Five questions about VR beyond gaming with three people making it happen

With virtual worlds, the experience can be as impactful as real life, but the context for those experiences can far surpass real life. You have complete control over the virtual world — you have the freedom to be whoever you want (including someone else), and create anything you can imagine, with other people — and so the experiences you can have in VR can go beyond the bounds of reality. In the future, we will create, play, work, travel, learn, teach, heal, socialize and find love in VR experiences.

What is your company or project doing to make VR a consumer product?

Roel: The ambition driving our project is to develop technologies which facilitate empathy and social good. While other companies are focusing on existing industry-wide technological or market challenges, we are taking a leap in developing and designing for future applications which we believe will become pervasive.

We do this through a distributed research and development network where we can explore niche applications in various fields through partnerships with key players, such as MIT and [the] United Nations, while simultaneously interconnecting these developments with the broader open-source community. 

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