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Author Topic: [ANN] NETVRK - World's First Virtual Reality Platform on Blockchain  (Read 5077 times)
xsebax
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September 11, 2019, 09:13:15 AM
 #861

besides the obvious first-person shooters, what content in general is the most promising for virtual reality?
It seems to me that virtual reality will be very popular in the field of travel: not everyone has the opportunity museums on another end of the globe.

From the point of view of games, these are definitely shooters and races. If you take the rest of the content, it’s still a movie and a sport: right now in the NBA they put cameras, which in real time broadcast the image in 360 °

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b518419
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September 11, 2019, 09:21:40 AM
 #862

Despite the fact that VR is the main trend of the entertainment industry this year, no one can yet speak with any clear prospects.
OneMillion
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September 11, 2019, 09:25:08 AM
 #863

Despite the fact that VR is the main trend of the entertainment industry this year, no one can yet speak with any clear prospects.
when the helmets and the whole subject of virtual reality will become massive it will make no sense to live in real world
b518419
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September 11, 2019, 09:28:39 AM
 #864

Despite the fact that VR is the main trend of the entertainment industry this year, no one can yet speak with any clear prospects.
when the helmets and the whole subject of virtual reality will become massive it will make no sense to live in real world

Will it become or not - this is a big question. All analysts and content developers are just guessing. Despite the fact that there is no definiteness for the time being, we should think of how it can be useful for us.
OneMillion
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September 11, 2019, 09:35:21 AM
 #865

Despite the fact that VR is the main trend of the entertainment industry this year, no one can yet speak with any clear prospects.
when the helmets and the whole subject of virtual reality will become massive it will make no sense to live in real world

Will it become or not - this is a big question. All analysts and content developers are just guessing. Despite the fact that there is no definiteness for the time being, we should think of how it can be useful for us.
we still can not say with certainty that this will become mainstream, but there are definitely areas in which virtual reality is becoming popular right now, not only for the hardcore audience and those who are ready to accept any new products, but also for the wider public.
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September 11, 2019, 09:41:33 AM
 #866

I see a lot of VR potential in eSports. If not the next, then through the step after our today's live broadcast of the game itself, there will be, for example, a virtual stadium in which any person from anywhere in the world can connect by simply downloading and installing the application and independently choose any viewpoint at will . There is a desire to make this opportunity dynamic, that is, the cameras will not be in fixed locations (as it was at the Samsung presentation), and the viewer will have the opportunity to move freely. This opens up very large horizons for eSports.
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September 11, 2019, 09:45:03 AM
 #867

there are  three main fundamental computer technologies that will define the industry in the 21st century. These industries include the Internet, Artificial Intelligence (AI) and VR.

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OneMillion
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September 11, 2019, 09:48:25 AM
 #868

there are  three main fundamental computer technologies that will define the industry in the 21st century. These industries include the Internet, Artificial Intelligence (AI) and VR.
I know. these three components in the near future will create a three-dimensional world and immersive teaching methods that are available to everyone anywhere on the planet.
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September 11, 2019, 09:53:03 AM
 #869

Virtual reality will be available to everyone
ewapocztowska
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September 11, 2019, 09:58:53 AM
 #870

a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
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September 11, 2019, 10:02:25 AM
 #871

a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
over the past two years there have been qualitative changes. ready-made solutions have appeared configured to meet specific customer requirements for all major market sectors, including the oil and gas industry, industry, medicine, the entertainment industry, etc.
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September 11, 2019, 10:06:05 AM
 #872

a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
over the past two years there have been qualitative changes. ready-made solutions have appeared configured to meet specific customer requirements for all major market sectors, including the oil and gas industry, industry, medicine, the entertainment industry, etc.

VR is a kind of bridge between theory and practice, creating the effect of presence and eliminating the dangers of the real world.
OneMillion
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September 11, 2019, 10:09:39 AM
 #873

a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
over the past two years there have been qualitative changes. ready-made solutions have appeared configured to meet specific customer requirements for all major market sectors, including the oil and gas industry, industry, medicine, the entertainment industry, etc.

VR is a kind of bridge between theory and practice, creating the effect of presence and eliminating the dangers of the real world.
if the first trend in the development of VR is associated with the transition from consumer to mass consumption, the second is determined by the change in the actual consumer of VR systems. It can be said that a couple of years ago, the VR system was a business-to-business solution, not a business-to-customer solution, that is, the technology consumers were companies from the oil and gas sector, industry, the military complex, and there were almost no applications for an individual person or individual consumer. It cannot be said that they were not in principle, but this was entertainment at the level of virtual rides, which are not yet available to the mass consumer.
ewapocztowska
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September 11, 2019, 10:13:23 AM
 #874

a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
over the past two years there have been qualitative changes. ready-made solutions have appeared configured to meet specific customer requirements for all major market sectors, including the oil and gas industry, industry, medicine, the entertainment industry, etc.

