Virtual Reality: Difference between revisions
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==Hardware Technologies== | ==Hardware Technologies== | ||
===Head-mounted Display=== | ===Head-mounted Display=== | ||
VR is | 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]]''' | '''[[visionOS]]''' - '''[[Apple Vision Pro]]''' | ||
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===WebVR=== | ===WebVR=== | ||
==Virtual Reality History timeline== | ==Virtual Reality History timeline== | ||
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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]] | |||