On The Relationships That Transform Our Lives

Sometimes you meet someone who turns your life inside out. And, sometimes those relationships come with lots of drama — intense love, crazy fighting, and healing all wrapped in profound life lessons…

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What VR means for the future of Art

The Virtual Reality revolution was kickstarted in the mid-2010s after each of the major tech giants launched their own VR project: Facebook acquired Oculus, Sony created Project Morpheus PS4 accessory, Google made its DIY Cardboard headset and HTC released Vive, offering a new completely immersive medium for the world of technology.

Its potential was not lost on the gaming industry enterprises and developers, which were quick to release games that take advantage of this surreal new way of interacting with a simulated world.

Arkham VR, Fallout 4, Resident Evil 7, Star Trek: Bridge Crew are just some of the numerous titles released across various consoles and platforms. Even the popular iOS Fruit slashing “Fruit Ninja” jumped ton the VR hype train with surprising success.

According to a report by IBM, in 2016 VR surpassed $1 billion in revenue with a 271% estimated increase in AR and VR investments and the market is expected to grow further in the coming years as new content pushes consumers to buy more VR headsets.

Historically, there are many instances of VR-like technology being developed for different needs. The first flight simulator patented in 1931 was an electromechanical simulator used to train new airforce pilots in the US.

In the 1950s Morton Heilig built the world’s first commercial 4D film machine, a small chamber with a 3D screen, stereo speakers and smell generators dubbed the Sensorama. This was a theatre cabinet meant to fully immerse its audience not just using 3D motion but by catering to all five senses.

It was succeeded by the first computer-generated VR environment ten years later. Built by Ivan Sutherland, the system tracked the user’s head position and responded to it with a simulated field of view. This particular experience wasn’t as comfortable as our modern day VR headsets and the “Sword of Damocles” proved to be too heavy for the human neck to bear.

Many VR head-mounted displays followed in their footsteps and in the 1990s both SEGA and Nintendo had a crack at using VR glasses in their game consoles but their…

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