Tags Posts tagged with "virtual reality"

virtual reality

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    architechture in VR cover

    Maybe virtual realilty  is missing its deadlines in the gaming sector, perhaps it will be necessary to wait some big name lik Apple get right into the battle zone to see a mass adoption of virtual reality and augmented reality devices, but for sure in the business sector technical possibility of virtualization are taking a lead increasingly concrete.

    Virtual reality for dream houses

    The possibility to have a virtual property inspection before the works for its building or conversion start, for instance, is literally transforming in the United States  (but not only) the way architects work.

    One of the most common problems when you build or convert a property is a vision of the buyer that doesn’t succeed in being transferred to the planners and the team that it will concretely realize the work, with stresses for both sides.architettura in VR Since bealding a “dream house” is no easy feat, despite what real estate reality shows showcase, trying to minimize misunderstanging and to relieve stresses surely is a key point in the structure of a project.

    So more and more architects and interior designers are increasing their reliance on virtual reality devices to let their clients virtually “walking throught” a property before construction works start.

    Unique visual experience

    Sure, as points out Ignacio Rodriguez, IR Architects Ceo, on Venture Beat, traditional 2D drawings and 3D models already offer a wide visualization array, but wearing a virtual reality headset allows you to enjoy of a unique visual experience that enable the buyer to walks through property as it will be once ended, before breaking ground. architettura in VR Some of the highest-level VR programs let you open the doors, turn on a light switch, change lights, not to talk of the detail of textures that allow the customer to imagine in the details how the property will be once completed the works. This way interventing even before they start to modify what doesn’t convince the buyer.

    Less stresses and costs

    This is particularly important for those involved with interior design, since the buyer can see textiles, colors, clarances and every detail whereby property will come true.

    This way you can cut quite every misunderstanding and choose consciously the solution more responsive to buyer’s need, avoiding waste of time, costs increasing and frustrations.

    So, if the way for finding a virtual or augmented reality consumer “killer application” seems to be still pretty long, in the business sector VR is proving to be an effective and efficient technology, whose use has spread more and more especially in the case of building or convertion of luxury houses.

    If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube).

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      On social media where you can find Mondivirtuali.it and in general on the web the discussion whether virtual reality and augmented reality are disapponiting  last year‘s expectations or not and if some behaviour seem to conceal some basic insecurities, the claims made by supporters of the “VR/AR revolution” seem anyway interesting and are worth supporting.

      You can’t make a buck with VR

      As explains on Facebook Massimo Morselli (VR-Italia), “when assessing a market you have to consider trends, not earnings” and since “headsets are sold, people want them and you would be able to sell more if they were cheaper, which will be as time goes by”, everything is ok, despite some indie producer’s problems, as in the case of CCP Games.

      Especially because the fact that producing VR video games doesn’t make to earn “we already known and knew, or should have knows, also the developers”, that’s why “the one who develop VR at the moment can only invest, in experience and visibility; you can’t earn unless you develop very low cost titles and you are one of the one per cent titles which is a commercial success”. videogiochi VR

      So many positive signals

      Rather, goes on Morselli, we are plenty of positive signals for VR such as the decision of Facebook to invest 2 billion dollars to buy Oculus RiftValve‘s committment to create a whole VR ecosystem and the analogous decision of Microsoft, which also has induced tens of hardware producers to develop headsets based on its own specific.

      Or the record registered by Pimax which offered on Kickstarter a high end headset, really expensive, cashing 4 million dollars in 45 days (twice what Oculus Rift obtained at times).

      OpenXR becomes the standard

      All the subjects mentioned above, of which Mondivirtuali.it have spoken in these months, have also joined OpenXR to create a single, great VR platform and are subjects, points out Morselli, able to make investments over 5 ro 10 years with no problems, if they think is worth.

      As for this last point, still the interest doesn’t seem to have declined for VR nor for AR despite the latter is still something that “doens’t exist” at least as retail products, because still too behind in developing.