VR is a kind of bridge between theory and practice, creating the effect of presence and eliminating the dangers of the real world.
if the first trend in the development of VR is associated with the transition from consumer to mass consumption, the second is determined by the change in the actual consumer of VR systems. It can be said that a couple of years ago, the VR system was a business-to-business solution, not a business-to-customer solution, that is, the technology consumers were companies from the oil and gas sector, industry, the military complex, and there were almost no applications for an individual person or individual consumer. It cannot be said that they were not in principle, but this was entertainment at the level of virtual rides, which are not yet available to the mass consumer.

some kind of Magic Age is coming
OneMillion
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September 11, 2019, 10:17:35 AM
 #875

a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
over the past two years there have been qualitative changes. ready-made solutions have appeared configured to meet specific customer requirements for all major market sectors, including the oil and gas industry, industry, medicine, the entertainment industry, etc.

VR is a kind of bridge between theory and practice, creating the effect of presence and eliminating the dangers of the real world.
if the first trend in the development of VR is associated with the transition from consumer to mass consumption, the second is determined by the change in the actual consumer of VR systems. It can be said that a couple of years ago, the VR system was a business-to-business solution, not a business-to-customer solution, that is, the technology consumers were companies from the oil and gas sector, industry, the military complex, and there were almost no applications for an individual person or individual consumer. It cannot be said that they were not in principle, but this was entertainment at the level of virtual rides, which are not yet available to the mass consumer.

some kind of Magic Age is coming
Does this mean that for an ordinary person who is not “brewed” in an advanced industry and does not work at General Motors, virtual reality has remained something interesting, but inaccessible. And lately there has been a clear breakthrough here, since a completely new direction has emerged in the use of VR for mass applications - for people, not for companies.
ewapocztowska
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September 11, 2019, 10:20:39 AM
 #876

what about vr-entertainment centers?
OneMillion
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September 11, 2019, 10:24:27 AM
 #877

what about vr-entertainment centers?
what centers?
ewapocztowska
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September 11, 2019, 10:27:49 AM
 #878

what about vr-entertainment centers?
what centers?

I am talking about the so-called interactive VR centers. The first such center was commissioned in September 90th in Mexico; after it a whole series of such centers appeared. The essence of these centers is in combining the purely immersion capabilities of reality centers with the capabilities of a computer game.
OneMillion
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September 11, 2019, 10:33:44 AM
 #879

what about vr-entertainment centers?
what centers?

I am talking about the so-called interactive VR centers. The first such center was commissioned in September 90th in Mexico; after it a whole series of such centers appeared. The essence of these centers is in combining the purely immersion capabilities of reality centers with the capabilities of a computer game.
in a computer game there is a user who determines what his hero will do, but what about when there are 50 people and everyone wants his avatar to perform some actions that are not related to the will of others?
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September 11, 2019, 10:37:11 AM
 #880

what about vr-entertainment centers?
what centers?

I am talking about the so-called interactive VR centers. The first such center was commissioned in September 90th in Mexico; after it a whole series of such centers appeared. The essence of these centers is in combining the purely immersion capabilities of reality centers with the capabilities of a computer game.
in a computer game there is a user who determines what his hero will do, but what about when there are 50 people and everyone wants his avatar to perform some actions that are not related to the will of others?

this is precisely the essence of the new entertainment. In this entertainment there is the so-called technology crowd management. In order to understand how such a system can function, I will give an example, which, by the way, was given by one of the founding fathers of this technology. Imagine a huge flock of crows sitting on the field. You sneak up and shoot into the air - the crows fly up, and they face one task - to fly in the opposite direction from you. For a while they fly completely chaotically and scream. Biologists say that the crows have only two positioning signals (right and left). The question is, how long does a pack take to position and fly one way? It turns out that no more than 15 seconds. This is the simplest explanation of the CM phenomenon, which means that there is a feedback method that operates in the case of collective decision making when attuning to crowd actions. Imagine the effect of this mechanism is really easy on the example of the behavior of the crows in the pack. At some point she gives a signal “to the right” and wants to fly to the right, but he hears “left” side by side and flies to the left, but then suddenly he hears a mass of voices “to the right” - and flies to the right with a cry of “right”. By the way, a mathematical apparatus has been developed that describes this phenomenon, which unequivocally proves that, regardless of the number of participants, the positioning time practically does not change.
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