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ROSE Is a Shorty Awards Winner

ROSE has won our first Shorty award! Last week our Clash From the Past Mini Games project took home the Bronze Award for Art Direction at the 15th Annual Shorty Awards. In addition, we also won the Audience Honor for Clash From the Past Mini Games in the Art Direction and Gaming category, and for Mastercard Immersive Tour of the Miami Design District in the Extended Reality category! We are so proud of our team! Thank you to our partners and collaborators and to everyone that voted.

 

CLASH FROM THE PAST MINI GAMES: Bronze and Audience Honor, Art Direction & Audience Honor, Gaming

Clash of Clans, one of the world’s most popular mobile games turned 10 years old in August 2022. To celebrate #clashiversary, the maker of Clash of Clans, Supercell, and their creative agency, Wieden + Kennedy,  created a mockumentary around 40 fictitious years of Clash of Clans. The goal of the campaign was to envelop the fandom in this fake history and make them believe it was real through never before seen, “re-released” games, created by ROSE, one from each era of game design history. Over 170 Million players across the globe tapped, punched, ran, and smashed their way to winning back Barbarian’s sword from evil goblins, ultimately transporting him back to present-day Clash of Clans. Each game used Clash of Clans scenery, items, and characters but recreated to look like the era it was supposed to have come from. This meant the creation of over 900 net new assets to fully re-create the look from each decade. Additionally, to tie each game together and further the story, a series of cut scenes were created in each decade’s style. WATCH THE VIDEO  

MASTERCARD IMMERSIVE TOUR OF THE MIAMI DESIGN DISTRICT: Audience Honor, Extended Reality

In partnership with the Miami Design District, Mastercard™ has provided cardholders with a #Priceless tour of the area. ROSE created the immersive experience to bring seven key pieces from the district to the user’s own space. Using their mobile device, users are transported to the Miami Design District and can experience a 360-view of the selected art pieces. Upon entering each portal, users are able to learn about each piece through audio and written descriptions. This experience had an average engagement time of 1 minute and 40 seconds.           WATCH THE VIDEO  

What Is the Metaverse

The concept of a “metaverse” has been around for decades, but in recent years, it has gained increased attention and interest as a new frontier for technology and human interaction. With the continued development of its technologies, the metaverse is becoming increasingly sophisticated and realistic. For businesses, the metaverse presents a new way to connect with customers, collaborate with colleagues, and innovate in ways that were previously impossible.  

WHAT IS THE METAVERSE?

The metaverse is a fully immersive digital world where users can interact with each other and the environment in real time, using avatars, 3D graphics, and advanced interfaces. It is not just a single platform or technology, but a network of interconnected virtual worlds that can be accessed and experienced by users worldwide. The metaverse offers a wide range of experiences, from social interactions and gaming to education and commerce. Users can create and customize their avatars, explore virtual environments, interact with other users, and conduct transactions using virtual currencies. In this virtual space, the boundaries between the physical and digital worlds are blurred, providing new opportunities for social interaction, entertainment, and business development. Although the metaverse is still in its early stages, it is rapidly evolving, and companies are investing heavily in its development. As technology continues to improve, the metaverse has the potential to become a central hub for human interaction and commerce, opening up new possibilities for the future of the internet and the way we interact with each other.  

THE HISTORY OF THE METAVERSE

The concept of the metaverse originated from science fiction, specifically Neal Stephenson’s 1992 novel Snow Crash, which depicted a virtual reality space called the Metaverse. In this virtual world, people could conduct business and interact with each other in a fully immersive environment. The novel’s portrayal of the Metaverse had a significant impact on the development of virtual reality and online gaming. Image of Second Life provided by IGN https://www.ign.com/articles/second-life-creator-doubts-facebook-metaverse Image Source In the late 1990s and early 2000s, the metaverse began to take shape in online gaming communities and virtual worlds. Second Life, which launched in 2003, was one of the first virtual worlds to gain widespread attention. Second Life allowed users to create their own avatars, explore virtual environments, and interact with other users in real time. It quickly became a popular platform for social interaction and creative expression. Minecraft Classic Image Provided By IMDb https://www.imdb.com/title/tt2011970/mediaindex?ref_=tt_mv_close Image Source In the years that followed, other virtual worlds and online gaming platforms emerged, each with unique features and capabilities, including World of Warcraft, EVE Online, and Minecraft, among others. The development of Virtual Reality (VR) and Augmented Reality (AR) technology in recent years has led to the creation of more sophisticated virtual worlds, expanding the possibilities of the metaverse beyond gaming.  