      Apple will launch AR device in 2020

      Apple, in particular, for a long time appeared hesitant regarding VR and AR, seems really to bet on a device for augmented reality as possible “breakthrough” product to succeed the iPhone and aims to develop technology by 2019, so that to be able to ship the first release as early as 2020.

      The development timeline “is very aggressive and could still change” referred a source to Bloomberg, stating that Apple’s AR device will have its own display and run on a new chip and operating system (“rOS”).Tim Cook Apple VR AR

      Cook: AR less isolating than VR

      Btw, confirming that doubts which we have many times reported nare not so rare among worldwide business community, Apple’s Ceo, Tim Cook, considers AR less “isolating” than VR and as potentially revolutionary as were the smartphones a few years ago.

      In a recent conference call with financial analysts Cook stressed: “put simply, we believe AR is going to change the way we use technology forever”. A trust that Cook has never shown toward VR.

      A new release of ARKit is coming

      Waiting to see what it will throw out of the cylinder in a couple of years, already in 2018 Apple should release a new version of ARKit software, that outside software developers use to create AR apps for the latest iPhones and iPads.

      If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube).

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      virtual reality cover

      Virtual reality days are already numbered? Judging by gaming sector signals, but not only, it seems possible.

      There are increasing doubts as what can really be the future of virtual reality platforms like Sansar or High Fidelity. The problem could be associated with the negative value attributed by most people to the very concept of virtuality. Eve Online

      CCP Games (Eve Online) cost cutting

      The latest announcement that shook, adversely, virtual reality sector has come from CCP Games, developer of the famous MMO Eve Online, which has announced the closure of two of its studios, the Newcastle one, that gave birth to Eve: Valkyrie, and the Atlanta one, that was focused on the development of virtual reality games, together with stopping to develop further VR projects.

      According to the company, basically, virtual reality didn’t get as much players as to pay back the high development costs and the same Eve: Valkyrie is actually a desert virtual world, despite the launch last September of Eve: Valkyrie – Warzone expansion with new maps and new equipment that you can play, in the multiplayer mode, cross-platform and cross-dimension (i.e. even if the player has not a VR headset). Sansar VR Cult

      Sansar and High Fidelity at risk?

      Will Sansar have the same fate? Many people wonder whether Linden Lab will have financial resources and skills enough to fully develop Sansar (having also decided to develop its own graphic engine instead of using Unreal or Unity) and to promote to the extent that it won’t look like a desert.

      This applies all the more to High Fidelity, right now lagging behind in development. But it’s not just gaming to give warnings: as pointed out blogger and well-known Second Life “residentWagner James Au, also the “VRporn” sector does not seem to register any significant rise in the users number, still an extremely tiny fraction of the sector’s worldwide traffic.

      For instance, regarding the famous Pornhub site you can estimate there are no more than 50 thousand daily users attracted by VR content, in the face of about 26 million daily users on average as a whole. Spectacles Snapchat

      Google and Snapchat disappointed by AR

      Thus two of the presumed growth “drivers” for adopting VR technology look like they’ve more trouble than estimated. Viewers‘ price ceertainly had so far an adverse impact, but beyond that there is a feeling (also confirmed by the fundamental failure of projects AR-related like Google Glass or Spectacles Snapchat) that users don’t like to have to wear on their faces devices which alter reality.

      At the end the trouble with all is “virtual” will precisely be that fact that most of people continue, rightly or wrongly, to consider virtualiy a negative value, as explained years ago a poll by Mondivirtuali?

      If you wanna know and discover how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube).

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      Sansar Halloween 2017 cover

      Paranormal Investigation is one of the Sansar‘s most interesting experiences, if you love “noir” stories and Halloween mood. The experience, i.e. the location, has been created by Abramelin Wolfe, already known for over 12 years in Second Life with Abranimations brand (animations for avatars), and it consists of some rooms inside an haunted house with ghosts, some mysterious but polite, as the one of a girl turned, other less friendly.

