The long road to mass adoption

Escaping the trough of disillusionment for virtual and augmented reality

The desire for virtual reality is no new revelation. Since the renaissance artists have played with panoramas, depth, and other tools of perception to create illusions that are virtually or “almost” real. 21st-century virtual reality (with “virtual” now meaning software-rendered) is also a well-trod idea within the still nascent history of computing technology. VR has been “just around the corner” since the 1980s. VR arcades popped up in local strip malls. Sega and Nintendo both produced 3D consoles in the early 90s to much fanfare, but high price points and low functionality resulted in commercial failure. ….[READ]

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