From Wikipedia, the free encyclopedia
A back view of the Oculus Rift CV1 VR headset released in 2016
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]
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 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 the 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]
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 being 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.[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 can also pause, rewind, and fast forward surgeries. They also can perfect their techniques in a real-time simulation in a risk-free environment.[citation needed]
Besides for training purposes, augmented reality headsets are also already being used for image-guided surgery.
VR headset mounted smartphones have been used to capture high quality videos and images of the retina for documenting peripheral retinal lesions.[38] https://www.e-tjo.org/text.asp?0/0/0/0/355559
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.[39]
The virtual reality headset allows the 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 that situation. 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.[40]
Criticism[edit]
Virtual reality headsets have been linked to rising cases of rashes, swelling, burning, itching, hives, and bumps.[41] On 27 July 2021, the US Consumer Product Safety Commission (CPSC) and Health Canada have coordinated a recall of Facebook’s Oculus Quest 2 after 5,716 reports of facial skin irritation were reported with 45 cases requiring medical attention.[42][43] Despite complaints issued by consumers such as swollen painful itchy eyes being reported as early as October 2020, the recall only occurred in July 2021.[44][45] Facebook did not halt Oculus sales immediately citing data that only «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 swollen painful rashes upon skin contact. Facebook doesn’t know the origin of this reaction and instead they sent a free silicone cover to cover the allergic user’s faces.[46][44] Over four million Oculus head sets have been recalled.[41] Facebook’s VR headsets also was banned from Germany in September 2020 after 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’s leading antitrust agencies and Facebook’s ruling raised concerns of regulation and antitrust monopolies.[47][48]
See also[edit]
- Augmented reality headset
- List of virtual reality headsets
References[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.
{{cite web}}: CS1 maint: uses authors parameter (link) - ^ 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; October 4, 2019 05:00am EST. «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 & Best Practices for VR Filmmakers. New York, NY: Routledge. pp. 12–14. ISBN 9781315280394.
- ^ «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 9781510618787. 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 9781614702467.
- ^ Singh, Deependra (2 September 2022). «Virtual-reality headset mounted smartphone-based Indentation fundus videography». Taiwan J Ophthalmol. 12 (4): 462. doi:10.4103/2211-5056.355559. 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.
- ^ a b Jul 2021, Stephanie Mlot 28; P.m, 10 (28 July 2021). «Facebook Pauses Oculus Quest 2 Sales Due to Skin Irritation». PCMag Australia. Retrieved 28 July 2021.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ Wales, Matt (27 July 2021). «Facebook temporarily halts Oculus Quest 2 sales, recalls foam inserts following reports of skin irritation». Eurogamer. Retrieved 28 July 2021.
- ^ «Facebook halts sales of Oculus Quest 2 after users complain of ‘skin irritation’«. The Indian Express. 28 July 2021. Retrieved 28 July 2021.
- ^ a b «Facebook Recalls 4 Million Oculus Quest 2 Virtual Reality Headset Inserts After Complaints About Skin Irritation». Consumer Reports. Retrieved 28 July 2021.
- ^ «Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert)». U.S. Consumer Product Safety Commission. 27 July 2021.
{{cite web}}: CS1 maint: url-status (link) - ^ «Facebook Halts Oculus Quest 2 Sales Over ‘Skin Irritation’«. Kotaku. 27 July 2021. Retrieved 28 July 2021.
- ^ Hayden, Scott (2 September 2020). «Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns». Road to VR. Retrieved 28 July 2021.
- ^ Lang, Ben (18 August 2020). «New Oculus Users Required to Use Facebook Account Starting in October, Existing Users by 2023». Road to VR. Retrieved 28 July 2021.
External links[edit]
Media related to Virtual reality headsets at Wikimedia Commons
From Wikipedia, the free encyclopedia
A back view of the Oculus Rift CV1 VR headset released in 2016
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]
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 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 the 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]
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 being 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.[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 can also pause, rewind, and fast forward surgeries. They also can perfect their techniques in a real-time simulation in a risk-free environment.[citation needed]
Besides for training purposes, augmented reality headsets are also already being used for image-guided surgery.
