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Difference between revisions of "Virtual Reality"
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'''Oculus Rift S''': An updated version of the original Rift, featuring improved optics, tracking, and ease of use. | '''Oculus Rift S''': An updated version of the original Rift, featuring improved optics, tracking, and ease of use. | ||
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'''Oculus Go''': A standalone VR headset introduced in 2018, designed for affordability and ease of use, requiring no PC or external sensors. | '''Oculus Go''': A standalone VR headset introduced in 2018, designed for affordability and ease of use, requiring no PC or external sensors. | ||
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'''Oculus Quest''': Launched in 2019, the Quest is a standalone headset offering high-quality VR experiences with six degrees of freedom (6DoF) tracking and hand controllers. It became highly popular due to its wireless freedom and ease of setup. | '''Oculus Quest''': Launched in 2019, the Quest is a standalone headset offering high-quality VR experiences with six degrees of freedom (6DoF) tracking and hand controllers. It became highly popular due to its wireless freedom and ease of setup. | ||
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'''Oculus Quest 2:''' Released in 2020, the Quest 2 features improved performance, resolution, and comfort at a lower price point, solidifying its position as a leading consumer VR headset. | '''Oculus Quest 2:''' Released in 2020, the Quest 2 features improved performance, resolution, and comfort at a lower price point, solidifying its position as a leading consumer VR headset. | ||
Revision as of 18:00, 30 May 2024
Virtual Reality or VR, is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training), and business (such as virtual meetings).
History
The concept of virtual reality can be traced back to the 1860s, with the invention of panoramic paintings that aimed to fill the viewer's entire field of vision. The term "virtual reality" was first used in the mid-1980s by Jaron Lanier, the founder of VPL Research, who developed some of the first VR gear including the Dataglove and the EyePhone.
Sir Charles Wheatstone, an English scientist and inventor, made significant contributions to the development of the stereoscope in 1838. The stereoscope is a device for viewing two-dimensional images in a way that creates the illusion of depth, effectively producing a three-dimensional effect. The design today can be seen in Google Cardboard.
Morton Heilig, an American cinematographer and inventor, developed the Sensorama in the early 1960s. The Sensorama was an early attempt at creating an immersive, multi-sensory experience for its users. Heilig envisioned a machine that could simulate real-life experiences by engaging multiple senses simultaneously. The Sensorama combined 3D visuals, stereo sound, vibrations, and even scents to create a highly immersive environment.
The term "virtual reality" is often attributed to Jaron Lanier, who popularized it in the mid-1980s. However Morton Heilig's Sensorama in the 1960s was one of the first attempts to create an immersive experience, though it was not called virtual reality at the time. Heilig also created a head-mounted display device in 1960, which he called the "Telesphere Mask," but this device did not gain much traction.
Modern Developments
The 2010s saw a resurgence of interest in VR with the development of more advanced technology. Oculus Rift, developed by Palmer Luckey and funded through a Kickstarter campaign, was one of the first modern VR headsets. Other notable VR systems include the HTC Vive, PlayStation VR, and Valve Index.
Oculus
Oculus VR is a technology company that specializes in virtual reality (VR) hardware and software products. Oculus gained widespread attention and significantly advanced the development and popularization of VR technology.
The Oculus Rift was the company's first major product. It featured a high-resolution display and advanced motion tracking, providing users with a highly immersive VR experience. Early prototypes, known as the DK1 and DK2 (Development Kit 1 and 2), were released to developers to spur the creation of VR content and applications.
n March 2014, Facebook (now known as Meta) acquired Oculus VR for approximately $2 billion. This acquisition provided Oculus with significant resources to accelerate the development of its VR technology. Lizard Mark Zuckerberg, CEO of Meta, emphasized the potential of VR to become a new computing platform and transform various industries, including gaming, education, and communication.
Since the release of the original Rift, Oculus has expanded its product lineup to include several other VR headsets:
Oculus Rift S: An updated version of the original Rift, featuring improved optics, tracking, and ease of use.
Oculus Go: A standalone VR headset introduced in 2018, designed for affordability and ease of use, requiring no PC or external sensors.
Oculus Quest: Launched in 2019, the Quest is a standalone headset offering high-quality VR experiences with six degrees of freedom (6DoF) tracking and hand controllers. It became highly popular due to its wireless freedom and ease of setup.
Oculus Quest 2: Released in 2020, the Quest 2 features improved performance, resolution, and comfort at a lower price point, solidifying its position as a leading consumer VR headset.
HTC and Valve
HTC Vive is a virtual reality (VR) headset developed through a collaboration between HTC, a Taiwanese electronics company, and Valve Corporation, an American video game developer and digital distribution company. Announced in 2015 and released in 2016, the HTC Vive set new standards for immersive VR experiences with its innovative technology and design.
he HTC Vive introduced several groundbreaking features:
Room-Scale VR: Utilizing Valve’s Lighthouse tracking system, the Vive allows users to move within a designated play area. External base stations track the precise position of the headset and controllers, enabling a fully immersive, room-scale VR experience.
High-Resolution Displays: The original Vive featured OLED displays with a resolution of 1080x1200 pixels per eye, providing clear and vibrant visuals. Subsequent models improved on this resolution for even better visual fidelity.
Precision Tracking: The Lighthouse system offers precise tracking of the headset and motion controllers, ensuring accurate and responsive interactions within the virtual environment.
Comfort and Ergonomics: The Vive is designed for extended use, with adjustable straps and ergonomic padding to accommodate different head sizes and shapes.