Virtual reality and augmented reality are on the cusp of going mainstream. Facebook’s Oculus Rift, HTC Vive, and Sony’s PlayStation VR will all release VR headsets this year.
Not to mention HoloLens, Microsoft’s slick augmented reality headset that “blends computer-generated imagery with the real world.” It’s already shipping. The Oculus Rift deliveries have been slowed by a component shortage.
In an Oculus vs HoloLens showdown, TechCrunch says, “There’s no way of explaining how fast you’ll get used to the world suddenly having a layer of data over it.”
That is, of course, if developers can “craft immersive content that educates, informs or entertains” to meet customer demand.
And, what does VR mean for art institutions anyway?