VR headset mounted smartphones have been used to capture high quality videos and images of the retina for documenting peripheral retinal lesions.[38] https://www.e-tjo.org/text.asp?0/0/0/0/355559
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.[39]
The virtual reality headset allows the 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 that situation. 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.[40]
Criticism[edit]
Virtual reality headsets have been linked to rising cases of rashes, swelling, burning, itching, hives, and bumps.[41] On 27 July 2021, the US Consumer Product Safety Commission (CPSC) and Health Canada have coordinated a recall of Facebook’s Oculus Quest 2 after 5,716 reports of facial skin irritation were reported with 45 cases requiring medical attention.[42][43] Despite complaints issued by consumers such as swollen painful itchy eyes being reported as early as October 2020, the recall only occurred in July 2021.[44][45] Facebook did not halt Oculus sales immediately citing data that only «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 swollen painful rashes upon skin contact. Facebook doesn’t know the origin of this reaction and instead they sent a free silicone cover to cover the allergic user’s faces.[46][44] Over four million Oculus head sets have been recalled.[41] Facebook’s VR headsets also was banned from Germany in September 2020 after 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’s leading antitrust agencies and Facebook’s ruling raised concerns of regulation and antitrust monopolies.[47][48]
See also[edit]
- Augmented reality headset
- List of virtual reality headsets
References[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.
{{cite web}}: CS1 maint: uses authors parameter (link) - ^ 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; October 4, 2019 05:00am EST. «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 & Best Practices for VR Filmmakers. New York, NY: Routledge. pp. 12–14. ISBN 9781315280394.
- ^ «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 9781510618787. 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 9781614702467.
- ^ Singh, Deependra (2 September 2022). «Virtual-reality headset mounted smartphone-based Indentation fundus videography». Taiwan J Ophthalmol. 12 (4): 462. doi:10.4103/2211-5056.355559. 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.
- ^ a b Jul 2021, Stephanie Mlot 28; P.m, 10 (28 July 2021). «Facebook Pauses Oculus Quest 2 Sales Due to Skin Irritation». PCMag Australia. Retrieved 28 July 2021.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ Wales, Matt (27 July 2021). «Facebook temporarily halts Oculus Quest 2 sales, recalls foam inserts following reports of skin irritation». Eurogamer. Retrieved 28 July 2021.
- ^ «Facebook halts sales of Oculus Quest 2 after users complain of ‘skin irritation’«. The Indian Express. 28 July 2021. Retrieved 28 July 2021.
- ^ a b «Facebook Recalls 4 Million Oculus Quest 2 Virtual Reality Headset Inserts After Complaints About Skin Irritation». Consumer Reports. Retrieved 28 July 2021.
- ^ «Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert)». U.S. Consumer Product Safety Commission. 27 July 2021.
{{cite web}}: CS1 maint: url-status (link) - ^ «Facebook Halts Oculus Quest 2 Sales Over ‘Skin Irritation’«. Kotaku. 27 July 2021. Retrieved 28 July 2021.
- ^ Hayden, Scott (2 September 2020). «Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns». Road to VR. Retrieved 28 July 2021.
- ^ Lang, Ben (18 August 2020). «New Oculus Users Required to Use Facebook Account Starting in October, Existing Users by 2023». Road to VR. Retrieved 28 July 2021.
External links[edit]
Media related to Virtual reality headsets at Wikimedia Commons
очки виртуальной реальности
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См. также в других словарях:
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Шлем виртуальной реальности — У этого термина существуют и другие значения, см. Шлем. Оператор в шлеме и перчатках виртуальной реальности. Шлем виртуальной реальности устройство, позволяющее частичн … Википедия
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ВИРТУАЛЬНЫЕ РЕАЛЬНОСТИ — Понятие В. р. имеет узкий и широкий смысл. В узком смысле В. р. это те игровые или необходимые с технической точки зрения искусственные реальности , которые возникают благодаря воздействию компьютера на сознание, когда, например, на человека… … Энциклопедия культурологии
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Очкарик — Очки Очки крепимая напротив глаз пара пропускающих свет пластин для оптической выправки зрения, для фильтровки видимого света, для защиты от иных физических воздействий или для украшения. Просвечивающие пластины у очков называются линзами, а… … Википедия
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Пенснэ — Очки Очки крепимая напротив глаз пара пропускающих свет пластин для оптической выправки зрения, для фильтровки видимого света, для защиты от иных физических воздействий или для украшения. Просвечивающие пластины у очков называются линзами, а… … Википедия
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ВИРТУАЛЬНАЯ РЕАЛЬНОСТЬ — искусственно созданная компьютерными средствами среда, в к рую можно проникать, меняя ее изнутри, наблюдая трансформации и испытывая при этом реальные ощущения. Попав в этот новый тип аудиовизуальной реальности, можно вступать в контакты … Энциклопедия культурологии
