VR - Virtual Reality
XAVIER EVANS-JONES
VR - Virtual Reality XAVIER EVANS-JONES VR HOW DOES IT WORK? The - - PowerPoint PPT Presentation
VR - Virtual Reality XAVIER EVANS-JONES VR HOW DOES IT WORK? The popular VR headsets recently released such as the Oculus, HTC etc. Usually require three things to function. A PC, console or smartphone to run the app or game, a headset which
XAVIER EVANS-JONES
The popular VR headsets recently released such as the Oculus, HTC etc. Usually require three things to function. A PC, console or smartphone to run the app or game, a headset which secures a display in front of your eyes (which could also be the phone's display) and some form of input – such as head tracking, controls, hand tracking, on device buttons or voice. Headsets such as Oculus and PlayStation VR, are often referred to as HMD which means is that they are head mounted displays.
The goal of the hardware is to create what appears to be a life size 3D virtual environment without boundaries which are usually associated with screens. The lenses focus and reshape the picture for each eye and create a stereoscopic 3D image by angling the two 2D images to mimic how each of the eyes view the world. Most high-end headsets use 100 or 110 degree field of view which is just wide enough to be convincing rather than 360 which would be expensive and unnecessary.
minimum frame rate of around 60fps to avoid stutter or making users sick.
some headsets. A system called 6DoF (six degrees of freedom) plots your head in terms of your x, y and z axis to measure head movements forward and backwards, side to side and shoulder to shoulder,
accessory uses infrared sensor to track hand movements.
Some of the earliest ideas regarding around VR came from a book in the 1930s by science fiction writer Stanley G. Weinbaum. The idea of a pair of goggles that let the wearer experience a fictional world through holograms, smell, taste and touch.
In the mid 1950s cinematographer Morton Heilig developed the Sensorama which was a arcade-style theatre cabinet that would stimulate all the senses, not just sight and sound. Featuring various components such as smell generators and a vibrating chair. The Sensorama was intended to fully immerse the individual in the film. He also created six short films for his invention all of which he shot, produced and edited himself.
In 1969 The Sword of Damocles was the first VR head mounted display that was connected to a computer and not a camera. It was too heavy for any user to comfortably wear and was suspended from the ceiling. The user needed to also be strapped into the device. The computer generated graphics were very primitive wireframe rooms and objects.
1991 – Virtuality Group Arcade
range of arcade games and machines, in which players would wear a set of VR goggles and play on gaming machines with real time 3D visuals. 1993 – SEGA announce new VR glasses, for the Sega Genesis console in 1993 at the Consumer Electronics Show. However, technical development difficulties meant that the device would remain in prototype phase. 1995 – Nintendo Virtual Boy (originally known as VR-32) was a 3D game console that claimed to be the "first ever portable console that could display true 3D graphics". It failed due to lack of colour in the graphics, as games were in red and black. Furthermore, there was a lack in software support and it was difficult to use the console in a comfortable position.
1999 – The Matrix is released in theatres. Featuring characters that are living in a fully simulated world, with many unaware they do not live in the real world. Some films had some depictions
and Lawnmower Man in 1992, but the Matrix brought it to the mainstream market.
The release of the Oculus Rift, Vive and PlayStation VR. Developers releasing games and experiences for VR the majority of content still being short experimental examples, in hopes for it to pick up in the future years.
The Farm 51 released a report on the VR Market in 2015 on their predictions
They created a separate team that works on developing innovative technology called Reality 51, which takes virtual reality further beyond gaming, but directly connect to solely gaming alone.
It combines video games with educational software. It is the very first virtual tour around the Chernobyl and Pripyat area, compatible with multiple VR headsets, such as Oculus, PlayStation VR, Vive, or the mobile Samsung Gear VR solution. It aims to use advanced 3D scans, spherical photography, stereoscopic videos and augmented reality.
http://www.vrs.org.uk/virtual-reality/history.html http://virtualrealityresearchblogcharlesmm4.blogspot.co.uk/ 2014/12/1968-ivan-sutherlands-sword-of-damocles.html http://invisionstudio.com/the-history-of-vr-virtual-reality/ https://www.superdataresearch.com/market-data/virtual- reality-industry-report/ http://thefarm51.com/ripress/VR_market_report_2015_The _Farm51.pdf http://www.goldmansachs.com/our- thinking/pages/technology-driving-innovation-folder/virtual- and-augmented-reality/report.pdf https://www.wareable.com/vr/how-does-vr-work-explained https://www.grandviewresearch.com/press-release/global- virtual-reality-in-gaming-market