazione Prada (an organization that promotes contemporary art and culture) will produce Iñárritu’s film, while ILMxLAB will help bring the film to life by creating the film’s virtual world and characters. Emmanuel Lubezki, a cinematographer who has worked with Alejandro Iñárritu on Birdman and The Revenant, will also be involved with the film.

Read More: How to Keep Your Phone Cool When Using VR Games

Virtual reality, of course, offers a new form of storytelling. The goal is to get the viewer to participate in the story — to essentially “live” with the story. There is still debate, however, about whether or not the viewer should have a more passive or active role with this experience. As for how this will work in Iñárritu’s new film, it’s still unclear — not much is known yet about the film. Nonetheless, this will be an especially effective medium for Iñárritu’s topic, considering the current discourse on immigration and refugees, and the truly immersive experience of virtual reality.

The popularity of 3D films and augmented reality has helped to pave the way for virtual reality films. Currently, virtual reality is more popular in gaming than in film. But virtual reality film could be especially popular in fandom culture, for those who already pay to further celebrate their favorite TV show or film, for example, by purchasing merchandise, video games, and tickets to comic-cons and certain theme parks. Virtual reality film would offer another way to let fans interact with their favorite fictional universe.

With the release of Iñárritu’s new short film and his prestigious track record, maybe virtual reality film will soon be taking over the Academy Awards (perhaps, eventually, in the form of its own category). It is only a matter of years before the medium could truly catch on in mainstream culture, which means we might have some exciting films to look forward to in the future.

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<![CDATA[Should You Buy a Virtual Reality Headset?]]> https://www.psafe.com/en/blog/buy-virtual-reality-headset/ Tue, 18 Oct 2016 12:17:02 +0000 https://www.psafe.com/en/blog/?p=4796 Some of the best tech companies — like Google, Facebook, and Microsoft — are heavily investing in virtual reality, which means that in the future it will be even easier to try out virtual reality at an affordable price. Not to mention that virtual reality headsets will, naturally, be pretty incredible in the near future as the technology improves. So, it might be worth it to wait a couple of years before splurging on a headset. Nonetheless, the following are some reasons why you should wait, or take the plunge, on VR headsets right now.

Why You Should Wait
If you’re simply curious about VR headsets, and not truly invested in that type of technology, then the best option is to wait until more models are released in the coming years.

Read More: Everything You Need to Know About Intel’s Project Alloy

The following are a few reasons you should wait on buying a VR headset:

  • Limited Use. VR headsets are dominantly used for gaming, and even then, there are few games currently available.
  • Design. The current design for most VR headsets is impractical: it’s bulky and all-consuming, meaning that you are at the headset’s mercy when you wear it.
  • Screen Resolution. We’ve gotten used to HD displays for our TVs, phones, and computers, so some VR headsets might feel like a blast from the past. While the technology is impressive, the display can often be pixilated.
  • Price. Many VR headsets will typically set you back anywhere from $400-$1,000.

Why You Should Take the Plunge
Remember when the first Game Boy was released, and how amazed we were at the technology? There’s still a lot that new technology has to offer, even if we know it will improve in the years to come. But that’s what makes the investment in new technology exciting — we can experience it now, and essentially “grow” with it.

Like the Game Boy, VR headsets are typically used for gaming (for now). If you don’t want to wait for VR to improve, and have an excessive amount of cash, there are some good headsets currently available for a range of prices. These options include HTC Vive ($799), PlayStation VR ($399), Oculus Rift ($599), and Samsung’s Gear VR ($99.99), among others. There’s even Google Cardboard, available on Amazon for about $15, which is exactly how it sounds: it’s a cardboard headset designed to “transform” your smartphone into a virtual reality headset. Even though it’s not truly comparable to the actual VR headsets on the market, Google Cardboard is a fun, cheap alternative to try out before investing in a more expensive VR headset for gaming, like the previously mentioned headsets or even the forthcoming Google Daydream.