      Sansar Halloween 2017

      Between oujia board and pc crash

      Between ouija board, maps and different clues, you’ll have to get out of the riddle surrounding the house, assuming your pc doesn’t decide, like my own, to crash over and over. The problem with Sansar, especially if you don’t use it with a VR headset like Oculus Rift or Htc Vive, is that it has specifications high enough for a mid-market desktop, perhaps with a few years on its shoulders, like in the majority of cases of average users.

      Sansar Halloween 2017 bis

      Sansar’s requirements

      Cpu, for instance, have to be at least an Intel i5-4590 or Amd FX 8350 or equivalent, while the minimum graphic card suggested is the Nvidia GTX 970 or Amd Radeon R9 290 and Ram have to be at least 8 GB. Above all, ninimum bandwith have to be 5 Mbps, but it’s better bandwith be 10 Mbps or over, what makes Sansar a more difficoult platform to access, for an average user, than the “old” Second Life.

      Sansar Halloween ter

      An experience by Abramelin Wolfe

      The same Abramelin Wolfe thought how to make intriguing exploring the house, since it is plunged into darkness, with a little bit of light by some lantern to show you around, while the lamps sometimes are swirling, so you feel dizzy, and in the darknest corners lurk some paranormal hauntings that you’ll perceive even without the ghostbuster equipement which is abundant in the first room, however.

      Sansar Halloween quater

      Explorate Paranormal Investigation

      Add an audio full of rusting, footsteps, remote laughts along with labored breathing and the haunted house atmosphere is perfect and ideal to celebrate Halloween. All that remains is to suggest you to prove by yourself (it’s better with a VR headset than with a pc) to visit this location in Sansar and wait you for the next exploration.

      Sansar Halloween quinques

      Then if you wanna know how it will end for Sansar and virtual reality in general, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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        One billion people connected through virtual reality: is the goal Mark Zuckerberg declared last week at Oculus Connect 4, but a few hours later a virtual reality old pro like Philip Rosedale, already Second Life founder and at the moment committed to the development of High Fidelity, replied on Twitter: (to bring) “1 billion people together in VR will require about 50 million servers. And not even Facebook is going to run 50 million servers”.

        What’s the real technological edge?

        Yet Facebook run without too much trouble 2 billion monthly users on its own social networking platform, that for many younger users could become the web “tout court”. How is is possible?

        The problem is with the different technology used by “classic” web and virtual reality even through the web (for instance through the WebVR protocol) and with different connections management cababilities that they need. Mark Zuckerberg 1 billion people VR

        A server can host over 350K sites

        To be clear: Mondivirtuali.it site is hosted on a server together over 358 thousand domain and while every host foresees some contemporary access restrictions for a single site hosted on its servers, not to saturate the whole band, it’s clear that with “classic” web there are no major issues to connect up to some million users simultaneously.

        High Fidelity look at shared server networks

        High Fidelity’s architecture, on the other hand, as explained Wagner James Au on New World Notes allows a single domain (i.e. a single sim or “experience” if you like) to be distributed across a group of networked server, each of which manage different aspects of the domain environment and the functions needed to create a sense of presence for users.

        Costs and limits are different

        There are, however, still some limits both in terms of contemporary connected users (about one hundred, like in Second Life), both of costs (and event for 100 people costs 10,7 dollars per hour, plus 6,4 dollars montlhy as storage fees, versus a few tens/some hundred dollars per year in hosting fees for e classical web site). Philip Rosedale High Fidelity

        Cloud will provide a hand

        It is quite impossible, therefore, to think that Facebook can meet the just declared target with technology and current costs without adapt an approach such as those of High Fidelity, based on shared software networks of companies and private consumers.

        However technology runs and the very idea of sharing resources brought from cloud computing is taking off to the extent that the same Linden Lab announced last August wanted to migrate Second Life’s structure on the cloud.

        Will a billion potential VR users exist?

        You know: if at the time probably Philip Rosedale is right, maybe Mark Zuckerberg has the potential to reach his target in a not too distant future. Provided that will exist a billion users interested in connect in virtual reality from all over the world, of course.

