Our Programmer Emmanuel shared with us The History of Virtual Reality starting in 1850 all the way to modern day Virtual headsets. Check out the write up and timeline below!
Modern VR Commercialization
Fast forward to 2016, VR has become mainstream. The Oculus Rift and HTC Vive lead the way for VR, and many other companies are following behind. Eventually other major companies will release the VR Projects we have today, such as the Oculus Quest, HTC Vive Pro, PlayStation VR, and Samsung Odyssey.
We dove into the the progression of VR technology over time and the use of naked hand tracking on the Oculus Quest with our very own Software Developer, Tony Touchet. Check out the video below as we discuss and show naked hand tracking capabilities and use case in the VR game Sun Shard.
Sun Shard is still in development and not available to download, but you can download it from the Side Quest.
To download Sun Shard: https://sidequestvr.com/#/app/400
If you have a question, we'd love to help! Send us a message using the form below!
We interviewed our TANTRUM LAB team member, Steffan a graduate from Louisiana State University with a Bachelor of Science in Psychology.
We discussed The Psychology of Learning and some fundamental aspects of learning to carry out when designing our Virtual Reality applications.
Click the play button below to learn more!
Here are some of the key take aways:
Below is the presentation reviewing the topics of discussion in the video interview.
Have a question or wish to learn more? We'd love to help! Send us a message using the form to the right!
Museums are amazing places, you can get lost in the details learning about a dinosaur toe bone and be in awe at the scale of the animal all at the same time. However making a museum engaging, educational and fun is a skill, we’ve got some great experience doing this and here are our Top 5 tips to make Virtual Reality (VR) engaging in a museum.
2. Keep the controls simple:
Like Super Simple, again your audience may only use the system once so everything needs to be intuitive, no hidden menus, special combos just plain simple point and click.
3. Integrate a guide:
Don’t assume the person will know what to do or why they’re in the VR environment, build in a guide, visual, vocal, forced. Help your audience explore what you want them to see and learn.
Make it fun and nothings more fun than a quick “who can score the most” game. Build it in, learning through play is key.
5. Keep the focus on the message:
It’s easy in VR to get distracted by everything that is possible to do, but ask yourself “do I need to do that?” or are you just creating distractions.
To learn what we can do for you and your museum drop us a line! – We’re always happy to talk on the phone.