DocumentCode :
69441
Title :
Virtual Reality for the Masses
Author :
Avila, Lisa ; Bailey, Michael
Volume :
34
Issue :
5
fYear :
2014
fDate :
Sept.-Oct. 2014
Firstpage :
103
Lastpage :
104
Abstract :
Despite an eager market, the lack of high-performing virtual-reality products at consumer-level prices has relegated entertainment VR applications to something you´d find in an amusement park or still languishing as a prototype. However, the announcement of several new high-performance VR devices aimed at the consumer market suggests that we might soon have more immersive gaming options.
Keywords :
computer games; virtual reality; amusement park; consumer-level prices; entertainment VR applications; high-performance VR devices; high-performing virtual-reality products; immersive gaming options; Consumer electronics; Consumer products; Virtual reality; ANTVR KIT; Oculus Rift; PlayStation; Project Morpheus; Sony; VR; Virtuix Omni; computer graphics; graphics; head-mounted displays; virtual reality;
fLanguage :
English
Journal_Title :
Computer Graphics and Applications, IEEE
Publisher :
ieee
ISSN :
0272-1716
Type :
jour
DOI :
10.1109/MCG.2014.103
Filename :
6898732
Link To Document :
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