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#Smartphone VR Headsets
rachaelcauley · 1 year
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Comfortable VR Headset Glasses for Gaming, Movies! Latest 3D Virtual Reality Headset - Comfortable VR Headset Glasses for Gaming, Movies and Video for iPhone & Android ; Sold by EvoFIne ; Protect your purchase!
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Introducing the latest 3D Virtual Reality Headset, the ultimate solution for an immersive gaming, movie, and video experience. This headset is designed with comfort in mind, so you can enjoy your virtual reality experience for extended periods without discomfort. The headset is compatible with most smartphones and can be easily adjusted to fit your head size. The lenses are made of high-quality materials that provide a clear and vibrant display, ensuring a stunning virtual reality experience. Whether you want to play games, watch movies, or browse YouTube videos, this VR headset is the perfect solution!
ADVANCED TECHNOLOGY -The VR virtual reality glasses work perfectly with most smartphone Android and iOs devices such as iPhone 6 Plus/6/5s/5c/5 Samsung Galaxy S5/S6/S7/Note4/Note5/Edge and other - Huawei, HTC, Sony, Nexus, LG to provide you an enjoyable visual 360 degree panoramic videos and photos, watching 3D IMAX movies in your home, boasting HD optimization, 3D VR gaming support and much more.
360-degree vision - Watch as a living, breathing game world comes alive all around you, with a seamless field of view wherever you turn.
Ideal Heat Dissipating Design - Front cover is adsorbed by magnet, super face foam protector, ideal heat dissipating design, makes the phone radiate faster than others and makes the phone cool while using, and great for ventilation for long use, also adjustable phone mount can hold your phone in place, you can charge and use earphone at the same time through the ventilation holes on both sides. Fits all smartphones between 4.7-6.0" screen
3D Reality Headset Vision - All you need is positioning you phone, adjusting the angles of viewing, then you will see immersive 3D virtual reality through the lens as watching a 8 meters screen, No Dizzy & Anti-reflection & Radiation Protection & Anti Blue Ray - Environmental protection transparent lens by detailed works brings the 720P & 1080P & 2K display.
Download 3D Video Apps - This VR can't automatically transform images to 3D format, you need to download APPs with 3D format video or watch panorama videos on YouTube, QR code and video source can be found on Google!
360 Degree Panoramic Roaming & 120 Degree Field of View - Flying cross the Galatics, running with Africa antelopes, shaking hands with penguins in Antarctic, just do it at anywhere anytime. Tested thousands of times, 120 degree field of view avoids low pixel, which takes you into the picture, brings you a wonderful view experience!
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uniquexblogs · 1 year
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Immerse Yourself with the Ultimate Virtual Reality Headset: Your Gateway to New Realities
Embark on a seamless 360° virtual reality adventure with our device-powered headset. Experience immersive vision from any angle without the need for batteries. This ultra-compatible headset works effortlessly with most smartphones and iPod Touch, while its dual adjustable focus ensures a custom-fit feel for comfortable viewing. With a form-fit cushion and sliding cover for augmented reality, enjoy hours of captivating entertainment and exploration. Step into the future of virtual reality with our versatile and user-friendly headset.
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Features:
Brand: --------------------------------------------- ReTrak Color: --------------------------------------------- BLACK Connectivity Technology: ------------------------- USB Included Components: ------------------Virtual Reality Headset Compatible Devices: -------Virtually all smartphones and iPod touch
Order Now:  Virtual Reality Headset
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Features:
1. Seamless 360° Experience: Enjoy Immersive Vision from Any Angle
With this virtual reality headset, you can dive into a truly immersive 360-degree experience. Unlike conventional displays, this headset provides a seamless field of view, allowing you to explore virtual worlds without any blind spots. Whether you turn your head left, right, up, or down, the vision remains continuous and captivating, enhancing your sense of presence in the virtual environment.
2. Powered by Your Device: No Batteries Required for This Virtual Reality Headset
Say goodbye to the hassle of replacing batteries! This virtual reality headset operates solely through the power of your connected device. By utilizing your smartphone or iPod Touch as the display and processing unit, there's no need for extra batteries or charging. Simply plug in your device, launch your VR app, and get ready to embark on an adventure like never before.
3. Ultra-Compatible: Works Perfectly with Most Smartphones and iPod Touch
Versatility is key with this virtual reality headset. It is engineered to be highly compatible with a wide range of smartphones and iPod Touch devices. Whether you own the latest flagship model or a mid-range phone, chances are it will work seamlessly with this VR headset. Get ready to transform your device into a gateway to thrilling virtual experiences.
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4. Dual Adjustable Focus: Easily Customize Focal Length and Interpupillary Distance
Not all eyes are the same, and that's why this VR headset features dual adjustable focus. You can easily customize the focal length and interpupillary distance to ensure a crystal-clear and comfortable viewing experience tailored to your unique eyesight. Say goodbye to eye strain and enjoy hours of immersive entertainment with ease.
5. Form-Fit Cushion: Experience Comfort and a Customized Feel
Comfort is essential during extended VR sessions, and this headset delivers just that. It comes equipped with a form-fit cushion that molds to the contours of your face, providing a snug and comfortable fit. The soft cushioning prevents discomfort and minimizes external light intrusion, allowing you to stay fully immersed in the virtual world.
