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Head-mounted display: Difference between revisions

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*'''Display Panels & Optics''': Generate the visual output and direct it to the eyes (see Key Technical Specifications above).
*'''Display Panels & Optics''': Generate the visual output and direct it to the eyes (see Key Technical Specifications above).
*   '''[[Sensor]]s''': Detect movement, user input, and sometimes the environment.
*'''[[Sensor]]s''': Detect movement, user input, and sometimes the environment.
    *   [[Inertial Measurement Unit]] (IMU): Core component for rotational (3DoF) tracking. Essential for low-latency orientation updates.
**[[Inertial Measurement Unit]] (IMU): Core component for rotational (3DoF) tracking. Essential for low-latency orientation updates.
    *   [[Camera]]s: Crucial for modern HMDs. Can include:
**[[Camera]]s: Crucial for modern HMDs. Can include:
        *   Visible light cameras: Used for inside-out positional (6DoF) tracking, [[video passthrough]] (especially color passthrough), environment mapping, [[Hand tracking|hand tracking]].
***Visible light cameras: Used for inside-out positional (6DoF) tracking, [[video passthrough]] (especially color passthrough), environment mapping, [[Hand tracking|hand tracking]].
        *   [[Infrared]] (IR) cameras: Often used for inside-out tracking (less susceptible to ambient light changes), controller tracking (detecting IR LEDs on controllers), and [[eye tracking]].
***[[Infrared]] (IR) cameras: Often used for inside-out tracking (less susceptible to ambient light changes), controller tracking (detecting IR LEDs on controllers), and [[eye tracking]].
    *   [[Depth-sensing Cameras|Depth Sensors]]: (e.g., [[Time-of-flight camera|Time-of-Flight]], Structured Light, Active Stereo IR). Used in some AR/MR HMDs (like HoloLens, Vision Pro) for accurate [[Spatial analysis|spatial mapping]], environment understanding, hand tracking, and occlusion.
**[[Depth-sensing Cameras|Depth Sensors]]: (e.g., [[Time-of-flight camera|Time-of-Flight]], Structured Light, Active Stereo IR). Used in some AR/MR HMDs (like HoloLens, Vision Pro) for accurate [[Spatial analysis|spatial mapping]], environment understanding, hand tracking, and occlusion.
    *   [[Eye tracking|Eye Tracking Cameras]]: Small internal IR cameras pointed at the user's eyes to monitor gaze direction and pupil characteristics.
**[[Eye tracking|Eye Tracking Cameras]]: Small internal IR cameras pointed at the user's eyes to monitor gaze direction and pupil characteristics.
*   '''Processors''':
*'''Processors''':
    *   CPU/GPU: Handle rendering, tracking calculations, application logic (essential in standalone HMDs, often a mobile [[System on a chip|SoC]] like [[Qualcomm Snapdragon Spaces|Snapdragon XR series]]).
**CPU/GPU: Handle rendering, tracking calculations, application logic (essential in standalone HMDs, often a mobile [[System on a chip|SoC]] like [[Qualcomm Snapdragon Spaces|Snapdragon XR series]]).
    *   Specialized Processors: May include [[Vision Processing Unit]]s (VPUs) or [[Neural Processing Unit]]s (NPUs) to efficiently handle computer vision tasks (SLAM, hand/eye tracking) or [[Artificial intelligence|AI]] workloads, offloading the main CPU/GPU. Microsoft's [[Holographic Processing Unit]] (HPU) in HoloLens is an example.<ref name="HoloLensSensors">Microsoft Learn. "HoloLens 2 hardware". Retrieved 2023-10-27. [https://learn.microsoft.com/en-us/hololens/hololens2-hardware Link]</ref>
**Specialized Processors: May include [[Vision Processing Unit]]s (VPUs) or [[Neural Processing Unit]]s (NPUs) to efficiently handle computer vision tasks (SLAM, hand/eye tracking) or [[Artificial intelligence|AI]] workloads, offloading the main CPU/GPU. Microsoft's [[Holographic Processing Unit]] (HPU) in HoloLens is an example.<ref name="HoloLensSensors">Microsoft Learn. "HoloLens 2 hardware". Retrieved 2023-10-27. [https://learn.microsoft.com/en-us/hololens/hololens2-hardware Link]</ref>
*   '''Memory & Storage''': [[RAM]] for active processing and onboard [[Flash memory|storage]] (in standalone HMDs) for the operating system, applications, and media.