        If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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          Oculus Go cover

          October brings many news for Oculus Rift, subsidiary of Facebook committed to developing virtual reality devices. At Oculus Connect 4, a few days ago, in his opening speech Mark Zuckerberg revealed the first “standalone” VR headset, Oculus Go, which has clearly the ambition to make sure that app developers working on Samsung Gear VR can tailor their offer also to the new Oculus Rift headset. Oculus Go 199 $

          Oculus Go will cost 199 dollars

          Oculus Go, by the way, will be de facto a mobile computer “all in one”, which means not just that it won’t need cables, but also smartphones in order to be able to work as a gaming peripheral.

          Available from next year (official launch date hasn’t been revealed until now, but from November will start the early shipment of the developer kits), Oculus Go will cost only 199 dollars. If you want to start knowing this new headest, take a look at this video introduction.

          With Oculus Go and the other devices which will be developed by Oculus Rift, Zuckerberg has set the goal of being able to virtually connect at least 1 billion users all around the world in the coming years, i.e. about half the number of Facebook monthly users.

          But surprises have not ended up here: Santa Cruz controllers, whose prototype was presented last year, will be updated so to allow more natural and less restrictive movements. Oculus Rift Touch 399

          Oculus Rift and Touch price drops

          Last but not less interesting news, the cost of the “bundle” consisting of the Oculus Rift headset and two Touch controllers (besides two sensors and six free apps) was cut permanently to 399 dollars, i.e. 200 dollars less than the cost of rival Htc Vive VR.

          This is not an absolute novelty, since already in the summer for six weeks the price of the “bundle” was cut to 399 dollars, after that, though, was upped again to 499 dollars. Now the summer promotional discount becomes permanent, in time to try to support Christmas salse, which will also see an updated and with a slightely revised design version of the Sony PlayStation VR.

          Will these autumnal novelties be enough to increase the market of virtual reality users? If you wanna know, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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            Is it time to invest in virtual reality, or the trend is already fading? Judging by the poor devices sales development, one can suspecte that even this time VR technology (which, to be true, has been trying to figure out for at least 40 years) is bound to remain a niche phenomenon. Still many professional investors think otherwise, especially in the United States.

            Boost VC: now it’s time to invest in VR

            Murray Newlands, already founder of chatbot developer Chattypeople.com and of Sighted.com (an online invoicing company), interviewed on Forbes Adam Draper, founder and managing director of Boost VC accelerator (which carries among its mentors Philip Rosedale), who must know virtual reality a little bit, since he invested in 52 startups (on 180 total investments) devoted to the development of virtual reality and of augmented reality. And you know? Both agree it’s the perfect time to invest in this technology.

            You must bet on people behind ideas

            Draper is sure that virtual reality and augmented reality are just in their early development (that’s why 70% of the startups accelerated by Boost VC deals with such technologies, you can find their names here) and in his interview explains that in order to invest successfully you need to bet on people, on the team behind the development of a business idea, which has to be, potentially, a disruptive idea able to change the world, managed by a team able to make more right decisions than wrong decisions.

            realtà virtuale investimenti Boost VC

            VR so far has disappointed, but it’s a good news

            Because you know, I can confirm you because of my experience with SeedUp (an Italian pre-seed/seed investor): when dealing with a startup (especially if it is connected to virtual or augmented reality), you’re going to run into a long mistakes and bad decisions sequence, until you succeed. Now the sentiment towards virtual reality, being the media hype of last year deflated, is near its nadir because of disillusion, but according to Draper this is the right time to bet on it.

