Despite an eager market, the lack of high-performing virtual-reality products at consumer-level prices has relegated entertainment VR applications to something you'd find in an amusement park or still languishing as a prototype. However, the announcement of several new high-performance VR devices aimed at the consumer market suggests that we might soon have more immersive gaming options.
CITATION STYLE
Avila, L., & Bailey, M. (2014). Virtual reality for the masses. IEEE Computer Graphics and Applications, 34(5), 103–104. https://doi.org/10.1109/MCG.2014.103
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