Virtual reality (VR) looks set to become the next big thing in electronic entertainment, with the likes of Samsung, Sony, Microsoft, HTC and others poised to launch consumer products around the end of 2015 and into early 2016. Although early adopters are likely to be predominantly well-to-do video gamers, the technology also has plenty of potential in the creative, learning and technical design domains.
VR has been tried before, with universally disastrous results. Sega, for example, developed a headset in the early ‘90s, but following reports of testers developing severe headaches and motion sickness, abandoned development citing the reason as the effect being “too realistic”.
I first took notice of a renewed buzz around VR a couple of years ago. As a child of the ‘70s, my first mental association was its portrayal in movies like ‘The Lawnmower Man’ and ‘Virtuosity’, where it appeared more comically cartoonish than realistically immersive. But, by all accounts, technology has caught up to fantasy and the sci-fi dream is about to hit the mainstream.
One of the most interesting characters involved in VR development is Jack McCauley, co-founder of Oculus VR. It was only after that company started pushing boundaries in developing its Oculus Rift headset that others sat up and took notice. None more so than Facebook, which promptly bought Oculus VR for $2,4 billion.
Anyway, back to Jack McCauley: admirably, he gave all his money from the Facebook buyout to charity. Now he’s gone a step further by announcing a company he owns is developing a rival product that betters the Oculus Rift by using superior MEMS technology. What’s more, he’s vowed to license it for free, to anyone who agrees to donate a portion of profits to his favourite charity.
I wish this modern-day Robin Hood the very best of luck, but I also have no doubt Facebook is right now assembling a very expensive team of lawyers to snap his bow, burn his arrows and make fun of his tights.
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