Virtual Reality is finally here…again. Let’s decode the world of VR and see what it really has to offer.

VR was the tech world’s inescapable buzz last year. Let’s be honest, VR isn’t new — it’s actually been around for decades as a technology concept aligned with “the future.” It’s only been in the last few years that a push for independent development and experimentation has begun.

Some say that Oculus helped spark this push by raising 2.5 million dollars on Kickstarter in 2012. This led to Facebook acquiring Oculus in 2014 for $2 billion dollars. Since that purchase, the tech world really started to see VR as an avenue worth investing in and pursuing. Soon existing companies, such as Sony and HTC, were jumping into the VR industry, producing their own takes on the technology. The rush to create something using the new hardware was similar to when mobile phones opened the door to apps and games.

So what’s the big deal? Is the hype for real? Is VR here to stay and become a new standard of entertainment? Or, will it go the way of 3D TV’s?

Facebook CEO Mark Zuckerberg is likely to invest more than $3 billion in VR over the next decade. His goal is to bring the VR platform to hundreds of millions of users. One thing is for sure, VR is not going away anytime soon.

How VR could affect us all?

Over the next few months, I will turn myself into a virtual guinea pig by diving into all the different types of VR hardware and software experiences. As a result, I’ll be writing a series of posts to address questions like:

A brief history of the units that have paved the way over time, as well the front runners.

The Sensorama
sensorama

Nintendo Virtual Boy
VirtualBoy

Omnidirectional Treadmills
Tread

The Virtusphere
Virtual

 

Sony Playstation
Sony

HTC Vive
HTC_VIVE

Oculus Rift
Oculus

Google Daydream
DaydreamGoogle

Creating an experience

Part of this blog series, beyond just my assessment of the various platforms, will be the actual creation of a my own VR experience. I am doing this not only for my own creative fulfillment but also to help shed a new perspective on how other creatives can use the tech to innovate. As a result, I will be assessing the various software platforms (ex. Unity and Unreal) from a developer’s standpoint.

To recap, this is the first of a five part series that will explore the world of VR and all that it has to offer. I hope to learn more about this movement, create my own content and share it all with you. My goal is to understand what VR really means for the creative industry and discover how we can all use this tool to solve problems for clients and ourselves. Perhaps, this will help you think from a new perspective on your projects or help maximize what VR could do for your company. Let the games begin!

Comments
  • Kev Tootill

    I’m thinking about moving into VR, so I look forward to reading more on this.

    • Justin Mohlman

      Great! I hope it will help your journey into the land of VR.

  • I got mesmerized by my first encounter with this gadget while volunteering with MSF. I was in awe with my experience. Sitting and confined in a bare room, i cant believe where I was transported into, with rich visual/audio interfaces. I was free to turn my head around, to look further or look back around, 360deg. I went a step further a few weeks ago by purchasing a basic-non-branded VR on sale while I was in an electronic store. Working my way to maximizing this gadget at hand, sourcing youtube for VR/360 videos of my fancy (Journey through the galaxy, for one). This gadget might as well creep into mainstream, outside of gaming… travel, real state, patient teaching, etc. It’s faboulous!