Virtual reality headset for video gamers: A matter of perception

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New York Times : Feb 21 2013, 00:23 IST
Epic Games who led the creation of its Gears of War series, said that the first time he wore the Rift headset, “I gazed into the abyss and the abyss gazed back at me. The next big thing isn’t always a brand-new technology that you never heard of,” Bleszinski said. “It’s this thing that existed 10 years ago and quietly got better.”

Despite its missteps in the consumer market, virtual reality has become commonplace for a number of industrial and military applications, where the high cost of headsets—from $1,000 to $50,000—has been less of an impediment. Hospitals use the headsets to train surgeons, while the United States Army has used virtual reality to treat post-traumatic stress disorder, in part by exposing soldiers to short simulations of combat.

The mass market has been far more elusive, in large part because the components in the headsets were too costly. Many of the crucial parts in the Oculus Rift are the same components found inside smartphones and tablets, including the headset’s 7-inch display and its sensors for detecting head movements.

Because those parts are already being pumped out in enormous volumes in factories in China, Oculus can create a product that is likely to end up costing consumers something between $200 to $300.

Elements of the Oculus headset are based on the virtual reality research by USC, which has freely released headset designs for others to use.

Still, most venture capitalists would rather finance a hot-dog stand than a high-risk virtual reality start-up. Oculus instead

... contd.

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