72 blog posts found matching keyword search for: Virtual Reality in Mississippi
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.
Pre-COVID my company specialized in designing and executing corporate events – from visual concepts, video, motion graphics and animation to presentation design to speaker training and support– for events from 5 to 50,000 attendees. Clearly all that has changed. These days we’re helping our clients pivot to virtual events. One thing we’ve learned, it’s not as simple as turning on a camera and live streaming the event. If you want an effective and compelling event, one that will engage your audiences, you need to rethink the format, delivery and content.
Defined as the computer-generated simulation of a three dimensional image or environment via a helmet or other piece of electronic equipment, Virtual Reality is becoming the fastest-growing medium for entertainment. Now virtual reality is joining forces with Hollywood to provide consumers with a brand-new approach to storytelling. With it viewers can wear a special headset or watch via a mobile device and change what they’re looking at, seeing everything that was filmed, in 360 degrees, in real time.
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.
This fall, audio professionals from all around the world convened at the 141st AES Convention in downtown LA to check out the leading-edge audio technology and gear of 2016. Not only was the Los Angeles Convention Center jammed with countless exhibit floors, but there was also a myriad of seminars where attendees gathered to gain insight on these new developments. Some of the highlights included VR/360° audio microphones, virtual microphones and ground-breaking audio plug-ins that now change the way engineers can mix, master and record.
There’s a lot of buzz around virtual reality at the moment and consumer’s expectations are high. In a recent Vicon industry survey 28% of respondents stated that high quality content was important to ensuring a good VR experience. For VR to really take off, the industry needs to address challenges such as improving the development of accessible and high quality content.
Tanna Frederick, award-winning actress of film and theater, is ready to show off Defrost, a 360-degree Virtual Reality movie, with the world. The movie is one of the first of its kind, using Samsung Gear VR Goggles to create an immersive, emotional experience for viewers. Frederick describes the production of the film, what it's like to acting in a virtual reality film and Oculus technology.
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.
Long gone are the days of virtual reality limited to flimsy 3-D glasses: the 360fly is here to challenge your perception of interactive, fully immersive video. This revolutionary camera weighs less than a pound, is water, dust and shock-resistant, and captures 360° horizontal x 240° angles, but there is still one major goal: to make it accessible for the everyday user. 360fly talks about the 360 video industry and how they're bringing it into the hands of the common consumer.
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.