Imaging Virtual Reality

LucidCam makes sensible use of 3D virtual reality

The number of virtual reality (VR) devices on the market and seeking funding via crowdsourcing continues to grow.

LucidCam is trying to help solve one problem for the emerging VR market: a lack of content. It’s a consumer stereoscopic 3D, 180-degree virtual reality camera that is portable and allows users to capture everything around them in full, 1080p HD per-eye video and 2K per-eye photo quality, according to its Indiegogo campaign. The content captured by LucidCam can then be used for VR headsets such as the Oculus Rift. LucidCam’s slim design allows it to fit right in the user’s pocket. LucidCam ships in July and its future retail price is about $500, although early bird backers can get one at pricing as low as $349. Its makers are looking to raise $100,000 by Dec. 26.

It’s still too early to say just how successful the VR product category will actually be. But LucidCam may have a bright future as long as the content captured with it can be viewed on whatever VR headset winds up being the most popular one. The inability of LucidCam to capture 360-degree video is a minus, but the addition of that functionality is a stretch goal of its makers. It also lacks the ability to shoot 4K like the recent Sphericam 2 can.


Kids/Babies Virtual Reality

With NEODiVRjr, little ones can experience VR without the bulky gear

In the consumer segment, virtual reality is all the rage. As such, it’s easy to forget its applications elsewhere, such as therapy. Inspired by his trips to children’s hospitals and the benefits staff there reported when using VR experiences with sick and hard to work with children, inventor Mike Blazer thought it was important to try and help in his own way. The NEODiVRjr was born as a result.

The lightweight virtual reality is specifically designed for kids, featuring a kid-friendly bridge space between the lens, a compact frame, and a detachable handle for casual use. The Extreme version supports head mounted use, flip open lens, Bluetooth game buttons, and the use of eAVR which translates real-world movement to the virtual experience. Both versions utilize the 6th generation of the iPod Touch, a device the creator feels is kid-friendly yet powerful enough to run the types of apps necessary.