This is where innovation is key in making virtual reality as portable and accessible as possible. The hype fatigue over the last few years will have left some people impatient for a VR experience at home that matches their expectations, but at the same time does not cost a fortune. In response, the biggest tech companies from around the world are joining the movement in making VR accessible in both functionality and price. Recent innovation from big name companies has redefined what virtual reality could possibly do, all the while becoming more user friendly. In Toh’s same article, she describes several companies who have displayed creative VR products in the 2018 PyeongChang Olympics. South Korea's biggest company, Samsung, is one prime example of using the Olympics a global platform to flex its muscles on virtual reality. In Toh’s article, the company explains “it's running simulated snowboarding and cross-country skiing competitions for fans, as well as a virtual reality ‘space mission’ designed to let guests experience the feeling of lunar gravity”. This interaction with sports fans is exactly the type of innovation to connect with people globally. Samsung equipped two Dutch skaters with “so-called SmartSuits, which used sensors to track and send data about their body positions to a coach on a smartphone app. The coach was then able to analyze their performances and send the athletes feedback through vibrations on a wristband”. This is a prime example of how VR can be used as a learning device rather than just an entertainment source. Hayley Tsukayama, writer for The Washington Post, informs about another technology giant leading the drive for consumer friendly VR in her article “Microsoft Is Determined to Make Virtual Reality Work for Everyone”. She realistically
This is where innovation is key in making virtual reality as portable and accessible as possible. The hype fatigue over the last few years will have left some people impatient for a VR experience at home that matches their expectations, but at the same time does not cost a fortune. In response, the biggest tech companies from around the world are joining the movement in making VR accessible in both functionality and price. Recent innovation from big name companies has redefined what virtual reality could possibly do, all the while becoming more user friendly. In Toh’s same article, she describes several companies who have displayed creative VR products in the 2018 PyeongChang Olympics. South Korea's biggest company, Samsung, is one prime example of using the Olympics a global platform to flex its muscles on virtual reality. In Toh’s article, the company explains “it's running simulated snowboarding and cross-country skiing competitions for fans, as well as a virtual reality ‘space mission’ designed to let guests experience the feeling of lunar gravity”. This interaction with sports fans is exactly the type of innovation to connect with people globally. Samsung equipped two Dutch skaters with “so-called SmartSuits, which used sensors to track and send data about their body positions to a coach on a smartphone app. The coach was then able to analyze their performances and send the athletes feedback through vibrations on a wristband”. This is a prime example of how VR can be used as a learning device rather than just an entertainment source. Hayley Tsukayama, writer for The Washington Post, informs about another technology giant leading the drive for consumer friendly VR in her article “Microsoft Is Determined to Make Virtual Reality Work for Everyone”. She realistically