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6. Sliding Cover: Seamlessly Switch Between Virtual and Augmented Reality
Not limited to virtual reality, this headset also supports augmented reality experiences. Thanks to the sliding cover feature, you can effortlessly switch between virtual and augmented reality modes. Immerse yourself in the wonders of virtual realms or overlay digital elements onto the real world with ease. It's a dynamic and versatile headset that adapts to your preferences and offers a whole new level of interactive experiences.
Order Now:  Virtual Reality Headset
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sexymemecoin · 3 months
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The Metaverse: A New Frontier in Digital Interaction
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The concept of the metaverse has captivated the imagination of technologists, futurists, and businesses alike. Envisioned as a collective virtual shared space, the metaverse merges physical and digital realities, offering immersive experiences and unprecedented opportunities for interaction, commerce, and creativity. This article delves into the metaverse, its potential impact on various sectors, the technologies driving its development, and notable projects shaping this emerging landscape.
What is the Metaverse?
The metaverse is a digital universe that encompasses virtual and augmented reality, providing a persistent, shared, and interactive online environment. In the metaverse, users can create avatars, interact with others, attend virtual events, own virtual property, and engage in economic activities. Unlike traditional online experiences, the metaverse aims to replicate and enhance the real world, offering seamless integration of the physical and digital realms.
Key Components of the Metaverse
Virtual Worlds: Virtual worlds are digital environments where users can explore, interact, and create. Platforms like Decentraland, Sandbox, and VRChat offer expansive virtual spaces where users can build, socialize, and participate in various activities.
Augmented Reality (AR): AR overlays digital information onto the real world, enhancing user experiences through devices like smartphones and AR glasses. Examples include Pokémon GO and AR navigation apps that blend digital content with physical surroundings.
Virtual Reality (VR): VR provides immersive experiences through headsets that transport users to fully digital environments. Companies like Oculus, HTC Vive, and Sony PlayStation VR are leading the way in developing advanced VR hardware and software.
Blockchain Technology: Blockchain plays a crucial role in the metaverse by enabling decentralized ownership, digital scarcity, and secure transactions. NFTs (Non-Fungible Tokens) and cryptocurrencies are integral to the metaverse economy, allowing users to buy, sell, and trade virtual assets.
Digital Economy: The metaverse features a robust digital economy where users can earn, spend, and invest in virtual goods and services. Virtual real estate, digital art, and in-game items are examples of assets that hold real-world value within the metaverse.
Potential Impact of the Metaverse
Social Interaction: The metaverse offers new ways for people to connect and interact, transcending geographical boundaries. Virtual events, social spaces, and collaborative environments provide opportunities for meaningful engagement and community building.
Entertainment and Gaming: The entertainment and gaming industries are poised to benefit significantly from the metaverse. Immersive games, virtual concerts, and interactive storytelling experiences offer new dimensions of engagement and creativity.
Education and Training: The metaverse has the potential to revolutionize education and training by providing immersive, interactive learning environments. Virtual classrooms, simulations, and collaborative projects can enhance educational outcomes and accessibility.
Commerce and Retail: Virtual shopping experiences and digital marketplaces enable businesses to reach global audiences in innovative ways. Brands can create virtual storefronts, offer unique digital products, and engage customers through immersive experiences.
Work and Collaboration: The metaverse can transform the future of work by providing virtual offices, meeting spaces, and collaborative tools. Remote work and global collaboration become more seamless and engaging in a fully digital environment.
Technologies Driving the Metaverse
5G Connectivity: High-speed, low-latency 5G networks are essential for delivering seamless and responsive metaverse experiences. Enhanced connectivity enables real-time interactions and high-quality streaming of immersive content.
Advanced Graphics and Computing: Powerful graphics processing units (GPUs) and cloud computing resources are crucial for rendering detailed virtual environments and supporting large-scale metaverse platforms.
Artificial Intelligence (AI): AI enhances the metaverse by enabling realistic avatars, intelligent virtual assistants, and dynamic content generation. AI-driven algorithms can personalize experiences and optimize virtual interactions.
Wearable Technology: Wearable devices, such as VR headsets, AR glasses, and haptic feedback suits, provide users with immersive and interactive experiences. Advancements in wearable technology are critical for enhancing the metaverse experience.
Notable Metaverse Projects
Decentraland: Decentraland is a decentralized virtual world where users can buy, sell, and develop virtual real estate as NFTs. The platform offers a wide range of experiences, from gaming and socializing to virtual commerce and education.
Sandbox: Sandbox is a virtual world that allows users to create, own, and monetize their gaming experiences using blockchain technology. The platform's user-generated content and virtual real estate model have attracted a vibrant community of creators and players.
Facebook's Meta: Facebook's rebranding to Meta underscores its commitment to building the metaverse. Meta aims to create interconnected virtual spaces for social interaction, work, and entertainment, leveraging its existing social media infrastructure.
Roblox: Roblox is an online platform that enables users to create and play games developed by other users. With its extensive user-generated content and virtual economy, Roblox exemplifies the potential of the metaverse in gaming and social interaction.