            Startups focusing on enterprise market

            Of course you can’t invest randomly: it will take time before that a billion people use virtual reality on a daily basis. Untill then, winnig startups have to focuse on providing “enterprise” solutions, starting to create an habit, to make someone’s life better (it doesn’t matter if they will be coders who will have the possibility to visualize code in VR or athlets who will be exercising in virtual gyms), and then turning into a powerful reason for use. This was the case, for example, of the use of spreasheeds like Excel, that from a mere personal utility software used by companies turned into one of the reasons why people buy personal computers.

            realtà virtuale investimenti Google

            Google goes shopping to develop new products

            The idea that this could be the perfect time to invest has just come to mind in Google too, since the Us giant just bought for 1.1 billion dollars a “team of Htc talent” already working on the Htc Google Pixel smartphone, as stated Rick Osterloh, Google Senior Vice President Hardware (i.e. in charge of the development of products like Google Home, Google Wifi, Daydream View, Chromecast Ultra and the Pixel itself).

            Google, next October 4, will launch a new products generation and who knows if among them there will be some new headsets for virtual reality or augmented reality: if not this time, it sounds likely in the near future. If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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            September full of news for Sansar, the new virtual reality platform by Linden Lab (the developer o Second Life). First of all a new release introduced some interestin possibilities, like sculpt your own terrain making mountains and craters (shortly you should be also able to add your own terrain textures and height maps), trigger objects volumes interacting with scripts, stream live radio stations, upload keyframe animated and multi-part objects and .obj file.

            Some news for terreins and avatars

            Furthermore you can now personalize your avatar with accessories, a crucial innovation if Linden Lab want to develop a “virtual fashion” market as already happened with Second Life. Please note also that on Sansar’s marketplace (Sansar Store) debuted a new categories system which should facilitate the integration and classification of user created contents, another fundamental building block to develop the new virtual world “internal” economy. Sansar Halloween Asylum

            Two more contests for Halloween

            To promote the participation of new creatives, Linden Lab launched also two more contests: one for the best avatar’s props, the other for the “scariest” experience (i.e. location Halloween-themed) in virtual reality. The first covers four categories: Most Innovative, Best Halloween Costume, Funniest and Most Fashionable.

            Prizes for the most creatives

            Winners will each receive an Oculus Rift + Touch bundle, plus a one year Sansar “Super Creator” subscription. Honorable mentions will each receive a one year Sansar “Super Creator” subscription. Avatar props have to be listed on Sansar Store by October 1, 2017, items have to cost no more than S$500 (i.e. US $5, you can update your pricing after the contest).

            Grand prize winner will receive $10,000 (USD)

            To enter the second contest you’ll have to list your “eperience” in the Atlas by October 15, 2017, creating a brand new experience or update a prior project to create a version in the “spirit” of Halloween (Asylum (Darkness Edition) and The Abandoned Morgue are two exemples of the kind of experience to create for the contest).

            In this case there is only a grand prize of $10,000 (USD), an Oculus Rift + Touch bundle, plus a one year Sansar “Super Creator” subscription, while three honorable mentions  will receive the one year Sansar “Super Creator” subscription. Sansar Halloween Abandoned Morgue

            Halloween is coming also in Sansar

            Linden Lab is planning lots of community fun around Halloween and the whole month of October, so to give good visibility to the best themed experiences, so if you already know how to create avatar props or virtal themed experiences maybe it’s time that you try to show you off.

            If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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              Webvr cover

              While virtual reality and augmented reality hype seems to proceed in a swinging way, with a debate regarding times and content needed to let VR become “mainstreamthat has been going on for months, the most carefull commentators (like VRScout) have noticed how actually to earn more and more space is WebVR.

              WebVR will make VR accessible to all

              WebVR is an open standard based on a Javascript Api that makes it possible to experience VR in your browser, so to make it easier for everyone to get into VR experiences, no matter what device you have. Of course in order to enjoy the content ofdel WebVR you need two elements: a headset (you can choose among Google Cardboard or Google Daydream, Samsung Gear VR, Oculus Rift, Htc Vive, but even Playstation VR or Windows Mixed Reality) and a compatible browser.

              Standard born from an idea of 23 years ago

              On some sites you don’t even have to use a VR headset to be able to see 360 degree videos, thus experiencing an even partial form ofvirtual reality“. WebVR was born 23 years ago with the development of the Virtual Markup Reality Language (VRML), which ultimately didn’t take off, but paved the way for the VR web as we know today.