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ВИРТУАЛИСТИКА — (лат. virtus воображаемый, мнимый) комплексная научная дисциплина, изучающая проблемы виртуальности и виртуальной реальности. Как самостоятельная дисциплина В. сформировалась и получила развитие в 1980 1990 е. Современная В. включает в себя… … История Философии: Энциклопедия
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ВИРТУАЛИСТИКА — (лат. virtus воображаемый, мнимый) комплексная социальная дисциплина, изучающая проблемы виртуальности и виртуальной реальности . Как самостоятельная дисциплина В. сформировалась и получила развитие в 1980 1990 х. Современная В. включает в себя… … Социология: Энциклопедия
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ВИРТУАЛИСТИКА — (лат. virtus воображаемый, мнимый) комплексная научная дисциплина, изучающая проблемы виртуальности и виртуальной реальности. Как самостоятельная дисциплина В. сформировалась и получила развитие в 1980 1990 е. Современная В. включает в себя… … История Философии: Энциклопедия
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Видеоочки — Оператор в шлеме и перчатках вирутальной реальности. Шлем виртуальной реальности устройство, позволяющее частично погрузиться в мир виртуальной реальности, создающее зрительный и акустический эффект присутствия в заданном управляющим устройством … Википедия
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Носимый монитор — Оператор в шлеме и перчатках вирутальной реальности. Шлем виртуальной реальности устройство, позволяющее частично погрузиться в мир виртуальной реальности, создающее зрительный и акустический эффект присутствия в заданном управляющим устройством … Википедия
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ВИРТУАЛЬНАЯ РЕАЛЬНОСТЬ — модельная трехмерная (3D) окружающая среда, создаваемая компьютерными средствами и реалистично реагирующая на взаимодействие с пользователями. Технической основой виртуальной реальности (ВР) служат технологии компьютерного моделирования и… … Энциклопедия Кольера
На основании Вашего запроса эти примеры могут содержать грубую лексику.
На основании Вашего запроса эти примеры могут содержать разговорную лексику.
Перевод «очки виртуальной реальности» на английский
virtual reality glasses
virtual reality goggles
virtual reality headset
glasses virtual reality
points of virtual reality
VR goggles
VR glasses
virtual reality headsets
Потом вставляет смартфон в очки виртуальной реальности и показывает покупателю квартиру.
Then he inserts the smartphone into the virtual reality glasses and shows the buyer the apartment.
Проект можно посмотреть на компьютере или через очки виртуальной реальности.
This application can be displayed on the screen of a computer or through virtual reality glasses.
Пока прототип выглядит как очки виртуальной реальности, но ученые надеются оптимизировать более поздние версии.
For now, the prototype looks like virtual reality goggles, but the team hopes to streamline later versions.
Для второго этапа курса вам потребуются очки виртуальной реальности.
Проект можно посмотреть на компьютере или через очки виртуальной реальности.
NASA уже испытывает очки виртуальной реальности в своих исследованиях.
А вот очки виртуальной реальности смогут обеспечить вам полное погружение.
Конечно это не совсем очки виртуальной реальности, но очень близко.
Кроме качественного дисплея, очки виртуальной реальности снабжаются аудио гарнитурой с 3d эффектом.
In addition to the high-quality display, virtual reality glasses are supplied with an audio headset with a 3d effect.
Подобного ранее не удавалось достичь, используя 3D-экран или очки виртуальной реальности.
Теперь баварский автогигант использует для этого очки виртуальной реальности.
Для продвижения электронных устройств в данном случае мобильных телефонов Samsung разработал очки виртуальной реальности.
To increase sales of electronic devices in the case of Samsung mobile phones has developed a virtual reality goggles.
Самое главное — шлем или очки виртуальной реальности (принцип их действия рассмотрим чуть позже и детальнее).
The most important thing is a helmet or virtual reality glasses (we will consider the principle of their action a little later and in more detail).
Но оказаться внутри будущей квартиры, надев очки виртуальной реальности, может каждый.
Таковыми, к примеру, могут оказаться очки виртуальной реальности, или гаджеты, распознающие жесты.
Доступной альтернативой шлемам, которая за год получила достаточно широкое распространение, стали очки виртуальной реальности для смартфонов.
Affordable alternative to helmets, which for the year is widely spread, have become virtual reality goggles for smartphones.
В скором времени очки виртуальной реальности не только будут необходимы каждому геймеру, но и окажутся востребованными во многих профессиях.
Soon, virtual reality glasses will not only be necessary for every gamer but will be in demand in many professions, as well.
Если у вас есть очки виртуальной реальности, то вы можете просматривать ролики и играть в игры без нажатий по экрану.
If you have virtual reality glasses, then you can view videos and play games without tapping the screen.
Не все считают гарнитуры удобными, а очки виртуальной реальности у некоторых вызывают укачивание.
Not everyone finds the headsets comfortable, and virtual reality goggles cause motion sickness for some.