*'''Memory & Storage''': [[RAM]] for active processing and onboard [[Flash memory|storage]] (in standalone HMDs) for the operating system, applications, and media.
*   '''Audio System''': Integrated speakers, microphones, headphone jacks (see Key Technical Specifications above).
*'''Audio System''': Integrated speakers, microphones, headphone jacks (see Key Technical Specifications above).
*   '''Connectivity Hardware''': Wi-Fi, [[Bluetooth]] radios (especially in standalone HMDs), [[USB]] ports, video input ports (in tethered HMDs).
*'''Connectivity Hardware''': Wi-Fi, [[Bluetooth]] radios (especially in standalone HMDs), [[USB]] ports, video input ports (in tethered HMDs).
*   '''Power System''': [[Battery]] (in standalone or wireless HMDs), power regulation circuitry, charging ports (often USB-C).
*'''Power System''': [[Battery]] (in standalone or wireless HMDs), power regulation circuitry, charging ports (often USB-C).
*   '''Mechanical Structure & Ergonomics''': Housing, straps, facial interface, IPD adjustment mechanisms, thermal management (fans, heat sinks).
*'''Mechanical Structure & Ergonomics''': Housing, straps, facial interface, IPD adjustment mechanisms, thermal management (fans, heat sinks).
*   '''Input Mechanisms''': How the user interacts with the system.
*'''Input Mechanisms''': How the user interacts with the system.
    *   [[Motion Controllers]]: Handheld devices tracked in 3D space (usually 6DoF), typically including buttons, triggers, joysticks/touchpads, and [[Haptic technology|haptic feedback]]. Primary input for most VR systems (e.g., Meta Touch controllers, Valve Index controllers, PS VR2 Sense controllers).
**[[Motion Controllers]]: Handheld devices tracked in 3D space (usually 6DoF), typically including buttons, triggers, joysticks/touchpads, and [[Haptic technology|haptic feedback]]. Primary input for most VR systems (e.g., Meta Touch controllers, Valve Index controllers, PS VR2 Sense controllers).
    *   [[Hand tracking]]: Camera-based systems that track the user's bare hands and finger movements without requiring controllers. Offers natural interaction but lacks physical buttons and haptic feedback. Increasingly standard on standalone VR/MR headsets (Quest series, Vision Pro).
**[[Hand tracking]]: Camera-based systems that track the user's bare hands and finger movements without requiring controllers. Offers natural interaction but lacks physical buttons and haptic feedback. Increasingly standard on standalone VR/MR headsets (Quest series, Vision Pro).
    *   [[Eye tracking]]: Used for gaze-based selection, foveated rendering, and social presence.
**[[Eye tracking]]: Used for gaze-based selection, foveated rendering, and social presence.
    *   [[Voice Commands]]: Using built-in microphones and [[Speech recognition|speech recognition software]] for hands-free control.
**[[Voice Commands]]: Using built-in microphones and [[Speech recognition|speech recognition software]] for hands-free control.
    *   [[Brain-Computer Interface|Brain-Computer Interfaces]] (BCI): Experimental interfaces reading neural signals, potentially via electrodes integrated into the HMD, for direct thought control. Still largely in research phases for consumer HMDs (e.g., [[NextMind]], [[CTRL-labs]] research).
**[[Brain-Computer Interface|Brain-Computer Interfaces]] (BCI): Experimental interfaces reading neural signals, potentially via electrodes integrated into the HMD, for direct thought control. Still largely in research phases for consumer HMDs (e.g., [[NextMind]], [[CTRL-labs]] research).


==Applications==
==Applications==