Oculus Rift, which was bought by Facebook for $2 billion, has the technology, and perhaps the ability, to change significant aspects of human lifestyle. The virtual reality company, started first as a gaming startup, is prepared to branch out from its original 3d-video-game purpose. For example, using the Oculus technology, a helmet that covers your eyes and ears, you can feel as if you are somewhere else entirely, and interact with your virtual surroundings. This certainly seems applicable to video games, which are already virtual reality in nature, but to what other markets can Oculus expand? For one, they see education as a market they can explore. It is already possible to take classes online, and Skype in to a live class or an old one. However, Oculus is planning on developing software that would 1) allow you to virtually enter the classroom and sit at a virtual desk, and 2) take a virtual trip with a professor. I.e. for a biology class, a trip inside the human body guided by a professor, or perhaps a guided tour of a steel mill without ever leaving the classroom. Oculus also plans to change the way we watch sports by developing 360 degree cameras, giving the feeling of being in the stands at an actual live football game, even sitting court side at a basketball game. Film and television is another market Oculus plans to explore, by developing first person movies or shows that allow you to interact with characters or simply watch as the story unfolds around you. Even shopping could be revolutionized, by uploading your avatar, you can virtually try on clothing before deciding whether or not to buy it. Finally, Oculus thinks the aging population will enjoy Oculus. Somebody with bad knees or a bad back may miss playing tennis, with Oculus, they feel that they can develop a realistic enough feeling of actually playing a sport. Right now this all seems pretty far fetched, but given how far technology has come in recent years, and how far Oculus has already come, it isn’t entirely implausible to think that the next decade may see an increase in the use of a real, virtual reality.