HOW DOES THE METAVERSE WORK?

The metaverse is a complex system that enables user interaction with the virtual environment through a combination of software and hardware. It operates on a set of protocols governing data sharing and transaction processing. Key technologies employed in the metaverse include virtual reality (VR), augmented reality (AR), artificial intelligence (AI), blockchain, and cloud computing. While often confused with the metaverse, VR and AR are merely components of it. VR provides a fully immersive experience, while AR overlays digital content onto the real world. In contrast, the metaverse transcends these technologies by establishing a persistent virtual environment accessible from anywhere. At its core, the metaverse operates as a decentralized network utilizing blockchain technology. This ensures secure and transparent transactions, vital for establishing trust and reliability within the virtual economy. AI complements this infrastructure by generating intelligent virtual agents capable of interacting with users, providing information, and assisting with various tasks. The metaverse relies on the computing power of cloud technology to create and sustain its immersive virtual environment. Furthermore, cryptocurrencies like Bitcoin and Ethereum hold the potential to facilitate seamless virtual transactions, enhancing the metaverse’s functionality and economic ecosystem.  

METAVERSE SOFTWARE 

The metaverse requires a combination of software and hardware to function properly. On the software side, several platforms provide access to the metaverse. These platforms represent a diverse range of metaverse experiences, from user-generated content creation to immersive social interactions. Each platform offers unique features and opportunities for users to engage, create, and explore within their respective virtual worlds.

Roblox

Roblox Image Provided By Wired https://www.wired.com/story/on-roblox-kids-learn-its-hard-to-earn-money-making-games/ Image Source Roblox is a prominent metaverse platform that allows users to create and play games within a virtual world. It boasts an extensive user-generated content ecosystem, enabling developers to create their own experiences using Roblox Studio. With over 200 million monthly active users, Roblox has a thriving economy where players can buy and sell virtual goods.

Fortnite (Epic Games)

Fornite Image Provided By Fortnite https://www.fortnite.com/ Image Source While primarily known as a popular battle royale game, Fortnite has expanded its metaverse-like elements through in-game events, collaborations, and a virtual social space called Party Royale. Fortnite’s immersive experiences, live events, and creative mode allow users to interact, socialize, and engage with various forms of entertainment within the game’s virtual world.

The Sandbox

The Sandbox Image Provided By The Sandbox https://medium.com/sandbox-game/what-is-the-sandbox-850de68d893e Image Source The Sandbox is a blockchain-based gaming platform that empowers users to create, share, and monetize their gaming experiences. It utilizes voxels, a 3D pixel art style, and offers a user-friendly game-maker tool that allows creators to design interactive experiences. The Sandbox also operates on a cryptocurrency model where users can own and trade virtual assets using its native currency, SAND.

Horizon Worlds (Meta)

Horizon Worlds Image Provided By Meta https://www.meta.com/horizon-worlds/ Image Source Horizon Worlds, developed by Meta (formerly Facebook), is an immersive social metaverse platform. It aims to provide a seamless and accessible virtual reality experience for users. Horizon Worlds offers tools and resources for creators to build their own worlds and experiences, emphasizing social interaction, creativity, and exploration.

Decentraland

Decentraland Genesis Plaza Image Provided By Decentraland https://decentraland.org/blog/announcements/genesis-plaza-relaunched Image Source Decentraland is a blockchain-based virtual world that allows users to create, buy, and sell virtual land and experiences. Powered by the Ethereum blockchain, Decentraland enables users to develop and monetize their virtual content using its scripting language. It also has its own cryptocurrency called MANA, which is used for buying virtual land and trading virtual assets within the platform.  

METAVERSE HARDWARE

On the hardware side, the metaverse requires devices that can display and interact with the virtual environment. These devices range from smartphones and computers to VR and MR headsets. VR headsets provide a more immersive experience, while MR headsets overlay digital information in the real world.

