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Virtual reality headset

A virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.[1]

An Oculus Rift CV1 VR headset, that must be wired to a PC and uses external tracking

Some VR headsets also have eye-tracking sensors[2] and gaming controllers. The VR glasses use a technology called head-tracking, which changes the field of vision as a person turns their head. The technology may not be perfect, as there is latency if the head moves too fast. Still, it does offer an immersive experience.

History edit

 
The PSVR headset for the PlayStation 4 video game console, released in 2016

The Sega VR, announced in 1991 and seen in early 1993 at the Winter CES, was never released for consoles,[3] but was utilized for the Sega VR-1 motion simulator arcade attraction in 1994.[4][5] Another early VR headset, the Forte VFX1, was announced at CES in 1994. The VFX-1 has stereoscopic displays, 3-axis head-tracking, and stereo headphones.[6] Sony, another pioneer, released the Glasstron in 1997, which has an optional positional sensor, allowing the wearer to view the surroundings, with the perspective moving as the user's head moves, giving a deep sense of immersion. These VR headsets gave MechWarrior 2 players a new visual perspective of seeing the battlefield from inside the cockpit of their craft. However, these early headsets failed commercially due to their limited technology,[7][8] and they were described by John Carmack as like "looking through toilet paper tubes".[9]

In 2012, a crowdfunding campaign began for a VR headset known as Oculus Rift; the project was led by several prominent video game developers, including Carmack[7] who later became the company's CTO.[10] In March 2014, the project's parent company Oculus VR was acquired by Facebook for $2 billion.[11] The final consumer-oriented release of Oculus Rift began shipping on 28 March 2016.[12]

In March 2014, Sony demonstrated a prototype headset for PlayStation 4,[13] which was later named PlayStation VR.[14] In 2014, Valve demonstrated some headset prototypes,[15] which led to a partnership with HTC to produce the Vive, which focuses on "room scale" VR environments that users can naturally navigate within and interact with.[16] The Vive was released in April 2016[17] and PlayStation VR in October 2016.[18]

Virtual reality headsets and viewers have also been designed for smartphones. Unlike headsets with integrated displays, these units are essentially enclosures which a smartphone can be inserted into. VR content is viewed from the screen of the device itself through lenses acting as a stereoscope, rather than using dedicated internal displays. Google released a series of specifications and associated DIY kits for virtual reality viewers known as Google Cardboard; these viewers are capable of being constructed using low-cost materials (and a smartphone with a gyroscope), such as cardboard (hence the naming). Samsung Electronics partnered with Oculus VR to co-develop the Samsung Gear VR (which is only compatible with recent Samsung Galaxy devices), while LG Electronics developed a headset with dedicated displays for its LG G5 smartphone known as LG 360 VR.[19][20][21][22] Asian hardware manufacturers like Xion and Kolke have developed inexpensive virtual reality headsets. In 2017, Chinese company Tencent announced it was preparing to launch its virtual reality headset that year.[23] In 2019, Oculus and PlayStation VR dominated the VR headset market.[24]

In June 2019, Valve released their own headset, the Valve Index, without a partnership with HTC.

Constraints edit

Latency requirements edit

Virtual reality headsets have significantly higher requirements for latency—the time it takes from a change in input to have a visual effect—than ordinary video games.[25] If the system is too sluggish to react to head movement, then it can cause the user to experience virtual reality sickness, a kind of motion sickness.[26] According to a Valve engineer, the ideal latency would be 7-15 milliseconds.[27]

The graphics processing unit (GPU) also needs to be powerful enough to render the required amount of frames. Oculus cited the limited processing power of Xbox One and PlayStation 4 as the reason why they targeted the PC gaming market with their first devices.[28]

Foveated rendering is a new technique to reduce the rendering workload. It uses eye tracking hardware to determine at what point the user is looking and reduces rendering resolution farther from the user's gaze. This can be unnoticeable to the user because human peripheral vision is far less sensitive than the fovea.[29]

Resolution and display quality edit

There are different optics and visual qualities that will affect how the individual perceives the image quality and how they experience the virtual world. The image clarity depends on the display resolution, optic quality, refresh rate, and field of view.[30]

Because virtual reality headsets stretch a single display across a wide field of view (up to 110° for some devices according to manufacturers), the magnification factor makes flaws in display technology much more apparent. One issue is the so-called screen-door effect, where the gaps between rows and columns of pixels become visible, kind of like looking through a screen door.[31] This was especially noticeable in earlier prototypes and development kits,[8] which had lower resolutions than the retail versions.

