82 blog posts found matching keyword search for: VR in Deerfield Beach
At the 2016 NAB Show, from April 16 - 21 in Las Vegas, many companies eagerly displayed all kinds of new gadgets and technology, promising a very successful, game-changing year for the broadcast media industry. This show signaled how much technology is changing - and more so, how content consumers are planning to keep up.
Virtual reality is on the verge of exploding into the mainstream, as headsets like the Oculus Rift and HTC Vive near consumer release, and it's not only about games: 360-degree videos are also helping to lead the charge for this immersive new tech.
Over the last few weeks, I’ve ziplined in Maui, toured the Louvre, and visited the Metropolitan Museum of Art in New York City — all without leaving my apartment. Virtual reality (VR) and Augmented Reality (AR) are having a moment under the COVID-19 pandemic by allowing us to feel closer to one another, moving us beyond the confines of social distancing, and connecting us to our coworkers and the world despite the necessary, but frustrating restrictions keeping us all at home and making remote working challenging.
Virtual reality (VR) has slowly been coming into its own in the last several years. These days, anybody can buy a VR headset compatible with a smartphone and dive into an immersive game experience. VR isn’t just for gaming anymore, however-it’s also making a splash in several industries. It’s a growing market, and with 685 VR startups diligently advancing the technology, the VR market is expected to be worth about $30 billion by 2020. So what’s the next step for VR? Most likely, we’ll see a shift in the number of industries that begin to focus on using VR.
For many virtual reality (VR) may seem as if it’s only just been invented. However, the history of VR dates back a lot further than you might have imagined.
The Cloud and High Performance Computing Enables Modern Workflows and High Resolution Virtual Reality 360-Degree Video
This piece explores insights on digital storage for media and entertainment applications based largely on the 2020 SMPTE Technical Conference. This includes looking at increasing use of cloud storage and other services for media and entertainment applications as well as VR/AR content including 360 degree and volumetric imaging
Virtual Reality is dead. Dead, out, gone. That is what the skeptics love to say in the many articles pointing to the minimal adoption and fiscal progress the industry has made overall. What these skeptics seem to overlook is the fact that this young technology has only just begun the long road of development, and as additional technologies such as augmented reality, artificial intelligence, machine learning, and hands-free capabilities get factored in, VR will become the next great technology cycle.
Virtual Reality has made a lot of progress working into the production cycle. The ultimate goal is to then get the show or product to the end user. Setting up for the production of a VR program, whether being live-streamed or recorded, takes on some challenges that are different than traditional production.
The Tribeca Film Festival lit up the NYC skyline with a dazzling array of films and projects ranging from full-length features to documentaries and shorts. Then to just to add to the mix, there were unique and original works in the VR and immersive space.
This year is the year that Virtual Reality goes mainstream. Samsung’s Gear VR has hit the market with a slew of competing technologies soon to follow. Oculus Rift started taking pre-orders for its headset with a rollout planned for March. Society is at the dawn of an enormous technological leap that will change how we think, interact, and go about our lives.