Sexy Meme Coin (SEXXXY): Sexy Meme Coin integrates metaverse elements by offering a decentralized marketplace for buying, selling, and trading memes as NFTs. This unique approach combines humor, creativity, and digital ownership, adding a distinct flavor to the metaverse landscape. Learn more about Sexy Meme Coin at Sexy Meme Coin.
The Future of the Metaverse
The metaverse is still in its early stages, but its potential to reshape digital interaction is immense. As technology advances and more industries explore its possibilities, the metaverse is likely to become an integral part of our daily lives. Collaboration between technology providers, content creators, and businesses will drive the development of the metaverse, creating new opportunities for innovation and growth.
Conclusion
The metaverse represents a new frontier in digital interaction, offering immersive and interconnected experiences that bridge the physical and digital worlds. With its potential to transform social interaction, entertainment, education, commerce, and work, the metaverse is poised to revolutionize various aspects of our lives. Notable projects like Decentraland, Sandbox, Meta, Roblox, and Sexy Meme Coin are at the forefront of this transformation, showcasing the diverse possibilities within this emerging digital universe.
For those interested in the playful and innovative side of the metaverse, Sexy Meme Coin offers a unique and entertaining platform. Visit Sexy Meme Coin to explore this exciting project and join the community.
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mikey-soft · 6 months
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more hcs pwesae?
well..... if you insist..,,, since youre not specifying this will be alastor-centered LMFAO and maybe some others if i can think of them (and ofc my ver(?) of hazbin hotel) AND SORRY this will be a ramble-y mess - alastor enjoys breaking down birds (like you would a chicken) but then Not doing anything with them. after vicky (vaggie rename drop!) got on his case 500 times he finally promised he will cook a meal using every bird he breaks down - on the cooking note: alastor is a great cook! he doesn't like cooking for others much and his own meals are hardly ever cooked, but every here and there he will utilize the kitchen ! - his teeth are made of glass! no you cannot break this glass!! at least not without getting hurt !!!!!!!!! - his skin feels like felt! - i think everyone hcs this but after his antlers shed he does eat the velvet and everyone hates it (which is why he does it) - alastor doesn't sleep, instead he "turns off". he only does this to recover or recalibrate his signal and never for longer than two hours at a time. this is the only time his connection can be unplugged from his neck. - he doesnt necessarily have a Big problem with vox, but what he does have an issue with is the Blue Light. his ass needs a bedtime mode!!!!! - another Vox Issue he has is the fact that once they stopped being "friends" (friends used oh-so lightly), their signals would seriously intercept and screw them both up ,, its like a mind scramble - very sensitive to the signals of higher tech and has a lot of physical trouble interacting with it. he's able to gain control of smaller devices like smartphones, modern cameras, etc, but televisions, monitors, and the like interfere too hard !! put a vr headset on his head and he dies. - his cannibalism actually derived from a form of torture! in life, alastor was a Serious vegan. hell decided to give him a little craving and he said fuck you and just rolled with it !!! committing to the bit rn - during the alcohol prohibition of the 20's, alastor actually was prescribed "medicinal alcohol" for his "mental distress", as his doctor described
okay stopping myself before i go INSANE !! if you want to know specific things or scenarios PLEASE flood my inbox i love those
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canmom · 1 year
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observations of virtual reality: movement and touch and cameras
So. Since I’ve got this job the last few weeks I’ve been getting a very rapid introduction to VR games. I’m coming in after a good few years and several generations of VR games, so by this point, tracking is very good, and new tech like AR passthrough and hand tracking is starting to become more commmon.
Predictably, it’s been absolute fascinating! On the surface VR games should be able to do everything that “flat screen” games can do and more, with the added bonus of head tracking and binocular vision. You are adding, not removing. And in some ways this is true. Moving through a VR space is incredibly intuitive, it’s very much like moving in a real physical space. If you want to get a close look at something, you stick your face up close to it. Compared to controlling an orbiting camera with an analogue stick it’s night and day. You never have to ‘fight’ the camera.
But... there’s many exceptions to that ‘same but more’. The weight of the headset is one. Especially with standalone headsets, where you’re essentially strapping a smartphone to your face. VR games often ask for a lot of physical movement and this is sweaty; the foam pad around the headset always gets very damp when you’re done.
But most of all, when you’re designing these things, you’re fighting the devil called ‘motion sickness’. This imposes a hard limit on performance: you cannot afford to drop frames, 72fps is a hard minimum. It also has big implications for game design.
(below: a little tour of design considerations in VR games: movement, interaction and camera mechanics)
One of the most fundamental verbs of videogames is movement. Nearly every genre of 3D game has you moving a character, or at least a camera, through its space. And while motion sickness certainly does affect players, it’s relatively rare, at least among my generation who grew up playing these games. We have, it seems, been able to train ourselves to feel comfortable behind a first or third-person character controller - at least when we’re the ones holding the mouse so the brain can calibrate expectations. (It’s different when watching a stream for many people.) Perhaps, even when you’re not paying attention to it, the presence of a stationary world outside the screen helps anchor the brain’s perception so it doesn’t find a clash between eyes saying ‘movement’ and inner ear saying ‘not movement’.
In VR, though, it’s a puzzle. The most natural way to move through a virtual space would be to physically walk around it, but most players don’t have a play area the size of a typical game level. And very very few people in the world could afford to own an omnidirectional treadmill!