Lenses edit

 
An image displayed by a VR headset, showing compensation for lens distortion and chromatic aberration

The lenses of the headset are responsible for mapping the up-close display to a wide field of view,[32][33] while also providing a more comfortable distant point of focus. One challenge with this is providing consistency of focus: because eyes are free to turn within the headset, it is important to avoid having to refocus to prevent eye strain.

Fresnel lenses are commonly used in virtual reality headsets due to their compactness and lightweight structure.[34][35] The lenses do not use multiple pieces of material in their lenses like other lenses, but the lens will be broken down into sections, allowing the individual to have a wider range of view. The issue seen with the lens consists of seeing the ridges of the lenses when the headset is not properly aligned on the head.[30][35]

The lenses introduce distortion and chromatic aberration, which are typically corrected in software.[32][35] The lenses can also be adjusted dynamically to account for a user's eyeglass prescription so that the user can use the headset without corrective eyeglasses.[36]

Controllers edit

 
Touch controllers for the Oculus Rift CV1, which feature a ring of IR emitters to track the player's hands in 3D space

Motion capture was used by Nintendo's Wii game console by having the player use a controller to interact with the game of their choice, often sports games. Soon after the release of Nintendo's Wii, Microsoft's Xbox received a full-body reading system called Kinect compatible with Valve's modding system. Later, Sony released a similar motion capture device for their PlayStation named the PlayStation Move. These gaming devices use motion capture to control avatars within a game, where the player's movements are copied by the avatar to complete the game. This means that the player is not truly engaged in the virtual reality world.[37]

Uses in various fields edit

 
A U.S. soldier being prepared to use a ground combat training virtual reality headset at Fort Stewart in 2013

Medical training and diagnostics edit

Virtual reality headsets are being currently used as a means to train medical students for surgery. It allows them to perform essential procedures in a virtual, controlled environment. Students perform surgeries on virtual patients, which allows them to acquire the skills needed to perform surgeries on real patients.[citation needed] It also allows the students to revisit the surgeries from the perspective of the lead surgeon.[38]

Traditionally, students had to participate in surgeries and often they would miss essential parts. Now, with the use of VR headsets, students can watch surgical procedures from the perspective of the lead surgeon without missing essential parts. Students can also pause, rewind, and fast-forward surgeries. They also can perfect their techniques in a real headset, mounted in a risk-free environment.[39]

Besides training purposes, augmented reality headsets are also already being used for image-guided surgery.[citation needed]

VR headset mounted smartphones have been used to capture high-quality videos and images of the retina for documenting peripheral retinal lesions.[40]

Military training edit

Virtual reality headsets have been used by the United States Armed Forces. It is a particularly useful tool for training military personnel without putting them in harm's way.[41]

The virtual reality headset allows military personnel to interact with virtual reality people to make it feel real. They can talk to one another and do varying actions to make the virtual reality world feel like they are actually in the real world. There are also disadvantages and advantages when military personnel use the headset. The disadvantage is the headset is made for an indoor area, with a cool environment, and away from any heat, so when military personnel has just the headset on, no military equipment, it is not like their basic training. The advantages consist of repeating the situations multiple times and the cost of having the headset is less, due to no military equipment being needed.[42]

