The Changing Scope of Virtual Reality
This article was originally published in [a]list Daily
By Robert Workman
Virtual reality has come a long way in such a short amount of time. Evolving from a mere fad in the late 80’s and early 90’s into something far more intricate for this generation of technology, it’s about to lead a major shift in how consumers can interact with products, whether they’re immersive 3D games or movie-style experiences.
Better still, it seems that there’s something for everyone, regardless of their budget. Aside from the deluxe units like Facebook‘s Oculus Rift and HTC’s recently announced Vive, Google’s Cardboard provides a deep virtual reality experience without users having to worry about the price tag. Re/code recently posted impressions of the device, highlighting the ups (a wide assortment of app usage and overall convenience) and downs (your phone battery gets drained quickly by the number of programs) of using it. Obviously, it’s not as high-tech as the other devices, but it’s also not that high in price, which could be a driving factor in its success.
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