Посетители могут входить в «другие миры», надевая очки виртуальной реальности, и испытывать функции и технологии приборов в совершенно новом измерении.
Visitors can also enter diverse worlds by donning virtual reality glasses and experience the functions and technologies of the appliances in a whole new dimension.
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From Wikipedia, the free encyclopedia
A back view of the Oculus Rift CV1 VR headset released in 2016
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]
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 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 the 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]
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 being 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.[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 can also pause, rewind, and fast forward surgeries. They also can perfect their techniques in a real-time simulation in a risk-free environment.[citation needed]
Besides for training purposes, augmented reality headsets are also already being used for image-guided surgery.
VR headset mounted smartphones have been used to capture high quality videos and images of the retina for documenting peripheral retinal lesions.[38] https://www.e-tjo.org/text.asp?0/0/0/0/355559
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.[39]
The virtual reality headset allows the 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 that situation. 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.[40]
Criticism[edit]
Virtual reality headsets have been linked to rising cases of rashes, swelling, burning, itching, hives, and bumps.[41] On 27 July 2021, the US Consumer Product Safety Commission (CPSC) and Health Canada have coordinated a recall of Facebook’s Oculus Quest 2 after 5,716 reports of facial skin irritation were reported with 45 cases requiring medical attention.[42][43] Despite complaints issued by consumers such as swollen painful itchy eyes being reported as early as October 2020, the recall only occurred in July 2021.[44][45] Facebook did not halt Oculus sales immediately citing data that only «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 swollen painful rashes upon skin contact. Facebook doesn’t know the origin of this reaction and instead they sent a free silicone cover to cover the allergic user’s faces.[46][44] Over four million Oculus head sets have been recalled.[41] Facebook’s VR headsets also was banned from Germany in September 2020 after 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’s leading antitrust agencies and Facebook’s ruling raised concerns of regulation and antitrust monopolies.[47][48]
See also[edit]
- Augmented reality headset
- List of virtual reality headsets
References[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.
{{cite web}}: CS1 maint: uses authors parameter (link) - ^ 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; October 4, 2019 05:00am EST. «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 & Best Practices for VR Filmmakers. New York, NY: Routledge. pp. 12–14. ISBN 9781315280394.
- ^ «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 9781510618787. 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 9781614702467.
- ^ Singh, Deependra (2 September 2022). «Virtual-reality headset mounted smartphone-based Indentation fundus videography». Taiwan J Ophthalmol. 12 (4): 462. doi:10.4103/2211-5056.355559. 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.
- ^ a b Jul 2021, Stephanie Mlot 28; P.m, 10 (28 July 2021). «Facebook Pauses Oculus Quest 2 Sales Due to Skin Irritation». PCMag Australia. Retrieved 28 July 2021.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ Wales, Matt (27 July 2021). «Facebook temporarily halts Oculus Quest 2 sales, recalls foam inserts following reports of skin irritation». Eurogamer. Retrieved 28 July 2021.
- ^ «Facebook halts sales of Oculus Quest 2 after users complain of ‘skin irritation’«. The Indian Express. 28 July 2021. Retrieved 28 July 2021.
- ^ a b «Facebook Recalls 4 Million Oculus Quest 2 Virtual Reality Headset Inserts After Complaints About Skin Irritation». Consumer Reports. Retrieved 28 July 2021.
- ^ «Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert)». U.S. Consumer Product Safety Commission. 27 July 2021.
{{cite web}}: CS1 maint: url-status (link) - ^ «Facebook Halts Oculus Quest 2 Sales Over ‘Skin Irritation’«. Kotaku. 27 July 2021. Retrieved 28 July 2021.
- ^ Hayden, Scott (2 September 2020). «Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns». Road to VR. Retrieved 28 July 2021.
- ^ Lang, Ben (18 August 2020). «New Oculus Users Required to Use Facebook Account Starting in October, Existing Users by 2023». Road to VR. Retrieved 28 July 2021.
External links[edit]
Media related to Virtual reality headsets at Wikimedia Commons
From Wikipedia, the free encyclopedia
A back view of the Oculus Rift CV1 VR headset released in 2016
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]
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 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 the 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]
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 being 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.[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 can also pause, rewind, and fast forward surgeries. They also can perfect their techniques in a real-time simulation in a risk-free environment.[citation needed]
Besides for training purposes, augmented reality headsets are also already being used for image-guided surgery.
