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Where 3-D failed, VR hopes to succeed with headsets

In many ways, the current rush of virtual reality activity rises from the ashes of 3-D television, which five years ago was widely seen as the next great advent in video technology but failed to reach mainstream consumer acceptance.

Both 3-D TV and VR require special hardware, such as the headsets, and both technologies use a stereoscopic image that provides the feeling of depth.

But that’s where developers in the VR space intend for the similarities to end. Nearly every major consumer electronics manufacturer, from Samsung to LG to Sony and Oculus itself, has or is developing VR headsets for the mass consumer market.

The ultimate plan is for the headsets to be a low-cost, easily shared or replaced item, typically running less than $100, or perhaps even offered as a free add-on to a cellphone purchase. A significant retail push for this year’s holiday shopping season and then early 2016 is likely.

The bulky VR headsets that are now required resemble an oversized pair of ski goggles with a cellphone attached. But soon enough, they will receive a dramatic redesign.

“The current headset form, no doubt, is still sort of clunky,” said Brad Allen,

NextVR executive chairman. “But you have to think about this like the first cellphones, and how bulky they were compared to what we have now. It’s only a matter of time before we get a much more elegant VR experience through a very sleek pair of glasses.”

— Eric Fisher

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