Throughout 2018, I've spent a considerable amount of time thinking and writing about virtual reality (VR).&
I've attended VR developer conferences, experimented with using different headsets, and have conducted research on public sentiment toward the technology.
Now, with VRX -- an annual VR industry conference and expo -- in session this week, I've gotten a glimpse at where things stand with this still-somewhat-emerging technology, and where it could go in the year to come.
As 2018 draws to a close, here is the state of VR.
VR doesn't stand alone as the only technology designed to create an alternative, but somewhat lifelike reality.
By definition, Virtual Reality (VR) is the most immersive of the "reality" technologies, and usually involves wearing a headset that creates a 360-degree simulation -- virtually placing the user into a digital environment or immersive experience designed to make it feel like he or she is actually there.
A few steps back from VR is augmented reality (AR), which essentially overlays a person's real-life, physical environment with some sort of digital imagery that's typically generated by a mobile device. One of the more notable examples of AR is the mobile app/game Pok√©mon GO,