Article 216VK Virtual reality firms revive video arcades as they aim for the mainstream

Virtual reality firms revive video arcades as they aim for the mainstream

by
Nicky Woolf in San Francisco
from on (#216VK)

Companies are using old-school techniques to help everyday consumers get to grips with the complexity of a new technology

Above me is the Hillary Step, a sheer vertical face of rock about 12 metres high on the south-east ridge of Mount Everest. In a brisk breeze, snow eddies around my boots. I reach out my thickly gloved hand to connect a carabiner to a rope to pull myself up the rock wall.

In reality, of course, I'm not scaling the world's tallest mountain but strapped to a machine in a stuffy, darkened room in a Los Angeles convention centre. This is Everest VR, a virtual reality experience on HTC's Vive which, along with Facebook's Oculus Rift headset, is one of the top-end VR devices available. The Everest app was stitched together from more than 300,000 photographs and while linear in structure, it's not really a game - more a showcase for the hardware - it is captivating.

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