VR headset mounted smartphones have been used to capture high quality videos and images of the retina for documenting peripheral retinal lesions.[38] https://www.e-tjo.org/text.asp?0/0/0/0/355559
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.[39]
The virtual reality headset allows the 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 that situation. 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.[40]
Criticism[edit]
Virtual reality headsets have been linked to rising cases of rashes, swelling, burning, itching, hives, and bumps.[41] On 27 July 2021, the US Consumer Product Safety Commission (CPSC) and Health Canada have coordinated a recall of Facebook’s Oculus Quest 2 after 5,716 reports of facial skin irritation were reported with 45 cases requiring medical attention.[42][43] Despite complaints issued by consumers such as swollen painful itchy eyes being reported as early as October 2020, the recall only occurred in July 2021.[44][45] Facebook did not halt Oculus sales immediately citing data that only «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 swollen painful rashes upon skin contact. Facebook doesn’t know the origin of this reaction and instead they sent a free silicone cover to cover the allergic user’s faces.[46][44] Over four million Oculus head sets have been recalled.[41] Facebook’s VR headsets also was banned from Germany in September 2020 after 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’s leading antitrust agencies and Facebook’s ruling raised concerns of regulation and antitrust monopolies.[47][48]
See also[edit]
- Augmented reality headset
- List of virtual reality headsets
References[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.
{{cite web}}: CS1 maint: uses authors parameter (link) - ^ 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; October 4, 2019 05:00am EST. «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 & Best Practices for VR Filmmakers. New York, NY: Routledge. pp. 12–14. ISBN 9781315280394.
- ^ «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 9781510618787. 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 9781614702467.
- ^ Singh, Deependra (2 September 2022). «Virtual-reality headset mounted smartphone-based Indentation fundus videography». Taiwan J Ophthalmol. 12 (4): 462. doi:10.4103/2211-5056.355559. 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.
- ^ a b Jul 2021, Stephanie Mlot 28; P.m, 10 (28 July 2021). «Facebook Pauses Oculus Quest 2 Sales Due to Skin Irritation». PCMag Australia. Retrieved 28 July 2021.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ Wales, Matt (27 July 2021). «Facebook temporarily halts Oculus Quest 2 sales, recalls foam inserts following reports of skin irritation». Eurogamer. Retrieved 28 July 2021.
- ^ «Facebook halts sales of Oculus Quest 2 after users complain of ‘skin irritation’«. The Indian Express. 28 July 2021. Retrieved 28 July 2021.
- ^ a b «Facebook Recalls 4 Million Oculus Quest 2 Virtual Reality Headset Inserts After Complaints About Skin Irritation». Consumer Reports. Retrieved 28 July 2021.
- ^ «Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert)». U.S. Consumer Product Safety Commission. 27 July 2021.
{{cite web}}: CS1 maint: url-status (link) - ^ «Facebook Halts Oculus Quest 2 Sales Over ‘Skin Irritation’«. Kotaku. 27 July 2021. Retrieved 28 July 2021.
- ^ Hayden, Scott (2 September 2020). «Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns». Road to VR. Retrieved 28 July 2021.
- ^ Lang, Ben (18 August 2020). «New Oculus Users Required to Use Facebook Account Starting in October, Existing Users by 2023». Road to VR. Retrieved 28 July 2021.
External links[edit]
Media related to Virtual reality headsets at Wikimedia Commons
Приветствуем вас, наши любимые читатели. Очки виртуальной реальности стали, пожалуй, наиболее заметным событием в индустрии компьютерных и мобильных игр за последние 10 лет. Казалось, что ничего принципиально нового сфера цифровых развлечений предложить уже не может. Улучшение графики и рост физических размеров и разрешения дисплеев практически не сказывались на игровом процессе. Выход первых моделей очков, предназначенных для массового рынка, показал, что игры могут быть совершенно иными — не такими, как мы привыкли.
В обиход прочно вошел термин «виртуальная реальность», а в мобильных магазинах приложений появились разделы, украшенные логотипом «VR». В этой статье мы расскажем о том, какие бывают очки ВР, чем они отличаются друг от друга и с какими аксессуарами их можно использовать.
Что такое виртуальная реальность
Виртуальная реальность – это искусственно созданный мир, транслируемый человеку через ощущения. Хотя бум популярности на устройства VR пришелся на последние несколько лет (и продолжается до сих пор), первые попытки создать искусственный мир предпринимались еще в начале 60-х годов прошлого столетия.
Виртуальная реальность полностью искусственна и не связана с реальным миром, в этом ее принципиальное отличие от дополненной.
Кто создатель
Одним из пионеров в области исследования виртуальной реальности считается Майрон Крюгер, американский художник и создатель первых интерактивных произведений. Он же в конце 60-х ввел само понятие «искусственная реальность».
Несколько ранее кинематографист Мортон Хейлиг представил симулятор «Сенсорама». Зрителю транслировалась серия непродолжительных видеороликов, сопровождаемая запахами, создаваемым феном ветром, шумом больших городов.