Virtual Reality Headsets

VR headsets are a key component for experiencing the metaverse in an immersive manner. Devices like the Meta Quest, HTC Vive, and PlayStation VR offer high-quality VR experiences, allowing users to explore virtual environments and interact with them using motion controllers.

Meta Quest

Meta Quest 2 Image Provided By Meta https://www.meta.com/quest/products/quest-2/ Image Source The Meta Quest is a standalone virtual reality headset. It offers a wireless and all-in-one VR experience without the need for a PC or external sensors. The Quest features built-in tracking sensors and motion controllers, providing users with freedom of movement within virtual environments. With its high-resolution displays and intuitive user interface, the Quest delivers a compelling and immersive VR experience for gaming, social interaction, and other metaverse activities.

HTC Vive

VIVE Pro 2 Image Provided By VIVE https://www.vive.com/us/product/vive-pro2-full-kit/overview/ Image Source The HTC Vive is a PC-based virtual reality headset known for its room-scale tracking capabilities. It utilizes external base stations that track the user’s movements and position in physical space, allowing for precise and immersive VR experiences. The Vive offers high-resolution displays, comfortable headsets, and motion controllers for intuitive interaction. It also supports a wide range of VR applications, from gaming to architectural visualization, making it a popular choice for metaverse enthusiasts.

PlayStation VR

PS VR Image Provided By Playstation https://www.playstation.com/en-us/ps-vr/ Image Source PlayStation VR (PSVR) is a virtual reality headset designed for use with the PlayStation 4 and PlayStation 5 gaming consoles. It provides an accessible entry point to VR for console gamers. The PSVR features a comfortable headset, motion controllers, and an external camera that tracks the user’s movements. While the resolution may be slightly lower compared to PC-based VR, the PSVR offers a range of immersive gaming experiences and integrates seamlessly with the PlayStation ecosystem.

Mixed Reality Headsets

Mixed reality (MR) headsets, such as Microsoft HoloLens and Magic Leap One, blend virtual content with the real world in a more interactive and immersive manner. By combining real-world mapping with virtual elements, Mixed Reality headsets enable users to interact with and manipulate virtual objects within their physical environment. 

Microsoft HoloLens

Microsoft’s HoloLens 2 Image Provided By Wired https://www.wired.com/story/microsoft-hololens-2-headset/ Image Source The Microsoft HoloLens blends virtual content with the real world. It features transparent lenses that allow users to see and interact with holographic objects superimposed on their surroundings. The HoloLens employs advanced sensors, cameras, and spatial mapping technology to provide an interactive and spatially aware experience. It is widely used in enterprise and industrial applications, offering unique opportunities for metaverse experiences that merge virtual and physical elements.

Magic Leap

Magic Leap 2 Image provided by Magic Leap https://www.magicleap.com/magic-leap-2 Image Source Magic Leap is an extended reality company that has developed the Magic Leap One headset. It is designed to provide a seamless and natural experience by superimposing digital content onto the user’s real-world environment. Magic Leap employs a combination of sensors, cameras, and waveguide technology to create realistic and interactive experiences. The headset includes a controller for input and navigation, allowing users to interact with virtual objects and applications in their surroundings.

Smartphones and Tablets:

While not dedicated metaverse devices, smartphones and tablets play a significant role in accessing metaverse applications and experiences. Mobile devices often feature AR capabilities, allowing users to engage with augmented reality elements and applications, making them accessible entry points to the metaverse.  

INDUSTRY USES OF THE METAVERSE

One of the most significant benefits of the metaverse for businesses is the ability to create immersive brand experiences. This not only provides a unique and engaging experience but also allows businesses to showcase products in ways that were previously impossible.

