Virtual and augmented reality are making quite a comeback.  VR made its impression in the 1990s;  however, VR applications were limited by the available computer power (or lack thereof) and became mainly the domain of those that could afford it: military, medical, automotive, and aerospace. Often the applications played out in CAVES, with users tethered to cumbersome devices.

With the release of new gadgets, such as Oculus Rift and Samsung’s Gear VR for smartphones, in addition to software for generating the VR imagery, VR can be used in a wide range of applications, from training (military, industry, athletics), education, entertainment, design (industrial, urban planning, architectural), therapy, and so much more.

Click here to take a look at the growing world of VR through the eyes of Denise Quensel, who coordinated last year’s SIGGRAPH VR Village. 

>Source article by Karen Moltenbrey, Computer Graphics World, Mar-Apr, 2016

 

Virtual Reality 2.0