Head-mounted display: Difference between revisions
Appearance
Xinreality (talk | contribs) No edit summary |
Xinreality (talk | contribs) No edit summary |
||
Line 9: | Line 9: | ||
==History== | ==History== | ||
The concept of a head-mounted display dates back further than often realized. One of the earliest precursors was Morton Heilig's "Telesphere Mask" patented in 1960, a non-computerized, photographic-based stereoscopic viewing device intended for individual use.<ref name="HeiligPatent">Heilig, Morton L. (1960-10-04). "Stereoscopic-television apparatus for individual use". Google Patents. Retrieved 2023-10-27. https://patents.google.com/patent/US2955156A/en</ref><ref name="heilig1960">USPTO (28 June 1960). "US 2,955,156 | The concept of a head-mounted display dates back further than often realized. One of the earliest precursors was Morton Heilig's "Telesphere Mask" patented in 1960, a non-computerized, photographic-based stereoscopic viewing device intended for individual use.<ref name="HeiligPatent">Heilig, Morton L. (1960-10-04). "Stereoscopic-television apparatus for individual use". Google Patents. Retrieved 2023-10-27. https://patents.google.com/patent/US2955156A/en</ref><ref name="heilig1960">USPTO (28 June 1960). "US 2,955,156 - Stereoscopic-television apparatus for individual use". Retrieved 2024-05-15. https://patents.google.com/patent/US2955156A</ref> | ||
However, the first true HMD connected to a computer is widely credited to [[Ivan Sutherland]] and his student Bob Sproull at Harvard University and later the University of Utah, around 1968. Dubbed the "[[Sword of Damocles]]" due to its imposing size and the heavy machinery suspended from the ceiling required to support its weight and track head movement, it presented simple wireframe graphics in stereo. This system pioneered many concepts still fundamental to VR and AR today, including head tracking and stereoscopic viewing.<ref name="Sutherland1968"/><ref name="sutherland1968">Wikipedia (20 April 2025). "The Sword of Damocles". Retrieved 2024-05-15. https://en.wikipedia.org/wiki/The_Sword_of_Damocles_(virtual_reality)</ref> | However, the first true HMD connected to a computer is widely credited to [[Ivan Sutherland]] and his student Bob Sproull at Harvard University and later the University of Utah, around 1968. Dubbed the "[[Sword of Damocles]]" due to its imposing size and the heavy machinery suspended from the ceiling required to support its weight and track head movement, it presented simple wireframe graphics in stereo. This system pioneered many concepts still fundamental to VR and AR today, including head tracking and stereoscopic viewing.<ref name="Sutherland1968"/><ref name="sutherland1968">Wikipedia (20 April 2025). "The Sword of Damocles". Retrieved 2024-05-15. https://en.wikipedia.org/wiki/The_Sword_of_Damocles_(virtual_reality)</ref> | ||
Line 190: | Line 190: | ||
* '''Cost''': High-end HMDs remain expensive (>$1000), although capable standalone VR headsets have become more affordable (~$300-$500). Advanced AR/MR devices often cost several thousand dollars. | * '''Cost''': High-end HMDs remain expensive (>$1000), although capable standalone VR headsets have become more affordable (~$300-$500). Advanced AR/MR devices often cost several thousand dollars. | ||
* '''Social Acceptance''': Wearing bulky headsets, especially in public or social settings, remains a significant barrier for AR/MR aiming for all-day use. Privacy concerns related to onboard cameras are also relevant.<ref name="Koelle2020SocialAcceptability">Koelle, M.; Ananthanarayan, S.; Boll, S. (2020). "Social acceptability in HCI: A survey of methods, measures, and design strategies". ''Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems'': 1-19. doi:10.1145/3313831.3376101.</ref> | * '''Social Acceptance''': Wearing bulky headsets, especially in public or social settings, remains a significant barrier for AR/MR aiming for all-day use. Privacy concerns related to onboard cameras are also relevant.<ref name="Koelle2020SocialAcceptability">Koelle, M.; Ananthanarayan, S.; Boll, S. (2020). "Social acceptability in HCI: A survey of methods, measures, and design strategies". ''Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems'': 1-19. doi:10.1145/3313831.3376101.</ref> | ||
* '''Health and Safety''': Long-term effects of prolonged use on vision (especially in children) are still being studied. Physical risks include collision with real-world objects while immersed. Eye safety standards (for example [[IEC 60825-1]] for lasers in depth sensors) must be followed.<ref name="Turnbull2017OcularEffects">Turnbull, P. R. & Phillips, J. R. (2017). "Ocular effects of virtual reality headset wear in young adults". ''Scientific Reports''. '''7''' (1): 1-11. doi:10.1038/s41598-017-14811-x.</ref><ref name="laser">Laser Institute of America (02 Dec 2023). "ANSI Z136.1 | * '''Health and Safety''': Long-term effects of prolonged use on vision (especially in children) are still being studied. Physical risks include collision with real-world objects while immersed. Eye safety standards (for example [[IEC 60825-1]] for lasers in depth sensors) must be followed.<ref name="Turnbull2017OcularEffects">Turnbull, P. R. & Phillips, J. R. (2017). "Ocular effects of virtual reality headset wear in young adults". ''Scientific Reports''. '''7''' (1): 1-11. doi:10.1038/s41598-017-14811-x.</ref><ref name="laser">Laser Institute of America (02 Dec 2023). "ANSI Z136.1 - Safe Use of Lasers". Retrieved 2024-05-15. https://www.lia.org/resources/laser-safety-standards/ansi-z1361-safe-use-lasers</ref> Psychological effects regarding immersion, dissociation, or addiction potential warrant consideration.<ref name="MadaryMetzingerEthics2016">Madary, M. & Metzinger, T. K. (2016). "Real virtuality: A code of ethical conduct. Recommendations for good scientific practice and the consumers of VR-technology". ''Frontiers in Robotics and AI''. '''3''': 3. doi:10.3389/frobt.2016.00003.</ref> | ||
==Future Trends and Developments== | ==Future Trends and Developments== |