              By greatly lowering the barriers for the development of VR content also available to the mass of web users, WebVR could be the Trojan horse which will lead gradually to the mass adoption of VR technology, which at the end (point out VRScout) not always need to function as a “high-end” experience like the one offered by VR headsets and immersive platforms like Sansar.

              No media stress

              Non avendo sperimentato alcun tipo di hype mediatico, WebVR developers were able to focuse on their business without excessive stress from the outside taking advantage of a very cost-effective tool to build quick VR or AR prototypes.

              More, WebVR is a “technology agnostic” system, i.e. an open system able to work with different industry standard formats, so that if some startups disappear in the middle of the development of a project, its employees and customers would not be empty-handed. Webvr bis

              High-tech giants watch over

              Big names of the high-tech industry as Mozilla, Google, Samsung, Facebook, Intel, Microsoft and, recently, Apple are part of the WebVR Community Group which decides the standards adopted by the WebVR. Mozilla, with A-Frame, has begun since 2015 to insert a VR content development tool, along with a series of resources posted on the site MozVR, other like React VR, Argon.js, PlayCanvas, JanusVR and Primrose created additional tools to ease the development of VR content.

              A tool to experiment

              Furthermore Google, Oculus and Samsung publilshed their own WebVR content and made available open source resources for developers, while on the browser front are already WebVR friendly Chrome for Android, Firefox Nightly, Samsung Internet, Microsoft Edge, Chromium, Servo and Oculus Carmel.

              The most interesting areas for developing WebVR content seem to be at the moment the educational and touristic ones, but areas of experimentation are much more and is not excluded that we will soon hear about new buzzs.

              If you want to know how it will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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              Fnaf 6 cover

              If you think the criticism that raises you about social when you try to advertise an article in your blog, or an app you developed or even a videogame you like are overwhelming, you have to know that Scott Cawthon, famous American indipendent game developer author of Five Night At Freddy’s (Fnaf) series has been repeatedly victim of such negativity, so that he was about to give up developing further games just before launching the first chapter of Fnaf and that maybe for this reason he could never complete the development of the expected sixth chapter.

              Scott Cawthon

              Too much negativity, stop to Fnaf 6 developmen

              Cawthon, who months ago revealed as well as the project of a movie based on the characters from the Fnaf saga was essentially back to square one, had already been subjected to very heavy criticism following the launch, last year, of Fnaf World, considered an incomplete game, not horror and “guilty” to be a spin-off of the main saga. Over the last few weeks, Scott had made the intention to launch a new chapter of the series, Fnaf 6, but in the end admitted to having given up, without specifying why but implying that it was due to the increasing pressure which he had to face during the development of each new chapter.

              Fnaf 6

              Better enjoy life and develop other projects

              Too many criticisms, too many expectations, too much tension: at the end Cawthon, who from Fnaf earns about 2,500 dollars a day and should have earned $ 60 – $100 million in all his career, preferred to renounce a new chapter of the game to avoid putting at riskother aspects of my life in an effort to keep up with these growing expectations”. Cawthon also pointed out that “this does not mean he wanna cease the development of games” nor even of the Fnaf franchisee, but asked all those involved in the development of the series not to disclose any kind of detail.

              Fnaf movie Blumhouse

              Movie, books and a VR release

              So at the end Fnaf 6 could only be postponed, or perhaps be preceded by the development of Foxy Fighters (currently a mini game that is a spin-off of the main series), so that it becomes a well-developed game. By the way the developer will not get bored and his fans either: the movie, which is now working on the horror film maker Blumhouse Productions, should debut sooner or later at the theatres, furthermore Cawthon plans to publish in the coming months a new books and maybe a VR mode chapter of its saga.

              If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

              I più letti ultima settimana / Most read last 7 days

              Apple Faceshift cover

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              Even Apple comes into play VR: Cupertino bought Faceshift, a Swiss startup that deals with “motion capture” to offer features and services that integrate and improve everyday life.