Category: Art + Design, Virtual Reality

Smartphones, wearable devices and virtual reality

It feels like, in the last 16 months, virtual reality seemed to go from unbelievable to unbelievably simple. And though the Oculus Rift has logged in development midpoint, a whole virtual-reality business has grown up around a device that you already have on you 24/7.

So it makes sense that right now, your smartphone is the single most important device in the virtual reality world. It’s the engine for an overflow of creativity from some of the Titians in the tech industry.

Even Oculus has involved smartphone virtual reality, by way of Galaxy-compatible Gear VR headwear from Samsung. The Rift is still the virtual reality’s industry’s standard and most popular. It’s an enormously powerful kind of virtual reality. Only a chosen few have gotten their hands on it but don’t worry. You can’t purchase Sony’s Morpheus or the Vive. If you have a cell phone, though, you don’t need it.

The importance of smartphone virtual reality is not totally surprising, given that most of the elements to turn your smartphone into a virtual reality paradise are already there. It possibly has a good screen. It almost surely has enough doled out power to show you a virtual reality, or to play a VR game. Its accelerometer and compass are respectable enough to handle head-tracking, which has continuously been a trial for virtual reality makers to get right.

Mobile computing is on such a ridiculous trajectory that you’d be foolish not just to jump on the boat.

Look at private augmented reality companies such as HoloLens, Magic Leap, and even Google Glass. They all envision a future where your smartphone isn’t your main device. Perhaps you don’t have a phone at all; maybe it’s some wearable device. Like Google glasses, or chip you put in your head.

The trend that everyone is leaning towards in the virtual world is this. Does it make sense to build a smartphone-based product in this era and the one to come?

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