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{{TOCRIGHT}}
{{TOCRIGHT}}
==Introduction==
'''Virtual Reality''' ('''VR''') is a computer-simulated artificial multisensory 3D environment that can mimic the properties and imagery of the physical world, be completely based in fantasy, or a mix of both. It involves technology that uses computer-generated environments to simulate a physical presence in a virtual world. The system uses position-tracking and responds to the user’s inputs. In VR, the senses are temporarily fooled into believing that the artificial environment is real. The goal of a true VR experience is to create [[presence]] - the feeling of physically being somewhere else, of being in another reality <ref name=”0”> Bierbaum, A.D. (2000). VR Juggler: A Virtual Platform for Virtual Reality Application Development. Masters of Science Thesis, Iowa State University, Iowa</ref>.
'''Virtual Reality''' or '''VR''' is a computer-simulated artificial world that can mimic the physical features of the environments in real life and in fantasy. In VR, all of our senses are fooled, temporarily, into believing that this artificial environment is real. The goal of a true VR experience is to create [[presence]], the feeling of physically being somewhere else, being in another reality.


Virtual Reality is an interactive and immersive medium that can be utilized to create unique experiences that are unattainable elsewhere. VR has the power to transform [[games]], [[films]] and other forms of media. Some enthusiasts call VR the "ultimate input/output device" or the "last medium" because any subsequent medium can be created within VR, using only software.
Virtual Reality is an interactive and immersive medium that can be used to create unique experiences that are unattainable elsewhere. VR has the power to transform [[games]], [[films]] and other forms of media. Some enthusiasts call VR the "ultimate input/output device" or the "last medium" because any subsequent medium can be created within VR, using only software <ref name=”0”></ref> <ref name=”6”></ref>.
   
   
While [[Augmented Reality]] enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore.
While [[Augmented Reality]] enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment.<ref name=”0”></ref><ref name=”6”></ref>
 
==Main characteristics==
 
'''Interactive -''' The user’s input controls the system and guides the behavior of the VR experience, while also modifying the virtual environment. This type of interaction engages the user, connecting him to the application in a more natural way since the environment responds directly to the stimuli <ref name=”0”></ref>.
 
'''Immersive -''' An immersive experience has to provide a sense of presence as well as a sense of engagement. Immersion can be divided into three different aspects:
 
'''1.''' According to Bierbaum (2000), “For a VR application to be immersive, it must be perceptually immersive by providing ‘the presentation of sensory cues that convey perceptually to users that they’re surrounded by the computer-generated environment.’” Therefore, the VR must provide the user with an all-encompassing sensory input <ref name=”0”></ref>.
 
'''2.''' The second aspect of immersion is the sense of presence. This implies that the VR experience must give the user the sense they are “in” the virtual world <ref name=”0”></ref>.
 
'''3.''' The final aspect is engagement. It is the degree “to which the user has a sense they are deeply involved in the environment.” <ref name=”0”></ref>
 
'''Multisensory -''' providing a virtual experience that uses multiple human sensory systems increases the level of immersion. While current VR systems cannot provide a full range of stimuli to all human senses, it is expected that in the future this problem will be solved and the VR experience will be completely or almost indistinguishable from reality. The more senses are involved in the VR experience, the higher the degree of engagement and, consequently, this results in a greater sense of presence <ref name=”0”></ref>.
 
'''Synthetic -''' The environment is artificial, created by a computer in real-time <ref name=”0”></ref>.


==Hardware Technologies==
==Hardware Technologies==
===Head-mounted Display===
===Head-mounted Display===
VR is currently created by '''[[head-mounted display]]s''' (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world.  
VR is created by [[head-mounted display]]s (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world.  


To create the illusion of depth, a display is placed very close to the users' eyes, covering their entire field of view. Two images that are very similar but have different perspectives are channeled into each eye to create [[parallax]], the visual phenomenon where our brains perceive depth based on the difference in the apparent position of objects.
To create the illusion of depth, a display is placed very close to the users' eyes, covering their entire field of view. Two images that are very similar but have different perspectives are channeled into each eye to create [[parallax]], the visual phenomenon where our brains perceive depth based on the difference in the apparent position of objects.
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==Platforms==
==Platforms==
'''[[visionOS]]''' - '''[[Apple Vision Pro]]'''
'''[[Oculus Rift (Platform)]]'''
'''[[Oculus Rift (Platform)]]'''
'''[[Oculus Quest (Platform)]]'''


'''[[SteamVR]]'''
'''[[SteamVR]]'''
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'''[[Windows 10 VR]]'''
'''[[Windows 10 VR]]'''


==Devices==
'''[[HP VR]]'''
{{see also|Virtual Reality Devices}}
 
{{:Virtual Reality Devices}}
'''[[Pico VR]]'''
 
'''[[Vive]]'''
 
===Additional Information===
[[VR Headset Demo Locations]]
 
==VR Headsets==
{{see also|VR Headsets}}
{{:VR Headsets}}


==Apps==
==Apps==
'''[[VR Apps]]'''
'''[[VR Apps]]'''


==Use Cases==
==Developer Resources==
{{see also|Virtual Reality Use Cases}}
===Game Engines===
{{:Virtual Reality Use Cases}}
[[Unity]]
 
[[Unreal Engine]]
 
===WebVR===


==Virtual Reality History timeline==
==Virtual Reality History timeline==
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===1956 - The Sensorama===
===1956 - The Sensorama===