Первый шлем был описан и сконструирован инженером Айвеном Сазерлендом в 1967 году. Изображение для него генерировалось компьютером. Шлем был оснащен датчиками, отслеживающими движения головы, что позволяло динамически изменять изображение в зависимости от того, в какую сторону поворачивал голову пользователь.
Собственно, уже тогда исследователи пришли к выводу, что картинку для будущих устройств виртуальной реальности будет создавать компьютер. В 70-х годах компьютерная графика окончательно вытеснила фильмы, а мир виртуальной реальности перешел в 3D.
Первые симуляторы со шлемами были отнюдь не для потребительского рынка. На них тренировали летчиков и по своим возможностям они заметно уступали современным моделям. О геймерских устройствах тогда вряд ли кто-то думал, ведь рынка персональных компьютеров еще не существовало.
Задолго до появления первых VR устройств, шлемы искусственной реальности были описаны фантастами.
Для чего нужны очки ВР
VR очки нужны для организации стереоэффекта. Именно с их помощью создается иллюзия объемного изображения и в этом заключается основная функция ВР очков.
Как устроены
Принципиальное устройство современных шлемов ничем не отличается от устройства самых первых моделей. Внутри корпуса располагается экран или несколько экранов, перед которыми установлена перегородка и два окуляра с линзами. Габариты шлемов сравнительно невелики, поэтому их нередко называют очками. Впрочем, отличия есть. Шлемы оснащаются собственными дисплеями, тогда как в очках роль дисплея выполняет экран смартфона.
Конструкция шлема в классическом понимании, то есть с полностью закрытой головой, используется в основном в профессиональных моделях, применяемых для тренировки летчиков, моряков.
И в дешевых и в самых дорогих очках используется один и тот же принцип. Исходная картинка разбивается на два отдельных изображения для правого и левого глаза.
Присутствующая между окулярами перегородка позволяет разделить поле зрения человека на две области. Изображения для каждого глаза транслируются попеременно, но с высокой частотой, поэтому человеческий мозг воспринимает картинку как единое целое. В результате, плоское изображение становится объемным. На самом деле, стереоэффект обманывает мозг, но этого оказывается достаточным для того, чтобы человек ощутил себя в виртуальной реальности.
Эффект присутствия усиливается благодаря системе трекинга. ВР шлем оснащен датчиками (гироскопами, акселерометрами, магнитометрами), позволяющими отслеживать изменения его положения в пространстве. Дорогостоящие модели обладают еще и системой ИК-сенсоров, делающими отслеживание более обширным и точным. Изображение, которое видит человек на внутреннем мониторе очков, моментально изменяется в зависимости от того, в какую сторону и под каким углом он смотрит.
Разновидности ВР устройств
Несмотря на схожее устройство и общий принцип работы, VR устройства принято разделять на шлемы и очки. Правда, граница между ними не всегда заметна, особенно если сравнивать беспроводные очки для смартфона с 3Д шлемом на Android.
Шлем
Шлемы являются более технологичными устройствами. Они обладают собственными дисплеями, датчиками и сенсорами, могут быть оснащены продвинутой системой линз с тонкой настройкой. Обычно достаточно взглянуть на характеристики, чтобы получить полное представление о том, какие возможности предоставляет данное устройство. Как правило, шлем подключается к персональному компьютеру и для него доступно специальное ПО для настройки.
Самые крутые модели продаются с собственными компьютерами или ноутбуками, оснащенными мощными видеокартами и большим объемом оперативной памяти. Для геймеров даже выпускаются специальные небольшие ПК с аккумуляторами и рюкзаками для переноски. Это позволяет не обращать внимание на провода, которыми шлем подключается к ПК, и увеличивает свободу перемещений.
Есть и профессиональные модели. Зачастую они выглядят именно как шлем, полностью закрывая голову пользователя. Игровые модели редко выполняются в таком форм-факторе. Как правило, они больше похожи на очки VR для смартфонов, но с более продвинутой системой крепления и с одним или несколькими разъемами для подсоединения кабелей.
Очки
Если вы хоть раз ходили на сеанс 3D фильмов в кинотеатр, то наверняка имели дело с самыми простыми очками, внешний вид которых практически не отличается от обычных солнцезащитных очков. Это наиболее простой и дешевый вариант, но он подойдет лишь для кино.
Для android и для iPhone устройств существуют более интересные с технической точки зрения VR гаджеты. В качестве экрана в таких очках выступает мобильный телефон.
Разрешение современных дисплеев позволяет добиться относительно качественной картинки даже при условии, что экран будет поделен на две половинки (для правого и для левого глаза). Вычислительных мощностей смартфонов также вполне достаточно для запуска 3d игр, оптимизированных под мобильные устройства.
