VRevolution: Current state & what to expect in the future

VRevolution: Current state & what to expect in the future

According to a quick google search, Virtual Reality (VR) is the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

VR has slowly been picking up buzz in the media over the past few years which means only early adopters have gotten to try out this new technology. Rightfully so, its just not quite ready for mainstream adoption. Personally, I have experimented with VR and I have my own reservations: be it the grainy/blurry environments, the clunkiness of the headset or the discomfort you feel after putting on the headset for an extended time. Whether its companies I've seen using this new technology to exhibit their new products at trade shows or the digital designers using it for a virtual art show, the story is similar.

Fast forward from my past VR encounters to my discovery of NONOBJECT. With Airhead, they have made some inspiring strides to tackle the current ergonomic issues of VR hardware. Reference their approach in the image below:

[Photo: courtesy Nonobject]

Its impressive to see the depth of detail they went through to make it all about the consumer and not just the design. They found out that the biggest pain is felt around the cheeks. "..if more of the pressure is distributed on and above the forehead, there is more control over how the weight gets distributed over the areas of contact". Not only did they fix the weight problem or make it easy to put on/take off, they also attempted to find a solution for the stigma of wearing virtual reality devices in public by making it cool looking and approachable.

 

For a more robust ergonomic Virtual Reality experience, they took the liberty to design Grasp. It is a snug hand piece that can help you feel better engaged with the virtual environment. See for yourself in the video below:

 

I'm already a fan of these guys and I encourage you to check out their other work.

To conclude, the VR boom is inevitable as I expect mainstream acceptance in the next decade. Whether you create a realistic or magical virtual environment, the possibilities of making it interactive to the masses are practically unlimited. The experience of common activities can be revitalized to make it more productive or fun. Begin to rethink the way people exercise, consume music or video, game, learn, market, advertise or have business meetings. How can your next creative experience project be aligned with this trend? What more do you want to see in Virtual realities?

Smart phone + Polaroid + Augmented Reality = Wow

Smart phone + Polaroid + Augmented Reality = Wow

Up your mental game with this brain sensing eyewear

Up your mental game with this brain sensing eyewear