Tags: vr*

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  1. The road to mainstream significance has been long and wavering for virtual reality (VR). Introduced to popular culture through classic science-fiction embellishment, it was written off time and time again as a fad and a fraud when real-world technology couldn’t live up to those depictions. But recent years have seen VR headsets (led by the Oculus Rift) achieve meaningful public awareness.

    Now that VR is finally on the cusp of general acceptance, a whole world of possibilities has opened up for countless industries—most significantly the gaming world. But what of the ecommerce industry? With user experience (UX) an increasingly-vital factor for setting stores apart, could VR be the next destination for ambitious retailers?

    Let’s consider the role that VR is likely to play in the ecommerce world over the course of the next 5 years.
    https://techspective.net/2018/07/18/how-vr-will-transform-the-ecommerce-experience-in-the-next-5-years/
    Tags: , , , , by eringilliam (2018-07-24)
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  2. This article follows UX 101 for Virtual and Mixed Reality — Part 1: Physicality

    Designers working with virtual reality have to create experiences that work in a 3D environment. That environment can be entirely simulated (Virtual Reality) or overlaid onto our real one (Mixed Reality). As humans we navigate 3D environments constantly, and our senses allow us to do so expertly. Many aspects of VR rely on these same senses.
    https://uxplanet.org/ux-101-for-virtual-and-mixed-reality-part-2-working-with-the-senses-c39fbd502494/
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  3. Augmented reality (AR) has seen steady progress from what seemed like a science-fiction trope to absolute, unquestionable reality.

    What is more, the last couple of years saw notable advances in the field, making the technology even more affordable and accessible. This, in turn, provoked wider adoption and popularity.

    Virtual Reality (VR), on the other hand, is making the experience of checking out properties, gaming, and visualizing places completely different.
    https://medium.muz.li/ux-design-trends-3-ways-ar-and-vr-are-changing-user-experience-cba74beffb62?gi=ad6f6b729b33/
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  4. The blend between our virtual existence and the physical world has become a normal part of our lives. We are living life through a screen already, so the jump into virtual reality (VR) is not as large a leap as one would expect.
    https://exchange.telstra.com.au/virtual-reality-the-future-of-content/
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  5. Virtual reality has skyrocketed in popularity in just a few short years. Ten years ago, VR tech simply wasn’t there, and if it was, the hardware was prohibitively expensive.

    Now, your smartphone can act as a VR headset. With Google Cardboard, a smartphone with VR capabilities, and a 3D printer, you can gain access to VR tech for almost no cost whatsoever.
    https://betanews.com/2018/06/04/vr-is-changing-user-experience-design/
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  6. THERE are a lot of exciting stories about companies using AR and VR and about experts suggesting that the technologies are going to revolutionize every industry — from manufacturing to education.

    However, if have you actually tried using the technology, it might seem difficult and you might feel that it doesn’t really lend itself to every kind of situation without a lot of adaptation.

    Don’t blame the technology for it. The technology, to be clear, has a tonne of potential. It can really help businesses transform their workplace and their strategies.
    https://techwireasia.com/2018/10/what-ar-and-vr-can-do-for-your-brand/
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