So you have to in some way apply movement that is ‘unphysical’, moving the character without moving the player’s physical body (or equivalently, moving the world around the character). The obvious way to do this would be to use the same analogue sticks as in typical character controller, but in practice this is disfavoured because it’s very, very likely to cause motion sickness.
Instead, game designers have to adapt their own games. The usual solution is to give players a means to teleport. For some reason the brain is a lot more comfortable with instant teleportation. In Superhot for example, the game teleports you through a series of preset positions; Half Life: Alyx has a variety of movement options but the default is a targeted teleport. A whole lot of other games have you standing in one place while objects come towards you; more recently there are AR games which superimpose vritual objects into your space.
What’s strange is there are some odd exceptions to that motion sickness rule. While moving along the ground seems prone to motion sickness, flying often seems to be a lot more comfortable, at least if the flight is relatively smooth and slow. There’s a whole category of flying games available on the store. Perhaps this is because in these circumstances you wouldn’t expect a very strong acceleration signal from the inner ear, so it’s easier to get over the lack of signal.
There’s one game I tried a bit of, called Echo Arena, which is a multiplayer zero-g football-like game where you have to get a disc to a goal. The game includes a variety of movement mechanics: you can thrust in the direction you’re looking, you can use your hands to apply smaller thrusts, and you can push off solid surfaces. Despite the fact that I was standing on a solid floor (my legs got a bit tired!), the zero-g effect was quite compelling; it was easier to suspend disbelief than I thought it might be.
I imagine you could do some incredibly cool movement tech once you got used to it. Compared to other zero-g games I’ve played like Shattered Horizon, it felt a lot more intuitive to actually be immersed in the 3D space. However, it also had some limitations: making small turns was easy, but to make larger turns you either had to physically turn around on the floor (which feels unintuitive when you’re floating around in a zero-g world!) or use the analogue stick to turn in abrupt 12.5-degree increments. This is a lot fiddlier than mouse-look.
I have a pretty robust stomach against motion sickness, so I don’t know if the average player of Echo Arena would find it too much. But I found it surprising how something I thought would be a route to motion sickness - floating around at fairly high speeds - actually didn’t prove problematic at all. I think it’s perhaps that the majority of the time, movement in Echo Arena is purely inertial with no acceleration. You accelerate in brief boosts. By contrast, if you could constantly move with the analogue sticks, your acceleration would be a lot more variable.
I do wonder how it compares to really floating around in a spacesuit in zero-g. There’s probably a single digit number of people who would be able to make the comparison!
Another surprising exception is the game Holoception, made by my new employer a few years before I joined the company. This game’s really cute, it’s like the ultimate form of Newgrounds stick figure fighting games. You control a third-person character, viewing the level from above. Your hands control the character’s hands, so you can swing weapons physically, and you can make them walk around with the analogue stick. As strange as it sounds on the surface (a blend of traditional control schemes and VR), it works startlingly well. I found I got used to controlling the little puppet very quickly; the only problems I had were more to do with occasional physics jank. And, oddly, moving with the analogue stick works just fine and does not cause motion sickness when you’re a floating eye in the sky.
The brain is a weird thing.
Anyway, a disproportionate number of VR players seem to be kids, at least going off the voices of people who talk aloud in VC. I don’t know if that’s just because kids find it easier to acclimate to a new way of relating to 3D space, or if it’s just the demographics of videogame players at large, or just the time of day I was playing when most adults would be at work, or maybe it’s just that kids find it easier to stand up for long periods to play games lmao. [Accessibility for people who can’t stand for long periods is a big problem for the current generation of VR games.] In any case, I wonder if it might be the case that if VR ends up getting popular enough, the next generation might find VR movement as intuitive as I find movement in an FPS. (My dad, by contrast, finds it extremely hard to get used to movement in 3D games. He tried Portal once and found it completely overwhelming.)
For any cyberpunk worldbuilders out there, perhaps one day we’ll get inner ear implants that override the sense of acceleration when in VR. Then maybe we get some Ghost in the Shell type scenario where you can hack someone’s cochlear implant and give them severe motion sickness. Or, perhaps we’ll get as comfortable disregarding our inner ear in VR as we do when playing an FPS...
The other interesting challenge of VR is touching solid surfaces. The amount of haptic feedback on most platforms is: you can make the controller vibrate. That’s it. For a game like Beat Saber, that’s enough: the controller gives a little jolt every time you hit a block, which is enough confirmation.
My employer has a line of games based around hand tracking, in the form of Hand Physics Lab and Surgineer. HPL is a collection of small puzzles designed around hand tracking, and the way it works is quite interesting. Essentially you have a virtual hand that is attached to your real hand by springs. The virtual hand will try to follow the position of your real hand as closely as possible, but it is a physics-simulated object and it will collide with the environment. So, for example, you can grasp an object by closing your hand around it. The springs will pull your virtual fingers onto the object. (There is also a grab assist which will glue an object to your hand when it detects a grab motion).
Your fingers will feel the pressure of closing against your hand, and even though you don’t feel the weight and texture of the virtual object, it works well enough to sell the suspension of disbelief.