Cinematographer Morton Heilig develops the Sensorama, which was patented only in 1962 and might be considered the first true VR system. It was an arcade-style cabinet that stimulated all the senses. It had a stereoscopic 3D display, stereo speakers, vibrating seat, fans, and a scent producer. It was intended to fully immerse the person in a film. Heilig created six short films for his invention titled Motorcycle, Belly Dancer, Dune Buggy, Helicopter, A date with Sabina and I’m a coca cola bottle! Heilig intended the Sensorama to be one in a line of products for the “cinema of the future”. Unable to secure financial backing, his vision never became reality <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”4”></ref> <ref name=”5”> Robertson, A. and Zelenko, M. Voices from a virtual past. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history</ref> <ref name=”6”> Mazuryk, T. and Gervautz, M. (1996). Virtual Reality - History, applications, technology and Future (Technical Report). Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-
Cinematographer Morton Heilig develops the Sensorama, which was patented only in 1962 and might be considered the first true VR system. It was an arcade-style cabinet that stimulated all the senses. It had a stereoscopic 3D display, stereo speakers, vibrating seat, fans, and a scent producer. It was intended to fully immerse the person in a film. Heilig created six short films for his invention titled Motorcycle, Belly Dancer, Dune Buggy, Helicopter, A date with Sabina and I’m a coca cola bottle! Heilig intended the Sensorama to be one in a line of products for the “cinema of the future”. Unable to secure financial backing, his vision never became reality <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”4”></ref> <ref name=”5”> Robertson, A. and Zelenko, M. Voices from a virtual past. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history</ref> <ref name=”6”> Mazuryk, T. and Gervautz, M. (1996). Virtual Reality - History, applications, technology and Future (Technical Report). Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf</ref>.
2-96-06Paper.pdf</ref>.


===1960 - First VR Head-Mounted Display===
===1960 - First VR Head-Mounted Display===
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Myron Kruegere developed a series of experiences called “Artificial Reality”. He developed computer-generated environments that responded to the people in it. He created several projects such as Glowflow, Metaplay, and Psychic Space leading to the development of the Videoplace technology. This enabled communication between people at a distance in a responsive computer-generated environment <ref name=”1”></ref>.
Myron Kruegere developed a series of experiences called “Artificial Reality”. He developed computer-generated environments that responded to the people in it. He created several projects such as Glowflow, Metaplay, and Psychic Space leading to the development of the Videoplace technology. This enabled communication between people at a distance in a responsive computer-generated environment <ref name=”1”></ref>.
===1975 - Videoplace===
Myron Kruegere created the Videoplace, which was the first interactive VR platform. The virtual reality surrounded the user and responded to movements and actions without the use of goggles or gloves. The Videoplace was a mix of several other artificial reality systems that he had developed <ref name=”6”></ref> <ref name=”7”> Freefly VR. Time travel through virtual reality. Retrieved from https://freeflyvr.com/time-travel-through-virtual-reality/</ref>.


===1982 - Sayre gloves===
===1982 - Sayre gloves===
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Before this date, even though there had been developments in VR, there wasn’t a term to describe the field. In 1987, Jaron Lanier (founder of the Visual Programming Lab, VPL) finally coined the term “virtual reality”. Lanier, through his company, developed a range of VR gear like the Dataglove and the EyePhone headset. The company also made the first surgical simulator, the first vehicle prototyping simulator, and the first architecture simulators <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”4”></ref>.
Before this date, even though there had been developments in VR, there wasn’t a term to describe the field. In 1987, Jaron Lanier (founder of the Visual Programming Lab, VPL) finally coined the term “virtual reality”. Lanier, through his company, developed a range of VR gear like the Dataglove and the EyePhone headset. The company also made the first surgical simulator, the first vehicle prototyping simulator, and the first architecture simulators <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”4”></ref>.
===1988 - Videoplace===
Myron Kruegere created the Videoplace, which was the first interactive VR platform. The virtual reality surrounded the user and responded to movements and actions without the use of goggles or gloves. The Videoplace was a mix of several other artificial reality systems that he had developed <ref name=”6”></ref> <ref name=”7”> Freefly VR. Time travel through virtual reality. Retrieved from https://freeflyvr.com/time-travel-through-virtual-reality/</ref>.


===1991 - Virtuality Group===
===1991 - Virtuality Group===
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===Virtual reality in the 21st century===
===Virtual reality in the 21st century===
 
After 1997, the public interest in VR saw a decrease in what is known as the [[first VR winter]]. Nevertheless, the first fifteen years of the 21st century had several advancements in the field of virtual reality. Computer technology, including small and powerful mobile technologies, increased in power while prices were getting more accessible <ref name=”1”></ref> <ref name=”4”></ref>.
After 1997, the public interest in VR saw a decrease. Nevertheless, the first fifteen years of the 21st century had several advancements in the field of virtual reality. Computer technology, including small and powerful mobile technologies, increased in power while prices were getting more accessible <ref name=”1”></ref> <ref name=”4”></ref>.
The interest in VR regained momentum after Palmer Luckey created the first prototype of the Oculus Rift, in 2011, and launched a kickstarter campaign for its development in 2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality blew up, with multiple companies investing in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices <ref name=”1”></ref> <ref name=”5”></ref> <ref name=”7”></ref>.
The interest in VR regained momentum after Palmer Luckey created the first prototype of the Oculus Rift, in 2011, and launched a kickstarter campaign for its development in 2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality blew up, with multiple companies investing in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices <ref name=”1”></ref> <ref name=”5”></ref> <ref name=”7”></ref>.


==References==
==References==
<references />
<references />


[[Category:Terms]]
[[Category:Terms]]
[[Category:Virtual reality]]