Fashion

The fashion industry is embracing the metaverse as a platform for innovative and immersive experiences and is expected to grow by $6.61 billion from 2021-2026. Fashion brands can create virtual showrooms and fashion shows within the metaverse. Users can customize and try on virtual outfits, explore virtual boutiques, and make virtual purchases. Virtual fashion collaborations and limited-edition virtual items can also be introduced, creating unique opportunities for brand engagement. Adidas Metaverse Fashion Week Image Provided By CJ Fuentes https://www.youtube.com/watch?v=jZsHLWXeXYo Image Source In 2022 Decentraland hosted the first annual Metaverse Fashion Week.  The event was held again this year in 2023 and featured brands such as Adidas, Coach, Tomy Hilfiger, Dolce & Gabbana, and more. The brands’ experiences ranged from Adidas hosting a runway show debuting 16 digital pieces,  to Coach’s virtual showroom inside a giant floating spaceship of their iconic Tabby bag. Coach Tabby in Decentraland Metaverse Fashion Week Image Provided By Forbes https://www.forbes.com/sites/stephaniehirschmiller/2023/04/02/metaverse-fashion-week-how-retail-got-real/?sh=4be4838f91a1 Image Source  By embracing virtual fashion, designers can push the boundaries of design, experiment with innovative concepts, and offer unique digital fashion experiences to a broader community.

Food And Beverage

The food and beverage industry can leverage the metaverse to create immersive and engaging consumer brand experiences. Through the metaverse, brands can connect with their target audience, increase brand awareness, foster loyalty, and generate new revenue streams. Virtual product launches and tasting events within the metaverse offer brands an opportunity to reach a wider audience and generate buzz ​​José Cuervo Metadistillery Image Provided By By Rojkind http://rojkindarquitectos.com/work/metadistillery-jose-cuervo/ Image Source In Decentraland Jose Cuervo has created their Cuervo Metadistillary. It is a metaverse experience that brings the essence of the tequila production process to life in a virtual environment. Users can explore the virtual distillery, learn about the history and craftsmanship of Jose Cuervo tequila, make their own custom cocktail, and socialize with others.

Retail

In the retail industry, the metaverse offers new opportunities for virtual shopping experiences. Virtual shopping experiences can offer personalized recommendations, interactive product showcases, and social shopping. The metaverse provides a dynamic platform for brands to showcase products in realistic settings, generate excitement, and bridge the gap between online and offline shopping, fostering customer engagement and loyalty. It is expected that e-commerce value in the Metaverse will be $2-$2.6 trillion by 2030 West Elm Home Design Roblox Experience Image Provided By West Elm https://press.westelm.com/westelmhomedesign Image Source On Roblox, West Elm hosts their West Elm’s Home Design Experience. The experience enables users to virtually explore and design their dream homes using the brand’s products and designs. Customers can customize virtual spaces, experiment with furniture layouts, and visualize how West Elm’s items would fit into their real-world environments. This interactive approach enhances the shopping experience by allowing customers to make informed decisions and reduces guesswork.   

THE FUTURE OF THE METAVERSE

The metaverse holds immense potential to reshape how we interact, collaborate, and experience digital spaces. It promises to redefine the boundaries of digital interaction, unleashing a new era of interconnectedness and possibilities for individuals and businesses alike. With the collective efforts of technology companies, content creators, and industry leaders, the metaverse is poised to become an integral part of our digital future.  

What Is Mixed Reality?

Our experiences are no longer simply real or imagined. Today, technology can change our experience of the world and introduce us to new worlds altogether. Augmented Reality (AR) and Virtual Reality (VR) are the most common forms of Extended Reality (XR), but there’s also Mixed Reality (MR). What does that mean? It turns out, Mixed Reality can mean different things to different people. But, after reading this article, you’ll have a better understanding of what they’re saying – no matter who they are.

MIXED REALITY AND THE VIRTUALITY CONTINUUM

Extended Reality can be understood as spectrums in terms of the display technology and/or in terms of the nature and behavior of the virtual elements as well as how we interact with them. In both cases, unassisted vision lands on one end (no virtual elements) and Virtual Reality exists on the other end In the display spectrum, Augmented Reality would land in the middle, as it is a combination of the world as it appears unaided and the world altered and augmented with virtual elements. Another approach encourages looking at how users interact with an experience rather than merely how they view it. Virtual Reality environments are immersive and often interactive experiences like games and simulations that exist in their own virtual worlds, while Augmented Reality applications rely on the physical world to add value. Some criteria for whether an experience is classified as augmented reality, mixed reality, or virtual reality include the ability of virtual elements to react with one another as well. Virtuality_Continuum Image Provided by CreatXR https://creatxr.com/the-virtuality-spectrum-understanding-ar-mr-vr-and-xr/
Image Source
This “virtuality continuum” introduced by Paul Milgram and Fumio Kishino in 1994 is the touchstone of Mixed Reality. When companies or individuals use the term “Mixed Reality” they usually have a version of the virtuality continuum in mind, whether they realize it or not. However, these terms were introduced almost thirty years ago and the ways that these technologies have manifested since then leaves room for debate and discussion.

