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As the metaverse trend increasingly gains momentum, the virtual reality (VR) market is expected to show signs of increased growth in 2021 and beyond.

Global research and advisory firm Omdia finds that 12.5 million headsets will be sold in 2021, while spend on VR content will reach $2 billion.

Overall, the research firm estimates the consumer VR market will be worth $16 billion by 2026, up from $6.4 billion in 2021. This signals a 148% increasecompared to 2021, it notes.

But there should be a system in metaverse where users can operate machines using internet.


Following an initial announcement eight months ago, Meta has released its latest avatar system for all Unity VR developers, including support for App Lab titles and limited support for non-Oculus platforms like SteamVR.

Update (December 13th, 2021): Meta today announced that its latest avatar system is finally available to all Unity developers. Formerly called Oculus Avatars 2.0—and now called Meta Avatars—the system brings a huge upgrade to avatar style and expressiveness compared to the company’s prior avatar systems.

The Meta Avatars SDK offers support for Unity-based VR applications on Quest and Rift, with limited support for non-Oculus platforms, like Unity VR apps built for SteamVR. Meta says that Quest apps on App Lab can make full use of the Meta Avatar SDK, just like those on the official store.

According to Gates, tech such as VR goggles and motion-capture gloves would be needed to accurately capture a user’s body language and expressions.

Facebook on Thursday announced that it is opening up Horizon Worlds, its virtual reality world of avatars, to anyone 18 and older in the U.S. and Canada.

Horizon Worlds launched in beta last year to select Oculus VR users, who answered invitations to join the virtual world. With the announcement on Thursday, users will no longer need to be invited.

The broader launch of Horizon Worlds is an important step for Facebook, which officially changed its name to Meta in October. The company adopted the new moniker, based on the sci-fi term metaverse, to describe its vision for working and playing in a virtual world.

Virtual environments have also shown promise for activists resisting digital authoritarianism. On Minecraft, Reporters Without Borders has sponsored an Uncensored Library where users could see content by dissident writers that had been censored in countries like Saudi Arabia, Russia and Vietnam. It’s possible that the metaverse may bring new promise for freedom and transparency across borders.

But the metaverse’s consequences may be even more radical.

If it becomes as all-encompassing as some predict, the metaverse may foster virtual communities, networks and economies that transcend borders and national identities. Individuals might one day identify primarily with metaverse-based decentralized autonomous organizations with their own quasi-foreign policies. Such a transition could mandate the reconceptualization of geopolitical affairs from the ground up.

In the novel-turned-movie Ready Player One by Ernest Cline, the protagonist escapes to an online realm aptly called OASIS. Instrumental to the OASIS experience is his haptic (relating to sense of touch) bodysuit, which enables him to move through and interact with the virtual world with his body. He can even activate tactile sensations to feel every gut punch, or a kiss from a badass online girl.

While no such technology is commercially available yet, the platform Meta, formerly known as Facebook, is in the early stages of creating haptic gloves to bring the virtual world to our fingertips. These gloves have been in the works for the past seven years, the company recently said, and there’s still a few more to go.

These gloves would allow the wearer to not only interact with and control the virtual world, but experience it in a way similar to how one experiences the physical world. The wearer would use the gloves in tandem with a headset for AR or VR. A video posted by Meta in a blog shows two users having a remote thumb-wrestling match. In their VR headsets, they see a pair of disembodied hands reflecting the motions that their own hands are making. In their gloves, they feel every squeeze and twitch of their partner’s hand—at least that’s the idea.

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Masterpiece Studio (formerly MasterpieceVR) today announced it’s releasing a free edition of its latest professional VR creator suite, Masterpiece Studio Pro. The free software license is targeting individuals looking to use the suite for non-commercial use.

The free version is said to contain the entire set of features of Masterpiece Studio Pro, which is a subscription-based service aimed at freelancers, teams, and educators using its creation tools for work.

Like its original 2019-era Masterpiece Studio, Masterpiece Studio Pro lets users create 3D assets within VR, letting you use motion controllers to draw, sculpt, texture, optimize, rig, skin, and animate things like characters or objects. The Pro version was launched back in April 2021.

Lytro’s Immerge light-field camera is meant for professional high-end VR productions. It may be a beast of a rig, but it’s capable of capturing some of the best looking volumetric video that I’ve had my eyes on yet. The company has revealed a major update to the camera, the Immerge 2.0, which, through a few smart tweaks, makes for much more efficient production and higher quality output.

Light-field specialist Lytro, which picked up a $60 million Series D investment earlier this year, is making impressive strides in its light-field capture and playback technology. The company is approaching light-field from both live-action and synthetic ends; last month Lytro announced Volume Tracer, a software which generates light-fields from pre-rendered CG content, enabling ultra-high fidelity VR imagery that retains immersive 6DOF viewing.

Immerge 2.0

On the live-action end, the company has been building a high-end light-field camera which they call Immerge. Designed for high-end productions, the camera is actually a huge array of individual lenses which all work in unison to capture light-fields of the real world.