How the pandemic made virtual reality mainstream

  As lockdowns encourage people to turn to technology for social connection, distraction and exercise, VR no longer seems an overpriced or mystifying pastime. " data-adaptive-image-768-img="" data-adaptive-image-max-img=""> When I logged on to the fitness app Strava three weeks into the current lockdown, I was shocked to see that one of my friends had clearly been breaking stay-at-home rules. The map on her latest post showed that she was on an island in the Pacific Ocean, staying in a mountainous part of Teanu. She had recorded her ten-mile cycle that morning. I clicked on it to look at the pictures she’d posted.  As I swiped through, I realised my mistake: each picture was a CGI image showing a point-of-view perspective from the seat of her bike. She had recorded it using Zwift, a Peleton-style cycling programme that uses virtual reality to allow users to visit countless destinations and experience what it would be like to cycle on that terrain. She had comp .. Full story on 

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