It is, inevitably with this hardware, a bit jank and fiddly. The hand tracking has its limits, and sometimes your virtual hand will get caught on something or bent in a funny way. Amusingly, a lot of the minigames are toys we give to babies: it is like we are relearning how to move, just as we did when we were fresh new brains awash with sense-data. But despite that, it works way better than you’d expect it to. You build an intuitive sense of how your ‘ghost hand’ relates to your real hand, and how to get it to do certain things. It doesn’t feel like really interacting with solid objects, but you can interact with objects with a great deal more dexterity than you can in a regular 3D physics-manipulation game (Garry’s Mod or something).
The VR controller is a small and fairly light piece of plastic. The hand tracking is literally an empty hand. In games, it can become all sorts of things. Most often it’s a hand, or else a weapon like a sword or a gun. The player can swing their hand or controller around freely, so how do you communicate a sense of weight? Well, proprioception - your body’s sense of where your limbs are - isn’t actually that precise. If you push against a heavy object, even if your real hands go straight through it, if your virtual hands strain to get it moving then your brain will override the proprioception with what it’s seeing, and it will still feel like you’re pushing something heavy.
Surgineer builds on HPL’s hand tracking concept to have you play the role of a surgeon, picking up tools to cut a patient’s skin and bones. It’s deliberately quite silly - the surgeries you’re performing quickly escalate to things like brain transplants, and you have some pretty magical tools - but it is a game of fairly fine manipulation. I found this one tended to work a lot better with controllers (the controller buttons are used to determine the positions of your fingers, with the trigger and grip button causing your virtual hand to close), and I was able to complete most of the game, if not with very high scores. It’s a funny game, though quite difficult! I think it would be great for streams.
Now, the final level has you manipulating a robot arm with a joystick. This is where it kind of fell apart for me - a real joystick has resistance against being pushed, which the controller, held freely in your hand, doesn’t, so it’s difficult to rotate the virtual joystick without pulling your hand out of position. There were just too many layers of slippage in between me and the robot arm - real hand position to virtual hand position to virtual joystick position to robot arm position - and it was too hard to predict how the robot would move.
But that’s interesting in itself, for showing the limits of these methods. If you attached the controller to a pivot on your desk, it would probably feel a lot easier to manipulate the virtual joystick, since the physics of the real and virtual object would be similar.
Current VR systems track your hands and head, and that’s it. So if the player is playing as a human, the question is what you do with the rest of the body. If the player is visible to others, or you want them to look down and see their own body, you have to simulate it somehow - a combination of an animation system with IK to match the head and hand positions.
And that adds its own design considerations. If it’s a combat game, is their body a target? Most games seem to elect to make the head the only point of vulnerability. For example in Beat Saber, it doesn’t matter if you’re standing in an obstacle as long as your head is clear. I’m not entirely sure if your body can get hit in Superhot. In Echo Arena, you have to hit other players on the head.
I’m not sure if anyone’s made a VR fencing game that’s any good. It seems like a very natural fit - a fencing piste is a limited area, and controllers map to swords very nicely. But also it would have a bunch of problems: if your sword gets parried, it will detach from your hand position, which will get very confusing very quickly. If you’re hit, you won’t feel it. I’ll have to look into that, it must have been done...
Another thing you lose out in VR is the matter of framing. VR films do exist, I watched a few, but they have a big problem: the camera frame is so vitally important to how regular film communicates a story. Think of Sergei Eisenstein and montage theory; the language of film is the cut, the shot length, the angle.
Videogames already have the problem that you can’t rely on the player looking in a particular direction. They solve this with clever level design (e.g. you walk out of a tunnel into a wide open vista) or by seizing control of the camera in a cutscene. But mostly, they define the ways the camera can move. Indeed, many of the genres of game are defined in large part by their camera mechanics - a side-scrolling shmup versus a 2D platformer versus a third person shooter.
So if you think about games that make heavy use of the camera, such as NieR - how would this translate to VR? All the narrative VR games that I’ve played tend to be fully ‘immersive’ in the manner of Half-Life - you never leave the POV of your character. Perhaps a cutscene is possible, but you still have to accept that the player can move their POV around. A VR cutscene is more akin to a moving diorama than a film.
Before I started playing around in VR, I imagined that we’d have to find ways to realistically simulate the sensations of touch, and VR would never really feel ‘real’ without an incredibly fancy haptic feedback suit, omnidirectional treadmill, etc. The reality is in a way more interesting: videogames have always been about approximations and abstractions, and the same is just as true with VR. We are trying to find suitable representations to communicate what is intuitive in 3D space, give the brain enough hooks that it can adapt itself to a new form of interaction with the world. And brains are plastic! Look how well we’ve all adapted to becoming computer touchers.
Roger (my new boss ^^) compared current VR to the first generation of 3D games, when they were still figuring out what mechanics and control schemes would make sense. (Nowadays nearly every 3D game controls the same; it’s essentially a solved problem.) That’s where VR is, there’s a lot of experiments and some standard patterns but a lot of room for experimentation still. So, even if mostly my role is in visuals at the moment, it’s exciting to be part of a new medium being born.
