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Hollywood Movies Allow People to Interact with Objects Using Multi-Sensory VR

Once visitors step through these doors, they leave behind reality and embark on a journey to another world

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“We see Dreamscape as a travel agency that will take you on adventures that transcend time, space and dimension,” Bruce Vaughn, Dreamscape Immersive chief executive officer, said. Pixabay

Imagine stepping into a movie or virtual world and being able to interact with what’s there. That’s now possible through the magic of Hollywood combined with virtual reality technology. For $20, the company Dreamscape takes visitors through a multi-sensory journey. Currently in Los Angeles, creators say they plan on opening more virtual reality venues across the U.S. and eventually to other countries.

Once visitors step through these doors, they leave behind reality and embark on a journey to another world. “We see Dreamscape as a travel agency that will take you on adventures that transcend time, space and dimension,” Bruce Vaughn, Dreamscape Immersive chief executive officer, said.

Vaughn used to work on Disney theme park attractions and special effects. Imagine a trip to a zoo filled with alien creatures from outer space or going on a treasure hunt or an underwater adventure. That’s the world visitor Zach Green stepped into when he entered a Dreamscape room.

“I kind of forgot I was in Earth for a second and I was actually under the ocean,” Green expressed.

Dreamscape makes it possible by combining Hollywood storytelling with the expertise of building theme parks. These ingredients are brought to life through virtual reality says motion picture screenwriter and producer Walter Parkes who is also co-founder and chairman of the board of Dreamscape.

“Our technology allows us at Dreamscape to actually track your full body, all of your movements and render you in an avatar. We use the word registration where we’re actually registering you as a human presence inside a virtual world is very unique,” Parkes said.

Visitor Robin McMillan is wowed by the experience. “I think it’s probably the future of entertainment in terms of a completely immersive experience. You kind of forget you’re in a room,” McMillan said.

muktisensory VR
Dreamscape makes it possible by combining Hollywood storytelling with the expertise of building theme parks. Pixabay

Before stepping into the virtual world, travelers would first have to put on four sensors, one on each hand and one on each foot, have a backpack on and virtual reality goggles. Now they’re ready to step inside.

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“We blur that line between the physical and the virtual by letting you actually reach out and pet an alien creature or have a torch that actually lights your way and it’s physically there,” Vaughn said.

That’s not all. Each person’s backpack computer and the sensors in the room trigger special effects such as wind, mist and ground vibrations. Six people at a time can take part in the 10 minute experience interact. The company is already planning new worlds for travelers to visit. (VOA)

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Why Virtual Reality Headsets Failed to Create Craze Among Masses?

There is no doubt that enterprise AR is evolving quickly, especially in the fields of healthcare, education and at firms that aim to enhance customer experiences

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virtual reality headsets
Having been around for nearly five years now, Virtual Reality (VR) headsets are yet to find adoption among the masses. Pixabay

Having been around for nearly five years now, Virtual Reality (VR) headsets are yet to find adoption among the masses. You only find them tucked away in a corner at the neighbourhood mall where kids wearing head-mounted devices (HMDs) experience virtual games. Even those who bought VR headsets — either as an independent unit or bundled with smartphones — have dumped those at home.

According to the International Data Corporation (IDC), the global Augmented Reality (AR) and VR headset market returned to growth after a full year of decline in the first quarter this year, as global shipments reached 1.3 million — up 27.2 per cent — from the same quarter last year.

VR headsets represented 96.6 per cent of the combined AR/VR market during the quarter with strong volumes from top companies such as Sony, Facebook, HTC, Pico and 3Glasses. There is no doubt that enterprise AR is evolving quickly, especially in the fields of healthcare, education and at firms that aim to enhance customer experiences.

“Many companies are actively looking for hardware solutions they can use to improve existing business processes and drive new ones,” says Tom Mainelli, Group Vice President, Consumer and Devices Research, at IDC. However, VR headsets have failed to strike a chord with the consumers.

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VR technology is not able to rule out nausea and other health-related issues while experiencing it. Pixabay

“One of the main reasons why VR is not booming into the consumer segment is because of the uncomfortable, clunky headsets — even early VR adopters have complained of mental fatigue due to prolonged use of VR headsets,” Prabhu Ram, Head – Industry Intelligence Group (IIG), CMR, told IANS. “Secondly, there is a clear dearth of quality VR content that one could watch,” he added.

Reports suggest that even as a relatively young technology, AR has shown more promise than VR as it involves adding visual elements to the real world — typically via smartphones. Unlike VR, it does not push users into distinct virtual environments.

According to Delhi-based tech entrepreneur Tanuj Malhotra, who is working on his own VR startup called VRover, the technology is not going to come to life anytime soon. “It is impossible for VR to take off and compete with AR unless vendors make some serious changes from the consumers’ perspective,” said Malhotra.

“VR content out there is not readily available to consumers. Also, the VR technology is not able to rule out nausea and other health-related issues while experiencing it,” he added.

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VR headsets have failed to strike a chord with the consumers. Pixabay

According to Jack McCauley, one of the co-founders of Oculus, Facebook-acquired VR firm Oculus may not be profitable as the social networking giant is struggling to bring VR to the mainstream consumer market. “There are a lot of fundamental issues that remain unresolved with VR gaming,” McCauley, who stayed through Facebook’s $2 billion acquisition of the company in March 2014, told CNBC.

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McCauley mentioned how people still get nauseated when they put on a VR headset and how they still prefer to play video games alongside their friends on a 2D display. “Consumer interest in VR, while still in its infancy, will see a slow and steady traction as specific use-cases, such as gaming, are pushed forth,” noted Ram. IDC expects standalone and tethered headsets to drive the VR market growth.

“Standalone VR headsets will capture 38.2 per cent of the VR market in 2019, up from 26.6 per cent in 2018. Tethered VR headsets will have a share of 46.1 per cent this year, versus 44.1 per cent last year. Finally, screen-less viewers will decline to 15.7 per cent, down from 29.3 per cent last year,” the IDC predicted. (IANS)