В чем отличия
Прямое сравнение проводных компьютерных шлемов с, как правило, беспроводными VR очками для Андроида и iOS вряд ли будет корректным — слишком уж отличаются возможности и модели применения.
Для шлемов доступны проработанные и сложные компьютерные приложения с качественной графикой. Хороший шлем обеспечивает гораздо более сильный эффект погружения в виртуальную реальность. Обработка данных происходит на ПК и это означает, что можно не переживать о недостатке производительности (конечно, лишь при условии, что компьютер изначально отвечает требованиям). Шлем обладает чуть большими размерами по сравнению с очками, но разница не столь критична. Основное ограничение – провода и необходимость использовать компьютер.
Недорогие автономные ВР очки не способны создать сильный эффект погружения, да и уровень графики не столь высок. Но зато очки можно взять с собой, не будучи привязанным к ПК. Потеря или поломка устройства вряд ли станет поводом для расстройства.
Стоит ли покупать
Вопрос о том, покупать или не покупать очки можно заметно упростить, если принять за аксиому тот факт, что с виртуальной реальностью должен познакомиться каждый. Если искусственный мир привлекает вас, вы без труда найдете применение новому VR-устройству.
Для начала мы рекомендуем приобрести недорогую модель ВР очков для смартфона. Во-первых, так вы сможете сразу понять, что они показывают и насколько качественно это делают. По описанию такие очки очень похожи друг на друга, поэтому советуем перед покупкой почитать обзоры.
Что касается компьютерных шлемов, то они требуют более серьезного подхода. Такие гаджеты недешево стоят и предъявляют повышенные требования к мощности ПК.
Плюсы и минусы
Дабы подвести итог под вышесказанным, перечислим основные преимущества и недостатки ВР устройств.
Очки для смартфонов
Плюсы
- Дешевизна
- Большой выбор
- Автономность
- Легкость в настройке и эксплуатации
Минусы
- Качество изготовления сильно зависит от производителя
- Эффект погружения выражен не очень сильно
- Уровень графики сравнительно невысок
- Качество картинки во многом зависит от модели смартфона
Компьютерные шлемы
Плюсы
- Практически полный эффект погружения
- Высокое качество графики
- Общее высокое качество изготовления
- Точное отслеживание перемещений шлема
Минусы
- Цена
- Высокие требования к ПК
- Отсутствие автономности
Советы по выбору
Лучший способ понять, что дают очки и что в них видно – отправиться в салон мобильной техники или в магазин электроники, и примерить одну или несколько моделей. Не забудьте взять с собой смартфон, ведь именно он будет использоваться для теста.
Приготовьтесь к тому, что выбор будет исчисляться десятками устройств. Обращайте внимание на общее качество изготовления, на качество используемых материалов, на присутствие света внутри одетых очков (его быть не должно).
Со шлемами все несколько сложнее, хотя лишь несколько брендов их производят. Не все модели представлены в нашей рознице и зачастую ориентироваться приходится преимущественно на отзывы других пользователей и на обзоры. Примерная цена на шлемы начинается от 500$, и это не дешево для компьютерной гарнитуры. Не забываем о требованиях к производительности компьютера. Без хорошей (и, значит, дорогой) видеокарты ничего не получится.
Рейтинг лучших очков и шлемов 2018
Распространенная проблема – человек хочет приобрести хорошие ВР очки, но не знает, как они называются, не помнит, как выглядят. Рынок развивается стремительно, и, если за ним не следить, то будет не просто войти в курс дела. Мы специально составили рейтинг актуальных устройств, приобретение которых вас вряд ли разочарует.
Для смартфона
- Zeiss VR ONE Plus
- HOMIDO V1
- Samsung Gear VR
- Fibrum Pro
Для ПК
- Oculus Rift CV1
- HTC Vive
- HP Windows Mixed Reality Headset
- Pimax 4K
Для консоли
- Sony Playstation VR
Автономные очки на Android
- Oculus Go — 64 GB
Какие устройства не нужно брать
Однозначно не стоит покупать самые дешевые модели очков для смартфонов. Ультрабюджетные девайсы обычно обладают хлипкой конструкцией, сделаны из некачественных материалов, пропускают внутрь много света. Нет смысла давать рекомендации по конкретным моделям, так как на рынке представлено очень много устройств.
Для компьютеров и приставок шлемов пока не очень много, и все они сделаны известными производителями электроники, то есть, как минимум, проблем с качеством можно избежать.
