When it comes to using 3D visuals to alter our perception of reality, our future’s looking bright. Augmented reality is seeping into our everyday lives in ways that feel so normal we barely notice, while virtual reality is making a brash entry, and promises to have a transformative impact on everything from global perception to our education.
So in this issue, which marks two years of publishing Factor, we take a look at the incredible potential of VR and AR.
Right now we’re experiencing the emergence of a whole new way of communicating, and one day we’ll be able to put on a VR headset and feel like we’re sitting opposite a friend thousands of miles away. For now, however, the closest experience is VR “sociable network” vTime. In an exclusive interview, we speak with the company’s CEO Martin Kenwright about the platform’s future.
VR will have a positive impact on so many industries, but the technology is also being used for more indulgent purposes. We look at the VR vices that are boosting the platform’s success, as well as check out some of the games that are setting the standards for the industry.
While VR is collecting fans left, right and centre, AR is often derided as gimmicky. However, without us really noticing, it has become a standard part of many of the apps we use on a daily basis.
When it comes to headsets, the HTC Vive and Oculus Rift are dominating the premium end of the market, while the Galaxy VR remains largely unopposed at the mobile end. But not for long. Android has announced its own high-end smartphone experience, and with a comfortable headset, a universal motion controller and a good range of launch apps, we look at how Google Daydream is set to dominate in mass-user VR.
Plus we check out the VR museum recreating artefacts destroyed by ISIS, find out how VR is being used to put people in desperate or unique situations and take a look at Hyundai’s Iron Man-inspired suit.