One Term, a Dozen Definitions

In the emerging technology space, different companies define Mixed Reality slightly differently, and there is no single universally accepted definition. While they don’t all explicitly cite the virtuality continuum, they do all address MR as incorporating both virtual elements and interactions in a physically-grounded environment. For example, ROSE uses the following definition of Mixed Reality: “Mixed Reality (MR) allows real and digital elements to interact with one another and the user like they would in the real world. Mixed reality maintains a connection to the real world, similar to Augmented Reality, and therefore is not considered fully immersive. In a Mixed Reality environment, 3D content will react to the user the same way it would in the real world. You must have an MR device, like a headset or glasses, to view an MR experience making it less accessible than Augmented Reality.” However, Knowing how ROSE defines uses a term doesn’t always help if you’re talking with someone from Microsoft, Meta, Varjo, or any other number of Extended Reality companies. For example, Microsoft provides the following definition of Mixed Reality: “Mixed reality is a blend of physical and digital worlds, unlocking natural and intuitive 3D human, computer, and environmental interactions.” Meta defines Mixed Reality in more abstract terms, discussing what the experiences should feel like for users. While it’s not as quotable, it gets at the core values that consistently make up our shared understanding of Mixed Reality: A computer-assisted view of the physical world designed around a human user. With that in mind, let’s look at some examples of Mixed Reality and “Mixed Reality-like” hardware and experiences.  

MIXED REALITY HARDWARE

There are dedicated Mixed Reality devices. However, these days, most Virtual Reality devices are capable of experiences that arguably qualify as Mixed Reality. Similarly, some experiences available on Augmented Reality glasses and even mobile devices may constitute Mixed Reality-like experiences.

Mixed Reality Devices

Dedicated Mixed Reality devices, like Magic Leap and Microsoft’s Hololens, were designed specifically for MR experiences and are the best (and least contested) examples of the technology. 
Magic Leap 2 Image provided by Magic Leap https://www.magicleap.com/magic-leap-2
These headsets feature transparent lenses allowing a view of the physical environment that is augmented with a holographic display. These headsets also include advanced depth sensors, cameras, and software allowing “scene understanding” for interactive virtual elements to exist in or even originate from the user’s physical environment. However, these displays are bulky and expensive to produce. The software behind them also requires a lot more computing power than other forms of extended reality. As a result, they are almost exclusively limited to enterprise use cases. In response, other forms of hardware have a different approach to Mixed Reality-like experiences. Lynx-R1 Image provided by Lynx https://www.lynx-r.com/products/lynx-r1-headset Some coming devices, like the Lynx-R1, offer VR and AR with MR operating as a scale between these views.

Virtual Reality Devices

Most modern Virtual Reality devices are also “Mixed Reality” devices thanks to a technique called “passthrough.” This technique augments a live camera feed of the user’s surroundings instead of using a translucent or transparent display like AR and MR Virtual Reality devices don’t have transparent lenses that allow a user to see their physical environment directly. Instead, VR devices have a growing number of increasingly robust cameras. In addition to tracking, these cameras can reconstruct the user’s view within the VR displays and augment it to create a Mixed Reality-like experience on VR hardware. Companies like Varjo and Meta use the term “Mixed Reality” to describe experiences enabled via passthrough. Meta’s Quest line is a great example of how this technology is developing over time. Passthrough on the Quest 2 is black-and-white, grainy, and not very useful for most experiences. Passthrough on the Quest Pro is higher quality, color, and far more interactive. Image (c) Varjo https://varjo.com/solutions/design-and-engineering/ Varjo’s Reality Cloud even allows a sort of environment transfer that allows one user’s physical environment to be recreated in real time and rendered as a remote user’s virtual environment. This is another example of an experience that blurs the lines between Mixed Reality and virtual reality in ways that were likely not anticipated by Milgram and Kishino. Experiences enabled via passthrough are MR in terms of their interactivity with the user and with the user’s environment, even if they still aren’t as fully-featured as experiences on dedicated Mixed Reality devices. However, because the display of the user’s physical environment is digitally rendered, they aren’t “pure” Mixed Reality.

