{"id":8917,"date":"2018-06-01T09:09:24","date_gmt":"2018-06-01T15:09:24","guid":{"rendered":"https:\/\/news.altethos.com\/?p=8917"},"modified":"2018-06-01T09:09:24","modified_gmt":"2018-06-01T15:09:24","slug":"pushing-boundaries-virtual-reality","status":"publish","type":"post","link":"https:\/\/altethos.com\/pushing-boundaries-virtual-reality\/","title":{"rendered":"Pushing the Boundaries of Virtual Reality"},"content":{"rendered":"
Virtual Reality is increasing in popularity with a projected <\/span>171 million users<\/span><\/a> in 2018.\u00a0<\/span>Although VR has made some great strides, there are still plenty of areas of exploration and innovation to be examined. With these areas of research there are people dedicating their time on all fronts pushing the boundaries and bringing VR outside the box. \u00a0It is this type of ethos that creates breakthroughs in using technology to connect people. This exploration last year took me to the <\/span>ix symposium 2017<\/span><\/a> entitled Embodied Spaces where they focused on making virtual reality a broader full body experience.<\/span><\/p>\n Pushing the boundaries of VR VR, like many things excels in certain areas and lacks in others. The places where VR excels are in gaming, previsualization, helping reprogram tramas (<\/span>such as PTSD<\/span><\/a>), and demonstrating and proving concepts. Others are exploring uses for movies, artworks, virtual travel, and meditation. \u00a0We are still trying to figure out this technology and see where it lands. Some have made it their mission.<\/span><\/p>\n
\n<\/b>The ix symposium put on by <\/span>Soci\u00e9t\u00e9 des Arts Technologiques<\/span><\/a> gives a platform for innovators and creators to showcase how they are leading in areas of development of VR, dome, and other experiential uses of technology to embody the experiences. For the sake of this blog post, I will focus on VR.<\/span><\/p>\n