VR definitely isn’t going to replace flatscreen games. There are many genres of game that simply do not have any reason to be in VR at all outside of a gimmick. While VR motion tracking is now very good, and you can use the controllers as laser pointers (which is how most menus in VR work), they do not have the precision of a mouse. Serving information to the player is another tricky problem; text in VR games tends to be big and has a specific 3D location, it’s hard to match the density of information you can get on a screen, and I’m told that information hovering around your peripheral vision does not feel good in VR.
That means, for example, complicated strategy games are not a good fit. On the other hand, first-person shooting is very good in VR, you’re physically aiming your gun. It’s less accurate than mouse-driven first-person shooting where you’re always perfectly aligned with your sights, but the manipulation of the gun feels more satisfying, it’s good at selling the fantasy. (Though you do lose out on the whole medium of first person gun-interaction animations!)
It’s funny - something like Superhot is in many ways an evolution of the light gun games from the PS2 era. They’re having a moment once again.
So we’re working out a new set of genres for a new medium. In some years, probably design patterns will settle down, we’ll work out what feels good, and games will start to mature as they did on PC and consoles. A lot of VR games now are built around one specific high concept or mechanic, in contrast to games on other consoles where the mechanics are for the most part well-established and it’s more about fleshing them out with a cohesive package of stories and visuals. In a way, the majority of VR games feel a lot more like indie games than AAA games.
Will there be a THRUST//DOLL VR version one day? No promises, and the game will always be flatscreen first, but it’s going to be fun to see if it would work at all.
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i-can-even-burn-salad · 3 months
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19. the most interesting topic you’ve researched for a fic
29. how easy is it for you to come up with titles?
Thank you for the ask! From this ask game.
19. the most interesting topic you’ve researched for a fic
I'm sure there were many interesting topics! Unfortunately, answering that would require a memory, and
404
Oh hey funny, number turns big. Uh where was I.
Lol, so uh, I. Went to bed. And forgor 👉👈 New day new attempt. I think the most interesting thing is accessibility. I guess that's a less exciting answer to some than torture methods or historical cooking recipes or whatever, but a very, very broad one.
For obvious reasons, my focus was on accessibility for blind people, and because I am terminally online, I tried out a screen reader or two and bought some video games. Unfortunately, it's barely relevant for what I write because of the setting, but if anyone's gonna invent the smartphone with voiceover in my world, it's gonna be the nyvi.
And perhaps. As one does. I spent a bit too much time on it, but I am just absolutely dumbfounded that there's people out there who are surprised stuff like that exists.
(There was an AMA - I'm a blind guy on German reddit yesterday, and that question "how did you post this" was probably the most repeated one. Like godfuckingdammit we have VR headsets with movement controllers that let you skydive and swordfight, but you act surprised the lil computer in the pocket can read stuff out loud???)
29. how easy is it for you to come up with titles?
Easy and hard. For everything so far, the title just happened. So that was easy. It just felt right at some point. Usually, a very early point.
HOWEVER.
My current project is a stubborn pos, and I have absolutely zero idea where to go with it. So, right now, it's hard.
Chapter titles are hit and miss. I often enjoy a theme (All one word, The X, color coded, etc) which sometimes makes it harder (lies was a nightmare) but often makes it easier. Also, they don't feel that heavy. Who cares if one of 30 titles sucks a bit.
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jaaduse · 5 months
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al-911 · 7 months
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OK tickle tumblr, I need technical advice.
I want an affordable headset to force Lees to watch their own torture as it happens. All the ones I've seen have split lenses as they are designed for VR format videos. Does anyone know of:
A) A way to format live video from a webcam or another smartphone to display properly on this kind of headset, or
B) A simple, head mounted smartphone holder which will simply hold the phone and display a video call.
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texasinnersmile · 8 months
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i cannot be more clear on this
the smartphone works and will continue to work because humans Fucking love tools, which the phone basically is at this point. our monkey brain loves to be able to Hold Useful Shit
the VR headset will never work because strangely enough our predator brain isn't a big fan of obscuring our binocular vision, on account of all the many things that can Get us
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do-you-have-a-flag · 1 year
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having a lot of fun talking to my parents being a funkiller about the apple visor thing that’s like google glass and vr headsets and half a dozen other already years old tech in one
because i wanna counteract the advertising hype that they’re getting into
and also as fas as i can tell the only truly new features of the device are: 
the external screen that acts as a kind of status update for others to know if you are looking at them or have a fullscreen display.  
it is essentially a smartphone/personal computer located on your face rather than just a display 
i’m not thinking about it as a new piece of technology so much as a mainstream convergence of a couple other devices and features. this is why the gesture and eye tracking controlled interface, augmented reality display, and ai utilisation with a vr avatar– are not particularly impressive to me on their own. The combination of them in a single smallish device is interesting though, for the logistics and accessibility.
but just like with google glass there is the concern i will always have:
 the impact of unreality and constant attention drain that comes with having a computer on you at all times being compounded by having it literally on your face.
intrusive advertising like we already have everywhere but now overlaid across your vision (the arms race of advertisers versus adblockers having to jump platforms always an issue)
privacy. passive listening and using the camera to track you for advertisers is already an issue with phones. add to that the factor that you are wearing a wireless display and you have all the same issues with more opportunity to forget its there or methods of quickly blocking it. if the security risk against malicious parties isn’t enough do you really want all that connected to your personal profile? 
in general i am always wary of this stuff because i try not to get complacent about giving up privacy, i try to balance convenience against risk, i keep up with tech casually and am wary of hype. i kill the fun of the new apple announcement for my parents. 