See also edit

References edit

  1. ^ Kuchera, Ben (15 January 2016). "The complete guide to virtual reality in 2016 (so far)". Polygon. from the original on 4 March 2016. Retrieved 1 March 2016.
  2. ^ Miles, Stuart (19 May 2015). "Forget head tracking on Oculus Rift, Fove VR headset can track your eyes". Pocket-lint. from the original on 5 March 2016. Retrieved 1 March 2016.
  3. ^ Vinciguerra, Robert. "Tom Kalinske Talks About His Time Overseeing Sega As Its CEO In the 90s; Reveals That Sega Passed On Virtual Boy Technology, Considered Releasing 3DO". The Rev. Rob Times. from the original on 24 September 2015. Retrieved 21 September 2015.
  4. ^ "Sega's Wonderful Simulation Games Over The Years". Arcade Heroes. 6 June 2013. Retrieved 17 April 2020.
  5. ^ "Sega Medium Scale Attractions Hardware (VR-1)". System 16. Retrieved 17 April 2020.
  6. ^ Cochrane, Nathan (1994). "VFX-1 VIRTUAL REALITY HELMET by Forte". Game Bytes Magazine. from the original on 3 March 2016. Retrieved 1 March 2016.
  7. ^ a b "Oculus Rift virtual reality headset gets Kickstarter cash". BBC News. 1 August 2012. from the original on 25 July 2018. Retrieved 21 July 2018.
  8. ^ a b Kumparak, Greg (26 March 2014). "A Brief History Of Oculus". TechCrunch. from the original on 24 September 2017. Retrieved 23 September 2017.
  9. ^ Onyett, Charles (3 August 2012). "The Future of Gaming in Virtual Reality". IGN. from the original on 5 April 2016. Retrieved 1 March 2016.
  10. ^ Wilhelm, Alex (22 November 2013). "Doom's John Carmack Leaves id Software To Focus On The Oculus Virtual Reality Headset". TechCrunch. from the original on 23 September 2017. Retrieved 23 September 2017.
  11. ^ Welch, Chris (25 March 2014). "Facebook buying Oculus VR for $2 billion". The Verge. from the original on 24 September 2017. Retrieved 26 March 2014.
  12. ^ "Oculus apologizes for shipping delays, will waive shipping fees for all orders to date". The Verge. 2 April 2016. from the original on 22 July 2016. Retrieved 30 July 2016.
  13. ^ McWhertor, Michael (18 March 2014). "Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4". Polygon. from the original on 24 March 2016. Retrieved 23 March 2016.
  14. ^ Souppouris, Aaron (15 September 2015). "Sony's Project Morpheus is now 'PlayStation VR'". Engadget. from the original on 24 September 2017. Retrieved 23 September 2017.
  15. ^ Warren, Tom (3 June 2014). "Valve's VR headset revealed with Oculus-like features". The Verge. from the original on 26 August 2017. Retrieved 23 September 2017.
  16. ^ Dante D'Orazio; Vlad Savov (1 March 2015). "Valve's VR headset is called the Vive and it's made by HTC". The Verge. from the original on 9 July 2015. Retrieved 23 September 2017.
  17. ^ Robertson, Adi (8 December 2015). "HTC Vive VR headset delayed until April". The Verge. from the original on 23 September 2017. Retrieved 23 September 2017.
  18. ^ . Sony. Archived from the original on 22 July 2016. Retrieved 15 March 2016.
  19. ^ "LG's G5 is a radical reinvention of the flagship Android smartphone". The Verge. 21 February 2016. from the original on 22 February 2016. Retrieved 21 February 2016.
  20. ^ "IFA 2014: Samsung Galaxy Note 4, Note Edge, Gear VR and Gear S hands-on". GSMArena.com. from the original on 13 August 2016. Retrieved 24 November 2015.
  21. ^ "You Can Now Watch and Upload 360-Degree Videos on YouTube". Wired. from the original on 9 July 2016. Retrieved 12 July 2016.
  22. ^ "Best VR headsets to buy in 2016, whatever your budget". Pocket-lint. from the original on 12 July 2016. Retrieved 12 July 2016.
  23. ^ Bradshaw, Tim (30 April 2017). "Tencent poised to launch virtual reality headset". Financial Times. from the original on 23 September 2017. Retrieved 30 April 2017.
  24. ^ Marvin, Rob (4 October 2019). "Oculus and PlayStation VR Jockey Atop the Virtual Reality Market". PCMag.
