Diamond Vision Inc Rimless Reading Glass With Leather Case
A virtual reality headset is a caput-mounted device that provides virtual reality for the wearer. Virtual reality (VR) headsets are widely used with video games but they are as well used in other applications, including simulators and trainers. They comprise a stereoscopic head-mounted display (providing separate images for each eye), stereo audio, and head-motion-tracking sensors,[1] which may include devices such as gyroscopes, accelerometers, magnetometers or structured light systems.[2]
Some VR headsets also have eye-tracking sensors[three] and gaming controllers. The VR glasses utilise a technology called head-tracking, which changes the field of vision every bit a person turns their head. The applied science may non be perfect, equally there is latency if the caput moves also fast. Notwithstanding, it does offering an immersive experience.
History [edit]
The Sega VR, announced in 1991 and seen in early 1993 at the Wintertime CES, was never released for consoles,[four] but was utilized for the Sega VR-1 motion simulator arcade attraction in 1994.[5] [6] Another early VR headset, the Forte VFX1, was announced at CES in 1994. The VFX-one has stereoscopic displays, 3-centrality caput-tracking, and stereo headphones.[vii] Sony, another pioneer, released the Glasstron in 1997, which has an optional positional sensor, allowing the wearer to view the environment, with the perspective moving as the user's caput moves, giving a deep sense of immersion. These VR headsets gave MechWarrior ii players a new visual perspective of seeing the battlefield from inside the cockpit of their craft. Withal, these early headsets failed commercially due to their limited technology,[viii] [9] and they were described by John Carmack as like "looking through toilet paper tubes".[10]
An Oculus headset released in 2016
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[8] who later became the company'south CTO.[eleven] In March 2014, the project's parent company Oculus VR was caused past Facebook for $two billion.[12] The final consumer-oriented release of Oculus Rift began shipping on 28 March 2016.[13]
In March 2014, Sony demonstrated a prototype headset for PlayStation 4,[fourteen] which was afterward named PlayStation VR.[15] In 2014, Valve demonstrated some headset prototypes,[sixteen] which led to a partnership with HTC to produce the Vive, which focuses on "room calibration" VR environments that users can naturally navigate inside and interact with.[17] The Vive was released in April 2016[18] and PlayStation VR in Oct 2016.[xix]
Virtual reality headsets and viewers accept 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 defended internal displays. Google released a series of specifications and associated DIY kits for virtual reality viewers known every bit Google Cardboard; these viewers are capable of beingness constructed using low-cost materials (and a smartphone with a gyroscope), such equally cardboard (hence the naming). Samsung Electronics partnered with Oculus VR to co-develop the Samsung Gear VR (which is just compatible with contempo Samsung Milky way devices), while LG Electronics adult a headset with dedicated displays for its LG G5 smartphone known every bit LG 360 VR.[20] [21] [22] [23] Asian hardware manufacturers like Xion and Kolke have developed cheap virtual reality headsets. In 2017, Chinese company Tencent announced information technology was preparing to launch its virtual reality headset that year.[24] In 2019, Oculus and PlayStation VR dominated the VR headset market.[25]
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 information technology takes from a change in input to have a visual effect—than ordinary video games.[26] If the arrangement is likewise sluggish to react to head movement, then it tin can cause the user to experience virtual reality sickness, a kind of motion sickness.[27] According to a Valve engineer, the ideal latency would be 7-xv milliseconds.[28]
The graphics processing unit (GPU) also needs to be powerful enough to render the required corporeality of frames. Oculus cited the express processing power of Xbox One and PlayStation four equally the reason why they targeted the PC gaming market with their first devices.[29]
Foveated rendering is a new technique to reduce the rendering workload. It uses eye tracking hardware to make up one's mind at what point the user is looking and reduces rendering resolution farther from the user'southward gaze. This can be unnoticeable to the user considering man peripheral vision is far less sensitive than the fovea.[30]
Resolution and display quality [edit]
There are different eyes and visual qualities that will bear upon how the individual perceives the prototype quality and how they experience the virtual world. The image clarity depends on the display resolution, optic quality, refresh rate, and the field of view.[31]
Considering virtual reality headsets stretch a single brandish across a wide field of view (up to 110° for some devices according to manufacturers), the magnification gene makes flaws in display technology much more than apparent. One effect is the so-chosen screen-door result, where the gaps between rows and columns of pixels become visible, kind of like looking through a screen door.[32] This was especially noticeable in earlier prototypes and evolution kits,[nine] which had lower resolutions than the retail versions.
