Here's what Mark Zuckerberg's perception for virtual reality is

Heres what Mark Zuckerbergs perception for virtual reality is
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Highlights

In 1992, science fiction author Neal Stephenson wrote his seminal Snow Crash. In that, Stephen son introduced the concept of the meta verse - a space that melded computer enhanced physical reality and virtual space that existed in the physical world. The influence of Snow Crash was wide ranging - affecting things as diverse as the hit video game Quake and the Matrix trilogy. In 1992, Mark Zuckerbe

In 1992, science fiction author Neal Stephenson wrote his seminal Snow Crash. In that, Stephen son introduced the concept of the meta verse - a space that melded computer enhanced physical reality and virtual space that existed in the physical world. The influence of Snow Crash was wide ranging - affecting things as diverse as the hit video game Quake and the Matrix trilogy. In 1992, Mark Zuckerberg was eight years old. And when Facebook acquired virtual reality headset-maker Oculus Rift, the company's founder posted a message on Facebook that seemed eerily like a vision for making the Meta verse a reality.

"Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face - just by putting on goggles in your home. This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life.... One day , we believe this kind of immersive, augmented reality will become a part of daily life for billions of people."

Bloomberg's Bryant Urstadt and Sarah Frier look at how far Facebook has progressed with its ambitions to rule the world of VR.

They still have a long way to go. "The problem for a research team benchmarking (Oculus) against actual reality is that Oculus falls short in so many ways. The way lenses are designed now, field of view is 90 degrees, not the 110 degrees your eyes have.And there's no way to adjust depth perception so you can focus on a strand of hair and then something in the distance without highly precise eye tracking," they write.

According to John Carmack, who created pioneering videogames like Doom and Quake and now works for Oculus, the mobile phone is the platform that will make the spread of VR possible. The phone," he says, "is the golden path to how we get to a billion users." The other big gateway for VR is gaming , of course.But Zuckerberg, naturally wants more. "He also wants it to be used for watching sports, making movies, joining conversations around the world, or things no one has imagined yet," write Urstadt and Frier.Apple has 110,000 employees, and there are hundreds of thousands more at Foxconn and elsewhere making iPhones. Facebook has 13,000, and the idea of the social media giant getting into manufacturing scares investors.

But Mark Zuckerberg wants to rule virtual reality the way Apple rules smartphones and Google dominates search. And what Mark wants...

Source: techgig.com

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