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groundestate · 9 months
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The Future of Real Estate Photography: Emerging Technologies
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The real estate industry is constantly evolving, fueled by emerging technologies that disrupt traditional practices. When it comes to real estate photography, several new technologies are shaping the future of the field. Here are a few notable ones:
1. 360-Degree Virtual Tours: 360-degree virtual tours allow potential buyers to explore a property virtually, providing a more immersive experience than static photographs or videos. With specialized cameras and software, real estate photographers can capture every angle of a space and stitch them together to create a seamless, interactive tour. This technology enables buyers to digitally walk through a property, assessing each room and corner from the comfort of their own homes.
2. Augmented Reality (AR): Augmented reality has the potential to revolutionize real estate photography by overlaying virtual elements onto the real world. With AR, potential buyers can use their smartphones or devices to view a property and see digital furniture, decor, or other design elements placed within the space. This allows them to visualize different design choices and evaluate how a property could look once furnished – all without physically staging a space.
3. Virtual Reality (VR): Virtual reality technology immerses potential buyers in a digitally created environment, providing a fully immersive experience. In real estate photography, this means creating a virtual walkthrough where buyers can navigate a property using virtual reality headsets. The technology allows buyers to feel as if they are physically present in the property https://bokomedia.com/, exploring it from room to room, evaluating the size, layout, and ambiance in a way that traditional photographs or videos cannot provide.
4. AI-Driven Image Recognition: Artificial intelligence-driven image recognition technology can streamline the real estate photography process and enhance the quality of images. This technology uses algorithms to analyze and categorize photographs, automatically identifying and tagging elements in the images such as room types, furnishings, and architectural features. This can save time for real estate photographers and help potential buyers quickly find relevant properties based on their specific interests and preferences.
5. Drones and Advanced Aerial Photography: As mentioned in a previous article, drones are already playing a significant role in real estate photography. However, technological advancements in drone capabilities, such as improved camera stabilization and maneuverability, are making aerial photography even more accessible and stunning. Enhanced drones equipped with high-resolution cameras and advanced flight control systems can capture breathtaking aerial shots, showcasing the exterior and surroundings of a property from unique perspectives.
In conclusion, emerging technologies are reshaping the future of real estate photography. From 360-degree virtual tours and augmented reality to virtual reality and AI-driven image recognition, these technologies provide potential buyers with an immersive and interactive experience. As these technologies continue to evolve and become more accessible, they will undoubtedly transform the way properties are marketed and sold in the real estate industry.
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iamhussainialvi · 9 months
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✨ New Year's Eve Enchantment Begins NOW: Unwrap Bliss with AliExpress Up to 70% OFF! 🪄
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Knuckles and technology headcanon
I think Knuckles would have difficulty using advanced technology due to his upbringing up on Angel Island in the heart of nature.
He would probably have difficulty using a computer or a smartphone. When typing he would press one key at a time (hunt and peck method) ,which means he would type very slowly. If the computer freezes he has absolutely zero idea what to do and has to ask Tails for help.
Partially as a result of his poor computer skills, he isn't big on social media. He finds most social media to be too complicated and distracting. The most he would do is occasionally post pictures of interesting thing he saw on Angel Island(mostly for his friends). He wouldn't be big on the whole social networking , chatting online, or acquiring loads of followers thing. He simply wouldn't see the point and view it as a waste of time.
Knux prefers older tech, he would prefer using VCRs and dumbphones to DVDs and Smartphones.
He would also strongly dislike VR headsets , especially since they give him motion sickness and confuse him. If someone put one on his head he would tear it off and throw it away.
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top-10-gifts · 1 year
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Top 10 Scale Gifts for the Gadget Enthusiast
Finding the ideal present for the gadget lover in your life may be thrilling and difficult at the same time because technology is continuously changing, and gadgets are becoming an essential part of our lives. The appropriate gadget may make their world come alive, whether it's for a birthday, an anniversary, or to express gratitude. We've put together a list of Top 10 Scale Gifts for the Gadget Enthusiast to aid you in your search for the perfect present.
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High-end headphones
There's nothing quite like immersing yourself in music or podcasts with a pair of high-quality headphones. For the audiophile in your life, consider options like the Bose QuietComfort 35 II or Sony WH-1000XM4. These headphones not only offer exceptional sound quality but also come with noise-canceling features, making them perfect for music lovers on the go.
Smartwatch or Fitness Tracker
Smartwatches and fitness trackers have become more than just timekeeping devices; they're personal assistants for tracking health and staying connected. Due to their abundance of health and fitness capabilities, app compatibility, and stylish designs, the Apple Watch Series 7 and Fitbit Versa 3 are both fantastic options.
Drone
Drones have taken the world by storm, offering a unique perspective and endless possibilities for creativity. DJI's Mavic Air 2 and Skydio 2 are top-notch options, equipped with high-resolution cameras, obstacle avoidance, and impressive flight capabilities. A drone is an excellent gift for both tech enthusiasts and photography lovers.