Lenses [edit]
An paradigm displayed by a VR headset, showing compensation for lens baloney and chromatic aberration
The lenses of the headset are responsible for mapping the upwards-close display to a wide field of view,[33] [34] while as well providing a more comfy distant point of focus. One challenge with this is providing consistency of focus: because eyes are free to turn within the headset, information technology 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 construction.[35] [36] The lenses exercise not use multiple pieces of material in their lenses like other lenses, just the lens will exist broken downwards into sections, assuasive the individual to take a wider range of view. The upshot seen with the lens consists of seeing the ridges of the lenses when the headset is non properly aligned on the head.[31] [36]
The lenses introduce distortion and chromatic abnormality, which are typically corrected in software.[33] [36] The lenses can as well be adapted dynamically to account for a user's eyeglass prescription so that the user can utilize the headset without cosmetic eyeglasses.[37]
Controllers [edit]
Motility capture was used past Nintendo'south Wii game console by having the actor use a controller to interact with the game of their pick, often existence sports games. Soon later on the release of Nintendo's Wii, Microsoft's Xbox received a full torso 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 movement capture to control avatars within a game, where the thespian's movements are copied by the avatar to consummate the game. This ways that the thespian is not truly engaged in the virtual reality world.[38]
Uses in diverse fields [edit]
A U.Due south. soldier being prepared to employ a footing combat training virtual reality headset at Fort Stewart in 2013
Medical grooming [edit]
Virtual reality headsets are being currently used as a ways to railroad 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 ] Information technology also allows the students to revisit the surgeries from the perspective of the lead surgeon.[ citation needed ]
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 tin also suspension, rewind, and fast forward surgeries. They also can perfect their techniques in a real-time simulation in a risk-costless environment.[ commendation needed ]
Too for training purposes, augmented reality headsets are also already being used for image-guided surgery.
Armed forces grooming [edit]
Virtual reality headsets have been used by the United States War machine. It is a especially useful tool for training military personnel without putting them in damage'south way.[39]
The virtual reality headset allows the armed services personnel to interact with virtual reality people to make it feel real. They can talk to one another and exercise varying deportment to make the virtual reality world feel like they are actually in that situation. There are also disadvantages and advantages when military personnel apply the headset. The disadvantage is the headset is made for an indoor surface area, with a cool surround, and away from any estrus, then when military personnel has just the headset on, no armed forces equipment, it is non similar their bones training. The advantages consist of repeating the situations multiple times and the price of having the headset is less, due to no military equipment beingness needed.[40]
Criticism [edit]
Virtual reality headsets accept been linked to rising cases of rashes, swelling, burning, itching, hives, and bumps.[41] On 27 July 2021, the U.s.a. Consumer Production Safety Committee (CPSC) and Health Canada take coordinated a recall of Facebook's Oculus Quest 2 after five,716 reports of facial skin irritation were reported with 45 cases requiring medical attending.[42] [43] Despite complaints issued by consumers such equally bloated painful itchy optics being reported equally early on as October 2020, the call back just occurred in July 2021.[44] [45] Facebook did not halt Oculus sales immediately citing data that just "0.01% of people using Quest 2" had serious allergic reactions and dermatological and toxicological reports came out negative for contaminants that could be causing the bloated painful rashes upon skin contact. Facebook doesn't know the origin of this reaction and instead they sent a complimentary silicone encompass to cover the allergic user'south faces.[46] [44] Over 4 1000000 Oculus head sets have been recalled.[41] Facebook'due south VR headsets also was banned from Deutschland in September 2020 afterward it faced criticism from the German Federal Cartel Office (Bundeskartellamt) for requiring its users to have valid Facebook accounts before covering their head with the Oculus. Germany has one of the world'south leading antitrust agencies and Facebook'due south ruling raised concerns of regulation and antitrust monopolies.[47] [48]
Run into too [edit]
- Augmented reality headset
- Comparison of virtual reality headsets
References [edit]
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The Fresnel lens has been normally employed in the present VR lens due to its ability to realize the calorie-free weight and compact structure.
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{{cite web}}
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{{cite web}}
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External links [edit]
Media related to Virtual reality headsets at Wikimedia Commons
Source: https://en.wikipedia.org/wiki/Virtual_reality_headset
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