  25. ^ Lang, Ben (24 February 2013). "John Carmack Talks Virtual Reality Latency Mitigation Strategies". Road to VR. from the original on 16 January 2016. Retrieved 30 March 2016.
  26. ^ "Virtual reality developers struggle with motion sickness". news.com.au. 21 March 2016. from the original on 23 March 2016. Retrieved 23 March 2016.
  27. ^ Orland, Kyle (4 January 2013). "How fast does "virtual reality" have to be to look like "actual reality"?". Ars Technica. from the original on 23 September 2017. Retrieved 23 September 2017.
  28. ^ Makuch, Eddie (13 November 2013). "Xbox One, PS4 "too limited" for Oculus Rift, says creator". GameSpot. from the original on 21 December 2013. Retrieved 1 March 2016.
  29. ^ Mason, Will (15 January 2016). "SMI's 250Hz Eye Tracking and Foveated Rendering Are For Real, and the Cost May Surprise You". UploadVR. from the original on 13 January 2019. Retrieved 13 January 2019.
  30. ^ a b Tricart, Celine (2018). Virtual Reality Filmmaking: Techniques & Best Practices for VR Filmmakers. New York, NY: Routledge. pp. 12–14. ISBN 978-1-315-28039-4.
  31. ^ "Screen-Door Effect: PlayStationVR Supposedly Has "None", Probably Doesn't Matter". Talk Amongst Yourselves (Kinja). 27 March 2016. from the original on 31 March 2016. Retrieved 30 March 2016.
  32. ^ a b James, Paul (21 October 2013). "Intel Claims It Can Improve Image Quality for HMDs — Daniel Pohl Tells Us How". Road to VR. from the original on 6 May 2016. Retrieved 30 March 2016.
  33. ^ Lang, Ben (13 May 2015). "Wearality's 150 Degree Lenses Are a Balancing Act, Not a Breakthrough". Road to VR. from the original on 29 March 2016. Retrieved 31 March 2016.
  34. ^ Gu, Luo; Cheng, Dewen; Yongtian, Wang (21 May 2018). "Design of an immersive head mounted display with coaxial catadioptric optics". In Kress, Bernard C; Stolle, Hagen; Osten, Wolfgang (eds.). Digital Optics for Immersive Displays. Vol. 10676. p. 133. Bibcode:2018SPIE10676E..1FG. doi:10.1117/12.2315687. ISBN 978-1-5106-1878-7. S2CID 126123242. Retrieved 7 September 2019. The Fresnel lens has been commonly employed in the present VR lens due to its ability to realize the light weight and compact structure.
  35. ^ a b c Thompson, Sora (1 January 2018). "VR Lens Basics: Present And Future". Tom's Hardware. Purch. Retrieved 7 September 2019.
  36. ^ Laffont, Pierre-Yves; Martin, Tobias; Gross, Martin; Tan, Wei De; Lim, CT; Au, Affa; Wong, Rick (5–8 December 2016). Rectifeye: A Vision-Correcting System for Virtual Reality (PDF). SA '16 SIGGRAPH ASIA 2016 VR Showcase. Macau. doi:10.1145/2996376.2996382. S2CID 208022568. No. 13. Quote: "our system automatically adjusts the VR headset according to the user's eyeglasses prescription. Since the optical correction is automatically embedded into the headset, the user no longer needs to wear eyeglasses inside the headset. [...] We adjust the position of each lens in the headset with servomotors".
  37. ^ Bates-Brkljac, Nada (2012). Virtual Reality. New York: Nova Science Publishers, Inc. p. 53. ISBN 978-1-61470-246-7.
  38. ^ "Virtual reality system helps surgeons, reassures patients". Medical Center Development (in Samoan). Retrieved 12 June 2023.
  39. ^ "Virtual reality system helps surgeons, reassures patients". Medical Center Development (in Samoan). Retrieved 12 June 2023.
  40. ^ Singh, Deependra (2 September 2022). "Virtual-reality headset mounted smartphone-based Indentation fundus videography". Taiwan J Ophthalmol. 12 (4): 462–464. doi:10.4103/2211-5056.355559. PMC 9843566. PMID 36660130. S2CID 252053522. Retrieved 2 September 2022.
  41. ^ "How VR is training the perfect soldier". Wareable. from the original on 9 January 2018. Retrieved 9 April 2018.
  42. ^ Wilson, Clay (9 April 2008). "Avatars, Virtual Reality Technology, and the U.S. Military: Emerging Policy Issues". CRS Report for Congress.