Virtual Reality (VR) Headset
Step into another world with a VR headset. Oculus Quest 2 and Valve Index provide immersive gaming experiences and access to virtual reality applications. VR headsets are perfect for those who crave a new level of entertainment and want to explore virtual realms.
High-Performance Laptop
A powerful laptop is essential for the tech enthusiast who wants power on the run. Choose laptops are notorious for their exceptional speed, stunning defenses, and portability, similar as the MacBook Pro or Dell XPS 15. These laptops work well for a variety of operations, including videotape editing and programming.
Smart Home Devices
Transforming a house into a smart home is a trend that continues to gain momentum. Smart home devices like Amazon Echo, Google Nest, and Philips Hue lights offer convenience and automation. They allow control over lights, music, security, and more with just a voice command or a tap on your smartphone.
Streaming Device
Cutting the cord has never been more accessible with streaming devices like Roku Ultra and Apple TV 4K. These devices offer access to a vast library of streaming services, including Netflix, Disney+, and Hulu, in stunning 4K quality. Streaming devices are perfect for binge-watchers and movie buffs.
High-Resolution Camera
Capture life's moments in stunning detail with a high-resolution camera. The Sony Alpha a7R IV and Canon EOS R5 are recognized for their superb image quality and adaptability. For photographers who want to capture landscapes, portraiture, or wildlife, these cameras are perfect.
Gaming Console or Accessories
Gaming is a passion for many gadget enthusiasts. Consider the latest gaming consoles like the PlayStation 5 or Xbox Series X. Enhance the gaming experience with accessories like gaming chairs, mechanical keyboards, or gaming headsets.
Tech Toolkit or DIY Electronics Kit
For those who love to tinker and build, a tech toolkit or DIY electronics kit is the perfect gift. Arduino Starter Kits and Raspberry Pi Bundles provide endless opportunities for creating gadgets, robots, and electronic projects.
Conclusion
In conclusion, it need not be difficult to select the ideal present for a gadget fanatic. With the top 10 scale gifts we've outlined, you can surprise your loved one with a thoughtful and exciting present that aligns with their passion for technology. Remember, the best gift is one that shows you know their interests and cater to their tech-savvy side.
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yohan2442 · 1 year
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Virtuara
A "meta-human" typically refers to a fictional concept found in various forms of media, such as comic books and science fiction. In these contexts, a meta-human is often a person with extraordinary abilities or powers beyond those of regular humans. These abilities can range from superhuman strength and speed to telekinesis, shape-shifting, or even time manipulation.
Character Name Virtuara, designed by yohan dhanujaya
VR Interface: Virtuara can mentally interface with any VR system, whether it's a high-tech headset, full-body immersion chamber, or even a simple smartphone app. This allows her to seamlessly enter virtual worlds, control digital environments, and interact with data.
Captured by render camera on high quality preset 3dmodel Follow me on Artstation https://lnkd.in/dq7FD7HD Thank you guys 3D Visualisation & Modelling in concept environment. Everything are designed by me,you can explore more…..visit to webpage. 3dmodel @madewithblender @abstract.lk @abstrac.ted @3dconceptstudio @digitaldrawingmaster @artbydanique_ @shazna_hussain_ . @artstationhq @artmo__
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"Latest Tech and Gadgets"
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The world of technology is constantly evolving and advancing, with new gadgets and devices being released almost every day. In this article, we will take a look at some of the latest and most exciting technology and gadgets that are currently available on the market.
Smartwatches are becoming increasingly popular and more advanced. The latest models, such as the Apple Watch Series 6 and the Samsung Galaxy Watch 4, offer a range of features including fitness tracking, health monitoring, and smartphone notifications. Some models even allow you to make phone calls and send texts directly from your wrist.
Foldable phones are another new and innovative technology that has recently hit the market. These phones offer the convenience of a tablet with the portability of a smartphone. The Samsung Galaxy Z Fold 2 and the Huawei Mate X2 are two of the best foldable phones currently available, offering large and flexible displays that can be easily carried in your pocket or bag.
In the world of gaming, virtual reality (VR) and augmented reality (AR) are becoming more popular and accessible. VR headsets, such as the Oculus Quest 2 and the HTC Vive Pro, allow you to fully immerse yourself in a virtual world, while AR devices, such as the Microsoft Hololens 2, superimpose digital information onto the real world.
Smart home technology is also rapidly advancing. Devices such as smart speakers, smart lights, and smart thermostats can be controlled using voice commands or a smartphone app, allowing you to easily control and automate your home. The Amazon Echo and the Google Nest Hub are two popular examples of smart speakers that offer a range of features, including voice-controlled music playback and home automation.
Finally, drone technology has also advanced significantly in recent years. Drones are now equipped with high-quality cameras, allowing you to capture stunning aerial footage. The DJI Mavic Air 2 and the Parrot Anafi are two of the best consumer drones available, offering advanced features such as obstacle avoidance and 4K video recording.
In conclusion, these are just a few examples of the latest and most exciting technology and gadgets that are currently available on the market. Whether you're a tech enthusiast or simply looking to upgrade your gadgets, there are plenty of options to choose from that can make your life easier and more enjoyable.
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