Augmented Reality Glasses and Mobile Devices

Nreal-Air Photo provided by Jon Jaehnig Augmented Reality glasses have a transparent display so, even though the virtual aspect is handled differently by the hardware, they have a similar starting point to dedicated Mixed Reality devices. However, the experiences that these devices can offer are more limited. This is largely because of computational constraints. Most AR glasses still use a small computing puck or a mobile phone so that they can maintain their small and mobile form factor. Even some mobile devices like smartphones can deliver Mixed Reality-like experiences using an approach similar to passthrough on VR headsets.  The device limitations prevent the full-featured environmental awareness and interactivity that makes MR so impactful. As a result, most Extended Reality applications on mobile devices and AR glasses consist of virtual elements placed into the environment by the user that remain largely non-responsive to the user and to the environment.

Ever-Changing Technologies

While developments like passthrough make Mixed Reality-like experiences more viable on VR headsets, developments in connectivity and computing help to bring these experiences to AR glasses. Shifts like cloud and edge computing are making it easier for smaller devices to do more work by moving computing to remote servers. Changes in hardware and design also make XR experiences on mobile devices more powerful. A few years ago, simple AR on most mobile devices was impossible because of the lack of cameras and depth sensors. Between mobile devices designed with these experiences in mind and developments in software, this is rapidly changing.  

MIXED REALITY EXPERIENCES

Dedicated Mixed Reality headsets remain priced outside of availability for most consumers and most applications developed for these headsets accordingly fit into enterprise or academic use cases. However, Mixed Reality as it is offered through passthrough on VR headsets has opened the door more widely to MR consumer experiences.

Medical Education

GigXR-and-ANIMA-RES-Insight-Kidney-module Image provided by ANIMA RES https://animares.com/ https://animares.com/ GigXR was launched in 2019 specifically to take over XR content and projects from Pearson. Since then, the company has expanded the volume and interactivity of the content that it offers – often through partnerships with imaging and technology companies. Insight is a series of mixed reality medical education experiences created by GigXR and ANIMA RES, a 3D medical illustration company. The program requires at least one Microsoft HoloLens headset to run, allowing a student or instructor to manipulate virtually reconstructed organ systems in real-time. Additional viewers can join on headsets or on 2D platforms.

Design and Training

group-teleport-dollhouse Image provided by Campfire https://www.campfire3d.com/ Campfire uses its own in-house headset to view 3D models in a user’s environment that can be viewed and annotated collaboratively in real-time regardless of whether the users are together or remote. Like GigXR, not all participants need to have a headset. In fact, users without a headset can still interact with the model on desktop or mobile devices – just not in MR. The device is used for product design, as well as for training and education use cases.

Entertainment

I_Expect_You_to_Die Screenshot provided by Schell Games https://schellgames.com/portfolio/home-sweet-home “I Expect You to Die” is a Virtual Reality game series from developer Schell Games. However, with the “Home Sweet Home” installment of the series, a player’s den becomes a mini escape room, thanks to Mixed Reality. The free-to-play game runs on either the more rudimentary passthrough of the Meta Quest 2 or the more powerful MR display of the Quest Pro. Through clever tech and clever story writing, the experience incorporates elements of the player’s home environment into the plot.

TOMORROW’S TECHNOLOGY, TODAY’S WORLDS

There is a debate about which experiences and devices really qualify as “Mixed Reality.” Many people see this tension as unnecessary, arguing that most average users don’t use these terms anyway. While the term is valuable to specialists today, it is interesting to wonder what will happen to it as technological advances bridge the gap between AR and MR.

What Is Virtual Reality?

With Virtual Reality’s increasing time in the spotlight, most people probably have some surface-level understanding of what it is. However, different types of VR experiences and how they are being used in business, education, and entertainment are unclear for many. While many people still view VR as a technology of the future, it is already being used successfully across industries.  

What Is VR?