External links edit

  Media related to Virtual reality headsets at Wikimedia Commons

virtual, reality, headset, virtual, reality, headset, headset, head, mounted, device, that, provides, virtual, reality, wearer, headsets, widely, used, with, video, games, they, also, used, other, applications, including, simulators, trainers, headsets, typica. A virtual reality headset or VR headset is a head mounted device that provides virtual reality for the wearer VR headsets are widely used with VR video games but they are also used in other applications including simulators and trainers VR headsets typically include a stereoscopic display providing separate images for each eye stereo sound and sensors like accelerometers and gyroscopes for tracking the pose of the user s head to match the orientation of the virtual camera with the user s eye positions in the real world 1 An Oculus Rift CV1 VR headset that must be wired to a PC and uses external trackingSome VR headsets also have eye tracking sensors 2 and gaming controllers The VR glasses use a technology called head tracking which changes the field of vision as a person turns their head The technology may not be perfect as there is latency if the head moves too fast Still it does offer an immersive experience Contents 1 History 2 Constraints 2 1 Latency requirements 2 2 Resolution and display quality 2 3 Lenses 2 4 Controllers 3 Uses in various fields 3 1 Medical training and diagnostics 3 2 Military training 4 See also 5 References 6 External linksHistory edit nbsp The PSVR headset for the PlayStation 4 video game console released in 2016The Sega VR announced in 1991 and seen in early 1993 at the Winter CES was never released for consoles 3 but was utilized for the Sega VR 1 motion simulator arcade attraction in 1994 4 5 Another early VR headset the Forte VFX1 was announced at CES in 1994 The VFX 1 has stereoscopic displays 3 axis head tracking and stereo headphones 6 Sony another pioneer released the Glasstron in 1997 which has an optional positional sensor allowing the wearer to view the surroundings with the perspective moving as the user s head moves giving a deep sense of immersion These VR headsets gave MechWarrior 2 players a new visual perspective of seeing the battlefield from inside the cockpit of their craft However these early headsets failed commercially due to their limited technology 7 8 and they were described by John Carmack as like looking through toilet paper tubes 9 In 2012 a crowdfunding campaign began for a VR headset known as Oculus Rift the project was led by several prominent video game developers including Carmack 7 who later became the company s CTO 10 In March 2014 the project s parent company Oculus VR was acquired by Facebook for 2 billion 11 The final consumer oriented release of Oculus Rift began shipping on 28 March 2016 12 In March 2014 Sony demonstrated a prototype headset for PlayStation 4 13 which was later named PlayStation VR 14 In 2014 Valve demonstrated some headset prototypes 15 which led to a partnership with HTC to produce the Vive which focuses on room scale VR environments that users can naturally navigate within and interact with 16 The Vive was released in April 2016 17 and PlayStation VR in October 2016 18 Virtual reality headsets and viewers have also been designed for smartphones Unlike headsets with integrated displays these units are essentially enclosures which a smartphone can be inserted into VR content is viewed from the screen of the device itself through lenses acting as a stereoscope rather than using dedicated internal displays Google released a series of specifications and associated DIY kits for virtual reality viewers known as Google Cardboard these viewers are capable of being constructed using low cost materials and a smartphone with a gyroscope such as cardboard hence the naming Samsung Electronics partnered with Oculus VR to co develop the Samsung Gear VR which is only compatible with recent Samsung Galaxy devices while LG Electronics developed a headset with dedicated displays for its LG G5 smartphone known as LG 360 VR 19 20 21 22 Asian hardware manufacturers like Xion and Kolke have developed inexpensive virtual reality headsets In 2017 Chinese company Tencent announced it was preparing to launch its virtual reality headset that year 23 In 2019 Oculus and PlayStation VR dominated the VR headset market 24 In June 2019 Valve released their own headset the Valve Index without a partnership with HTC Constraints editLatency