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Virtual Reality Starts Getting Real

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When? This feed was archived on April 11, 2019 02:18 (5y ago). Last successful fetch was on February 15, 2019 04:38 (5y ago)

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Manage episode 122140818 series 6630
Content provided by Science and Creativity from Studio 360. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Science and Creativity from Studio 360 or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Until recently, virtual reality has been the stuff of science fiction. But last year, Facebook placed a large bet on the future of the medium when it bought Oculus Rift, the leading virtual reality technology company. Oculus VR will start selling its affordable, state-of-the-art setup early next year. Samsung has just released a $99 version of its Gear VR headset. And Google has even made a low-end cardboard device that wraps around your smartphone to turn it into a virtual reality viewer — and, if you subscribe to The New York Times, you recently got one in your Sunday paper. Kurt Andersen visited Stanford University's Virtual Human Interaction Lab, a pioneer in virtual reality research and development, to test drive an experience that’s more realistic than any movie or video game.

Now that virtual reality is within months of becoming a consumer product that costs less than a smartphone or video game console, what will that mean for the future of storytelling? Obviously there will be markets for gaming — and pornography — at the start. But, for some directors, the medium has more idealistic applications.

  continue reading

50 episodes

Artwork
iconShare
 

Archived series ("Inactive feed" status)

When? This feed was archived on April 11, 2019 02:18 (5y ago). Last successful fetch was on February 15, 2019 04:38 (5y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 122140818 series 6630
Content provided by Science and Creativity from Studio 360. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Science and Creativity from Studio 360 or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Until recently, virtual reality has been the stuff of science fiction. But last year, Facebook placed a large bet on the future of the medium when it bought Oculus Rift, the leading virtual reality technology company. Oculus VR will start selling its affordable, state-of-the-art setup early next year. Samsung has just released a $99 version of its Gear VR headset. And Google has even made a low-end cardboard device that wraps around your smartphone to turn it into a virtual reality viewer — and, if you subscribe to The New York Times, you recently got one in your Sunday paper. Kurt Andersen visited Stanford University's Virtual Human Interaction Lab, a pioneer in virtual reality research and development, to test drive an experience that’s more realistic than any movie or video game.

Now that virtual reality is within months of becoming a consumer product that costs less than a smartphone or video game console, what will that mean for the future of storytelling? Obviously there will be markets for gaming — and pornography — at the start. But, for some directors, the medium has more idealistic applications.

  continue reading

50 episodes

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