Virtual reality is a computer display technology that places the user within a completely digital world. That world can be something that has never existed in physical space or something that could never exist in physical space. This approach is common in video games and some social and cultural use cases, but it isn’t the only approach. Less imaginative virtual worlds are often used for remote work, education, or social use cases that give participants an immersive way to access an experience without being overwhelmed by complicated controls. “Digital Twins” – exact virtual replicas of physical spaces – are also used for workplace training, tourism, architecture, engineering, and construction, and other uses. By combining a real location with VR artistry, a physical place can be reimagined throughout its history – or its future. This approach is common in gaming, entertainment, and design planning. Students can visit a virtual version of Imperial Rome. Gamers can play adventures set in historic time periods or visions of the future. Designers can envision site construction or renovation.

A Brief History of Virtual Reality

Head-worn VR goes back to the late 1960s, but the “modern era” starts with the Oculus DK1 in 2013. The device was large, expensive, and had limited use cases but won big with developers, researchers, and yes, some early adopters.  Later that year, the Oculus Rift came out to become one of the first accessible Virtual Reality headsets. Two years later, Facebook (now Meta) purchased Oculus. In another two years, HTC released VIVE, with VIVE later to become its VR division with all headsets bearing the name. That same year, Sony launched the original PlayStation VR 1, Varjo was founded( though its VR 1 wouldn’t come out until 2019), and, Pico released “Goblin” – the first stand-alone VR headset. Products have been discontinued, names have changed, other companies have come and gone, and other companies are out there with their own products. But this is the basic timeline.  

Do I Need a Headset?

A virtual reality headset is required for the greatest sense of immersion in a Virtual Reality experience and some experiences only exist within VR headsets. However, a number of VR experiences also work on desktop or even on mobile devices. Some users find these devices more comfortable as well as more accessible than dedicated VR headsets. If you do decide on using a headset for full immersion, you should know that there are a large variety of Virtual Reality headsets currently on the market. Different headsets offer different abilities and limitations, and come in at different price points.

Tethered VR Headsets

Tethered VR headsets are wired to either a powerful PC or a game console. These headsets are capable of more robust experiences, but also cost more money, require expensive computers, and might be unsuitable for some applications because of the wired connection. The headset serves as a display as well as a tracker of the head, hands and controllers, and in some cases where a user is looking. Because most of the heavy computational lifting is done on the connected console, these headsets are able to offer more full-featured experiences and better graphics. The best example in gaming is currently Sony’s PlayStation VR 2. Gamers with this system have graphics nearly unparalleled in the consumer space, as well as advanced software like eye tracking. However, the headset costs $40 more than the only gaming console with which it is compatible – the PlayStation 5, which costs over $500. An image of the VIVE Pro Eye headset, from release https://www.vive.com/us/newsroom/2019-12-05/ One of the best examples in industry is the HTC VIVE Pro 2. VIVE is known for their unparalleled tracking options, and comprehensive headset design including impressive onboard audio hardware. However, the $800 headset relies on a whole network of additional hardware including a highly-capable computer, external tracking units, and an optional wireless adapter.

Stand-Alone VR Headsets

Stand-alone VR headsets are designed to work completely on their own, although most can plug into a computer to access more content. These devices tend to be more affordable and easier to set up, wear, use, and ship. However, experiences for these devices are often less fully featured and less graphically impressive. Because the device serves as the display as well as the computer, these headsets are more likely to have inhibitive memory limitations and shorter battery life. Most stand-alone headsets come in special editions with expanded memory and are compatible with adapters like external battery packs. However, they still don’t stand up to tethered headsets for some uses. Meta Quest 2 with KKCOBVR battery pack in front of nested controllers on white background. The Meta Quest 2, starting at $400, is currently the headset to have for lightweight VR gaming and many social and remote work applications. While the headset does have limited memory and graphics capabilities, it’s more than enough for remote collaboration at work and it has a growing ecosystem of accessible games and fitness applications as well as productivity apps.

3DoF Headsets

Almost all modern headsets operate in six degrees of freedom (6DoF). Older headsets had more limited sensors that didn’t support modern controllers or tracking inputs and offered only “3DoF” – a user can look around within a 3D virtual environment but can’t move freely within it. These headsets have waned in popularity as the ability to offer more complex VR experiences has expanded. However, these headsets were sufficient for some use cases including viewing 3D images and videos. Further, they are less expensive and easier to use. As a result, they have held on in some enterprise and entertainment settings. The Pico G2 4k with accompanying remote As of this writing, the most recent 3DoF headset is the Pico G2 4K. However, Pico recently announced an upcoming third generation of their 3DoF enterprise offering demonstrating the continued utility of this often overlooked model.