requirements edit Virtual reality headsets have significantly higher requirements for latency the time it takes from a change in input to have a visual effect than ordinary video games 25 If the system is too sluggish to react to head movement then it can cause the user to experience virtual reality sickness a kind of motion sickness 26 According to a Valve engineer the ideal latency would be 7 15 milliseconds 27 The graphics processing unit GPU also needs to be powerful enough to render the required amount of frames Oculus cited the limited processing power of Xbox One and PlayStation 4 as the reason why they targeted the PC gaming market with their first devices 28 Foveated rendering is a new technique to reduce the rendering workload It uses eye tracking hardware to determine at what point the user is looking and reduces rendering resolution farther from the user s gaze This can be unnoticeable to the user because human peripheral vision is far less sensitive than the fovea 29 Resolution and display quality edit There are different optics and visual qualities that will affect how the individual perceives the image quality and how they experience the virtual world The image clarity depends on the display resolution optic quality refresh rate and field of view 30 Because virtual reality headsets stretch a single display across a wide field of view up to 110 for some devices according to manufacturers the magnification factor makes flaws in display technology much more apparent One issue is the so called screen door effect where the gaps between rows and columns of pixels become visible kind of like looking through a screen door 31 This was especially noticeable in earlier prototypes and development kits 8 which had lower resolutions than the retail versions Lenses edit nbsp An image displayed by a VR headset showing compensation for lens distortion and chromatic aberrationThe lenses of the headset are responsible for mapping the up close display to a wide field of view 32 33 while also providing a more comfortable distant point of focus One challenge with this is providing consistency of focus because eyes are free to turn within the headset it is important to avoid having to refocus to prevent eye strain Fresnel lenses are commonly used in virtual reality headsets due to their compactness and lightweight structure 34 35 The lenses do not use multiple pieces of material in their lenses like other lenses but the lens will be broken down into sections allowing the individual to have a wider range of view The issue seen with the lens consists of seeing the ridges of the lenses when the headset is not properly aligned on the head 30 35 The lenses introduce distortion and chromatic aberration which are typically corrected in software 32 35 The lenses can also be adjusted dynamically to account for a user s eyeglass prescription so that the user can use the headset without corrective eyeglasses 36 Controllers edit nbsp Touch controllers for the Oculus Rift CV1 which feature a ring of IR emitters to track the player s hands in 3D spaceMotion capture was used by Nintendo s Wii game console by having the player use a controller to interact with the game of their choice often sports games Soon after the release of Nintendo s Wii Microsoft s Xbox received a full body reading system called Kinect compatible with Valve s modding system Later Sony released a similar motion capture device for their PlayStation named the PlayStation Move These gaming devices use motion capture to control avatars within a game where the player s movements are copied by the avatar to complete the game This means that the player is not truly engaged in the virtual reality world 37 Uses in various fields editSee also Applications of virtual reality nbsp A U S soldier being prepared to use a ground combat training virtual reality headset at Fort Stewart in 2013Medical training and diagnostics edit Virtual reality headsets are being currently used as a means to train medical students for surgery It allows them to perform essential procedures in a virtual controlled environment Students perform surgeries on virtual patients which allows them to acquire the skills needed to perform surgeries on real patients citation needed It also allows the students to revisit the surgeries from the perspective of the lead surgeon 38 Traditionally students had to participate in surgeries and often they would miss essential parts Now with the use of VR headsets students can watch surgical