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