Specialized Headsets

Some headsets come with even more sensors for use in assessment, diagnostics or academia, or are specifically calibrated for certain specialist applications. Finnish manufacturer Varjo is probably the leader in both categories. The $7,100 Varjo XR-3 Focal Edition is a modified version of one of the company’s existing enterprise headsets with an adjusted focal plane to optimize for near-to user interactions. The headset is specifically designed for simulation use cases including flight training. The $25,000 Galea combines the Varjo Aero headset with neurological sensors developed by OpenBCI. The VR headset will be capable of measuring a wearer’s gaze, heart rate, skin response, brain activity, and more. The headset should be in the hands of early-access groups this summer for use in human studies and advanced software computer development.

VR Controllers and Adapters

In addition to specialized headsets, specialized controllers can increase the sense of immersion in a VR experience for entertainment, simulations, or athletic training.  A trainer uses VR accessories, including a gun adapter, for increased immersion. Image from KAT VR blog https://www.kat-vr.com/blogs/news/kat-walk-mini-s-vr-arcade-training-treadmill-coming-in-july-2021 Gamers and law enforcement or defense personnel have access to attachments that turn the controllers into a reliably tracked simulation gun. Casual gamers or professional athletes working on their form can turn their controllers into golf clubs or pickleball paddles. Surgeons can use replicas of medical instruments to realistically practice complex procedures.  

Virtual Reality Industries and Use Cases

Some use cases of virtual reality like training, onboarding, and remote collaboration, could benefit literally any industry. However, there are some industries that have particularly adopted VR and that VR is particularly well suited for.

AEC and Design

During a previous technological shift, the Architecture, Engineering, and Construction (AEC) industry showed us how useful 2D computer visualization could be with their massive adoption of Computer Assisted Design (CAD). With the power of virtual reality, these files take on a whole new dimension. Automotive and product design follows a similar pattern. Entire models can be designed in VR (or an existing CAD model can be turned into a virtual environment). This makes it easier than ever for designers to get a feeling of what a building, vehicle, or product could be before so much as 3D printing a mockup.
Image (c) Varjo https://varjo.com/solutions/design-and-engineering/
(c) Varjo
One company, Treble Technologies, even uses 3D models to replicate the acoustics of a space. Through this technology, designers don’t just know what a building will look like before it’s built, they know what it will sound like.

Fashion

Physical fashion designers can benefit from VR in all of the ways that other kinds of designers can – through remote collaboration and immersive modeling. Enterprising companies are also using extended reality technologies to show fashions to retailers and wearers without the cost of physical fashion shows. However, with virtual spaces and virtual representations of users comes the need for virtual fashions. Some fashion companies, like House of Blueberry exist solely in VR and create exclusively digital fashions – even teaming up with physical fashion brands to do it.

Food, Beverage, and CPG

Most common food, beverage, and consumer packaged goods (CPG) XR activations happen in AR on the mobile phone because mobile phones are much more widely used than VR headsets (for now). However, a growing number of these experiences are increasingly immersive worlds, like CocaCola’s recent Dreamworld activation, or a more recent activation that created a personalized “metaversion” avatar from a series of interactive prompts. The author's uniquely generated "metaversion" - one of Coca-Cola's interactive XR activations.

Retail

With the emergence of virtual real estate, a growing number of retail companies are establishing presences in virtual worlds. While these may or may not sell physical goods, they are a good way of spreading brand representation to an emerging medium in a potentially impactful way. An author's screenshot of PINKO's virtual storefront by Emperia, featuring shelves of physical bags represented by 3D models. Companies don’t necessarily need to buy virtual land either. Emperia works with companies to create virtual showrooms that integrate with a retailer’s existing online presence and online payment strategies.  

Future of the Industry

VR software is continuing its history of becoming more user-friendly and more visually impressive, while the hardware becomes smaller and more affordable. As big names like Sony and Meta increasingly produce better content on more accessible devices, adoption is continuing to grow. Meanwhile, advancements in how content is created for immersive worlds on consoles, apps, and the web make it easier than ever for new and aspiring developers to leave their mark on the virtual world.