procedures from the perspective of the lead surgeon without missing essential parts Students can also pause rewind and fast forward surgeries They also can perfect their techniques in a real headset mounted in a risk free environment 39 Besides training purposes augmented reality headsets are also already being used for image guided surgery citation needed VR headset mounted smartphones have been used to capture high quality videos and images of the retina for documenting peripheral retinal lesions 40 Military training edit Virtual reality headsets have been used by the United States Armed Forces It is a particularly useful tool for training military personnel without putting them in harm s way 41 The virtual reality headset allows military personnel to interact with virtual reality people to make it feel real They can talk to one another and do varying actions to make the virtual reality world feel like they are actually in the real world There are also disadvantages and advantages when military personnel use the headset The disadvantage is the headset is made for an indoor area with a cool environment and away from any heat so when military personnel has just the headset on no military equipment it is not like their basic training The advantages consist of repeating the situations multiple times and the cost of having the headset is less due to no military equipment being needed 42 See also editAugmented reality headset Curved screen List of virtual reality headsets Mixed realityReferences edit Kuchera Ben 15 January 2016 The complete guide to virtual reality in 2016 so far Polygon Archived from the original on 4 March 2016 Retrieved 1 March 2016 Miles Stuart 19 May 2015 Forget head tracking on Oculus Rift Fove VR headset can track your eyes Pocket lint Archived from the original on 5 March 2016 Retrieved 1 March 2016 Vinciguerra Robert Tom Kalinske Talks About His Time Overseeing Sega As Its CEO In the 90s Reveals That Sega Passed On Virtual Boy Technology Considered Releasing 3DO The Rev Rob Times Archived from the original on 24 September 2015 Retrieved 21 September 2015 Sega s Wonderful Simulation Games Over The Years Arcade Heroes 6 June 2013 Retrieved 17 April 2020 Sega Medium Scale Attractions Hardware VR 1 System 16 Retrieved 17 April 2020 Cochrane Nathan 1994 VFX 1 VIRTUAL REALITY HELMET by Forte Game Bytes Magazine Archived from the original on 3 March 2016 Retrieved 1 March 2016 a b Oculus Rift virtual reality headset gets Kickstarter cash BBC News 1 August 2012 Archived from the original on 25 July 2018 Retrieved 21 July 2018 a b Kumparak Greg 26 March 2014 A Brief History Of Oculus TechCrunch Archived from the original on 24 September 2017 Retrieved 23 September 2017 Onyett Charles 3 August 2012 The Future of Gaming in Virtual Reality IGN Archived from the original on 5 April 2016 Retrieved 1 March 2016 Wilhelm Alex 22 November 2013 Doom s John Carmack Leaves id Software To Focus On The Oculus Virtual Reality Headset TechCrunch Archived from the original on 23 September 2017 Retrieved 23 September 2017 Welch Chris 25 March 2014 Facebook buying Oculus VR for 2 billion The Verge Archived from the original on 24 September 2017 Retrieved 26 March 2014 Oculus apologizes for shipping delays will waive shipping fees for all orders to date The Verge 2 April 2016 Archived from the original on 22 July 2016 Retrieved 30 July 2016 McWhertor Michael 18 March 2014 Sony announces Project Morpheus a virtual reality headset coming to PlayStation 4 Polygon Archived from the original on 24 March 2016 Retrieved 23 March 2016 Souppouris Aaron 15 September 2015 Sony s Project Morpheus is now PlayStation VR Engadget Archived from the original on 24 September 2017 Retrieved 23 September 2017 Warren Tom 3 June 2014 Valve s VR headset revealed with Oculus like features The Verge Archived from the original on 26 August 2017 Retrieved 23 September 2017 Dante D Orazio Vlad Savov 1 March 2015 Valve s VR headset is called the Vive and it s made by HTC The Verge Archived from the original on 9 July 2015 Retrieved 23 September 2017 Robertson Adi 8 December 2015 HTC Vive VR headset delayed until April The Verge Archived from the original on 23 September 2017 Retrieved 23 September 2017 PlayStation VR Launches October 2016 Sony Archived from the original on 22 July 2016 Retrieved 15 March 2016 LG s G5 is a radical reinvention of the flagship Android smartphone The Verge 21 February 2016 Archived from the original on 22 February 2016 Retrieved 21 