До сих пор на аукционах и в некоторых магазинах можно найти первые версии шлемов, например, Oculus Rift dk. Покупать их можно только при условии, что вы четко понимаете, что это уже устаревшая версия, и цена на нее не высока. Иначе лучше отдать предпочтение новым моделям с 4К экранами, большим количеством сенсоров и более продуманной эргономикой.
И еще, не пытайтесь найти в продаже детские очки. Возможно, на рынке есть несколько моделей, позиционируемых как детские, но правда в том, что детям знакомство с виртуальной реальностью может принести больше вреда, чем удовольствия. Головокружение и тошнота – частые спутники VR устройств. Так что не оставляйте собственное чадо без присмотра во время игры, контролируя его самочувствие.
Какие существуют аксессуары для очков
С контроллерами играть интереснее и удобнее. Хотя обычная мышь и клавиатура по-прежнему готовы помочь в управлении игровым персонажем, для ВиАр устройств существуют специальные гаджеты. Что можно делать с помощью контроллеров – зависит в большей степени от игры. В некоторых приложениях набор действий, доступных игроку, минимален, тогда как в других механика заточена именно под манипуляции с окружающим миром. Чем более интерактивна игра, тем интереснее окажется взаимодействие с джойстиком, геймпадом, перчатками или пультом.
Перчатки
Пожалуй, самый необычный аксессуар, доступный для ВР шлемов, это перчатки. На видео и фото они выглядят не менее футуристично, чем очки. Стоимость подобных устройств высока, однако они добавляют реализма в игру, позволяют выполнять все действия руками. Датчики отслеживают не только передвижения рук, но и движения пальцев.
Заинтересовавшие нас модели:
- CaptoGlove
- MANUS VR
Джойстики
Джойстики более доступны по цене, хотя стоимость отдельных моделей тоже не назовешь низкой. По большому счету любой ПК-совместимый джойстик сможет без проблем работать с компьютерным шлемом. Однако некоторые контроллеры, такие как, например, Oculus Touch, оснащаются дополнительными датчиками для отслеживания положения в пространстве.
Заинтересовавшие нас устройства:
- Razer Hydra PC
- Oculus Touch
- Контроллер для Xbox One
Джойстики для смартфонов
Управлять жестами смартфоном, вставленным в VR-очки, не получится. Нужно или голосовое управление видеоиграми (поддерживается далеко не во всех приложениях), или внешний пульт либо джойстик. При покупке обратите внимание на емкость встроенного аккумулятора джойстика и на поддержку беспроводного соединения.
Заинтересовавшие нас устройства:
- POWER A MOGA Pro Power
- Samsung Smartphone Gamepad
- SUNNYPEAK Wireless Bluetooth Gamepad
Топ перчаток и геймпадов
Нам кажется, что наилучшим выбором станут перчатки, но покупать их для игры на смартфоне нет смысла. А вот для компьютерных шлемов они пригодятся.
Наш общий топ по всем устройствам:
- CaptoGlove
- Oculus Touch
- POWER A MOGA Pro Power
Как подключать и во что играть
Подключение зависит от источника контента. Смартфон устанавливается в специальный разъем на корпусе VR очков, тогда как компьютерные шлемы подключаются к ПК. Для игровых консолей последнего поколения есть собственные шлемы, подключаемые к ним.
Подключение и настройка вряд ли вызовут трудности, просто следуйте инструкции, прилагаемой к комплекту.
Самый главный вопрос – во что играть. И на него мы сейчас попробуем ответить. Для геймеров были созданы десятки видеоигр, и их количество непрерывно увеличивается.
Список топ игр для компьютера, консоли и телефона
Для компьютера:
- Arizona Sunshine
- The Talos Principle VR
- Doom VFR
- Keep Talking and Nobody Explodes
- Obduction
- Skyworld
- Minecraft
Для консоли:
- The Playroom VR
- Sparс
- Call of Duty: Infinite Warfare Jack Assault VR
- Star Trek: Bridge Crew
- Arizona Sunshine
- Superhot VR
- RESIDENT EVIL 7 biohazard
Для телефона
- Mekorama VR
- Hunters Gate
- Need for Speed: No Limits VR
- Lamper VR: Firefly Rescue
- VR Space: The Last Mission
- Gunjack 2: End of Shift
- Anshar Wars 2
- Land’s End
- Augmented Empire
Заключение
Виртуальная реальность становится все доступнее. Недорогие VR очки по карману каждому, да и компьютерные шлемы не стоят баснословных денег. И хотя пока разница между искусственным и реальным мирами хорошо заметна, цифровые развлечения постепенно выходят на качественно иной уровень.
На этом наша статья подошла к концу. Не забывайте подписываться на новые обзоры и делиться полезными материалами в социальных сетях.
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