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<![CDATA[The Future of Augmented Reality for Your Android]]> https://www.psafe.com/en/blog/future-augmented-reality-android/ Fri, 07 Oct 2016 12:27:36 +0000 https://www.psafe.com/en/blog/?p=4476 Google Glass is considered a failure. Maybe the technology was ahead of its time, or maybe it was because no one could afford to buy it. Either way, tech companies are rapidly investing in augmented and virtual reality technology, counting on it to be the way of the future. As technology for this type of reality improves, and this technology becomes more commercially available, will these types of realities become the main way we “see” the world?

What is Augmented Reality?
Consider augmented reality to be exactly as it seems: “expanded,” or “supplemented,” reality. It offers a new way to interact with the real world in real-time. Through a device, you can “supplement” your reality with virtual video, sound, animation, or GPS data. Two examples that you may already be familiar with are Pokémon Go and Snapchat. Pokémon Go is an augmented reality game that allows us to “see” and catch Pokemon around us. Snapchat utilizes filters that enhance our reality by placing flower crowns on our heads, or turning us into animals or monsters.

Read More: PokémonGo and Your Privacy: What You Need to Know

What Can We Expect in the Future?
The future of augmented reality is more than just games. Snapchat, an app that has dabbled in augmented reality, will be releasing Snapchat glasses this fall. They’re called “Spectacles.” While similar to Google Glass, they are much more affordable, at about $130. This, of course, will increase their chance of success. These glasses will allow you to record 10-second video clips from the perspective of the wearer. Currently, the glasses are intended to record the world in a way that more accurately shows what their user sees. But if Snapchat’s interest in augmented reality is any indication, these glasses may soon have the ability to supplement our reality with similar Snapchat “filters.”

Augmented reality “glasses” already exist — think of Microsoft’s HoloLens headset in addition to Google Glass — but they are not widely available or popular. Or in the case of Oculus Rift, they’re used for gaming. Snapchat could change that — eventually. But not without the help of other companies investing in augmented reality. Facebook is currently working on augmented and virtual reality glasses, counting on them to be the ultimate way we see and interact with one another in the future. Over the next ten years, Facebook hopes to make these glasses commercially popular. They could potentially replace smartphones, televisions, cameras, GPS devices, and more. They could even become a type of a virtual reality assistant — a piece of technology to aid us in daily tasks such as driving. But is the world ready to accept augmented and virtual reality as an alternate way to see the world? If Snapchat and Pokémon Go offer any indication, we’re warming up to the idea.

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<![CDATA[Everything You Need to Know About Intel’s Project Alloy]]> https://www.psafe.com/en/blog/everything-need-know-intels-project-alloy/ Tue, 27 Sep 2016 21:27:36 +0000 https://www.psafe.com/en/blog/?p=4181 Intel is currently developing a new project that will allow users to live in a semi-virtual reality. Users who wear the Project Alloy headset can live in a controlled virtual reality that is influenced by its environment. It sounds very confusing, but Intel presented a demo at their recent convention that made the concept very clear.

At the conference, a user wore the headset, and the images he saw were projected on a giant screen behind him. The person was able to use a dollar bill as a lathe to slice a virtual stack of gold. He was also able to reach up and flip a switch with his hands to turn on a light in the virtual reality world. This exemplifies how you can use real life objects and your environment to influence the game play in these merged reality settings.

Read More: Joe On-The-Go: Pre-ordering Your Starbucks with Android

The system allows you to move in six directions. Intel says that the user can play within a “large space,” but they did not quantify the size. Project Alloy is also unique because it has built in sensors. While most virtual reality systems require the users to set up auxiliary sensors in the room, Project Alloy has the sensors built into the wireless headset.

Intel plans to reveal the blueprints of the Project Alloy as an open source next year. This is so third parties could develop headsets and further the progression of this technology. Furthermore, Intel is partnering with Windows to optimize the development of the software within Project Alloy.

While critics note that the Project Alloy isn’t as precise as other top notched virtual reality systems, they also praise the innovation that Project Alloy is bringing to the world of virtual reality.

Between the cordless headset and the low budget required for its production, Project Alloy is certainly an exciting project that will serve as an excellent building block for further innovation.

Want to learn more about developing technologies? Check out the PSafe blog!

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