February 2016 IFA 2014 Samsung Galaxy Note 4 Note Edge Gear VR and Gear S hands on GSMArena com Archived from the original on 13 August 2016 Retrieved 24 November 2015 You Can Now Watch and Upload 360 Degree Videos on YouTube Wired Archived from the original on 9 July 2016 Retrieved 12 July 2016 Best VR headsets to buy in 2016 whatever your budget Pocket lint Archived from the original on 12 July 2016 Retrieved 12 July 2016 Bradshaw Tim 30 April 2017 Tencent poised to launch virtual reality headset Financial Times Archived from the original on 23 September 2017 Retrieved 30 April 2017 Marvin Rob 4 October 2019 Oculus and PlayStation VR Jockey Atop the Virtual Reality Market PCMag Lang Ben 24 February 2013 John Carmack Talks Virtual Reality Latency Mitigation Strategies Road to VR Archived from the original on 16 January 2016 Retrieved 30 March 2016 Virtual reality developers struggle with motion sickness news com au 21 March 2016 Archived from the original on 23 March 2016 Retrieved 23 March 2016 Orland Kyle 4 January 2013 How fast does virtual reality have to be to look like actual reality Ars Technica Archived from the original on 23 September 2017 Retrieved 23 September 2017 Makuch Eddie 13 November 2013 Xbox One PS4 too limited for Oculus Rift says creator GameSpot Archived from the original on 21 December 2013 Retrieved 1 March 2016 Mason Will 15 January 2016 SMI s 250Hz Eye Tracking and Foveated Rendering Are For Real and the Cost May Surprise You UploadVR Archived from the original on 13 January 2019 Retrieved 13 January 2019 a b Tricart Celine 2018 Virtual Reality Filmmaking Techniques amp Best Practices for VR Filmmakers New York NY Routledge pp 12 14 ISBN 978 1 315 28039 4 Screen Door Effect PlayStationVR Supposedly Has None Probably Doesn t Matter Talk Amongst Yourselves Kinja 27 March 2016 Archived from the original on 31 March 2016 Retrieved 30 March 2016 a b James Paul 21 October 2013 Intel Claims It Can Improve Image Quality for HMDs Daniel Pohl Tells Us How Road to VR Archived from the original on 6 May 2016 Retrieved 30 March 2016 Lang Ben 13 May 2015 Wearality s 150 Degree Lenses Are a Balancing Act Not a Breakthrough Road to VR Archived from the original on 29 March 2016 Retrieved 31 March 2016 Gu Luo Cheng Dewen Yongtian Wang 21 May 2018 Design of an immersive head mounted display with coaxial catadioptric optics In Kress Bernard C Stolle Hagen Osten Wolfgang eds Digital Optics for Immersive Displays Vol 10676 p 133 Bibcode 2018SPIE10676E 1FG doi 10 1117 12 2315687 ISBN 978 1 5106 1878 7 S2CID 126123242 Retrieved 7 September 2019 The Fresnel lens has been commonly employed in the present VR lens due to its ability to realize the light weight and compact structure a b c Thompson Sora 1 January 2018 VR Lens Basics Present And Future Tom s Hardware Purch Retrieved 7 September 2019 Laffont Pierre Yves Martin Tobias Gross Martin Tan Wei De Lim CT Au Affa Wong Rick 5 8 December 2016 Rectifeye A Vision Correcting System for Virtual Reality PDF SA 16 SIGGRAPH ASIA 2016 VR Showcase Macau doi 10 1145 2996376 2996382 S2CID 208022568 No 13 Quote our system automatically adjusts the VR headset according to the user s eyeglasses prescription Since the optical correction is automatically embedded into the headset the user no longer needs to wear eyeglasses inside the headset We adjust the position of each lens in the headset with servomotors Bates Brkljac Nada 2012 Virtual Reality New York Nova Science Publishers Inc p 53 ISBN 978 1 61470 246 7 Virtual reality system helps surgeons reassures patients Medical Center Development in Samoan Retrieved 12 June 2023 Virtual reality system helps surgeons reassures patients Medical Center Development in Samoan Retrieved 12 June 2023 Singh Deependra 2 September 2022 Virtual reality headset mounted smartphone based Indentation fundus videography Taiwan J Ophthalmol 12 4 462 464 doi 10 4103 2211 5056 355559 PMC 9843566 PMID 36660130 S2CID 252053522 Retrieved 2 September 2022 How VR is training the perfect soldier Wareable Archived from the original on 9 January 2018 Retrieved 9 April 2018 Wilson Clay 9 April 2008 Avatars Virtual Reality Technology and the U S Military Emerging Policy Issues CRS Report for Congress External links edit nbsp Media related to Virtual reality headsets at Wikimedia Commons Retrieved from https en wikipedia org w index php title Virtual reality headset amp oldid 1206870736, wikipedia, wiki, book, books, library,

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