• 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