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{{see also|Terms|Technical Terms}} | {{see also|Terms|Technical Terms}} | ||
[[File:oculus rift dk11.jpg|350px|thumb|right|[[Oculus Rift DK1]] released in 2013]] | [[File:oculus rift dk11.jpg|350px|thumb|right|[[Oculus Rift DK1]] released in 2013]] | ||
A [[head-mounted display]] ('''HMD''') is a [[display]] [[device]], worn on the head or as part of a [[helmet]] (see [[Helmet-mounted display]]), that has a small display optic in front of one ([[monocular]] HMD) or each eye ([[binocular]] HMD). HMDs serve various purposes, including gaming, aviation, engineering, medicine, and are the primary delivery systems for [[Virtual Reality]] (VR), [[Augmented Reality]] (AR), and [[Mixed Reality]] (MR) experiences, particularly when supporting a seamless blend of physical and digital elements.<ref name="Sutherland1968">Sutherland, Ivan E. (1968-12-09). "A head-mounted three dimensional display". ACM Digital Library. Retrieved 2023-10-27. [https://dl.acm.org/doi/10.1145/1476589.1476686 | A [[head-mounted display]] ('''HMD''') is a [[display]] [[device]], worn on the head or as part of a [[helmet]] (see [[Helmet-mounted display]]), that has a small display optic in front of one ([[monocular]] HMD) or each eye ([[binocular]] HMD). HMDs serve various purposes, including gaming, aviation, engineering, medicine, and are the primary delivery systems for [[Virtual Reality]] (VR), [[Augmented Reality]] (AR), and [[Mixed Reality]] (MR) experiences, particularly when supporting a seamless blend of physical and digital elements.<ref name="Sutherland1968">Sutherland, Ivan E. (1968-12-09). "A head-mounted three dimensional display". ACM Digital Library. Retrieved 2023-10-27. [https://dl.acm.org/doi/10.1145/1476589.1476686]</ref><ref name="idc2025">IDC (25 March 2025). "Growth Expected to Pause for AR/VR Headsets, according to IDC". Retrieved 2025-05-15. [https://www.idc.com/getdoc.jsp?containerId=prUS53278025]</ref> | ||
HMDs function by presenting imagery, data, or a combination thereof directly to the wearer's visual field. Many modern HMDs are [[stereoscopic]], featuring separate displays or distinct images rendered for each eye to create a sense of depth through [[binocular disparity]]. Examples include VR headsets like the [[Meta Quest 3]] and [[Valve Index]]. Other HMDs, particularly earlier AR devices or specialized notification displays like the original [[Google Glass]], may be monocular, presenting information over only one eye.<ref name="GoogleGlassPatent">Heinrich, Jerome (assignee: Google Inc.) (2014-07-29). "Wearable display device". Google Patents. Retrieved 2023-10-27. [https://patents.google.com/patent/US8791879B1/en | HMDs function by presenting imagery, data, or a combination thereof directly to the wearer's visual field. Many modern HMDs are [[stereoscopic]], featuring separate displays or distinct images rendered for each eye to create a sense of depth through [[binocular disparity]]. Examples include VR headsets like the [[Meta Quest 3]] and [[Valve Index]]. Other HMDs, particularly earlier AR devices or specialized notification displays like the original [[Google Glass]], may be monocular, presenting information over only one eye.<ref name="GoogleGlassPatent">Heinrich, Jerome (assignee: Google Inc.) (2014-07-29). "Wearable display device". Google Patents. Retrieved 2023-10-27. [https://patents.google.com/patent/US8791879B1/en]</ref> | ||
The vast majority of consumer and enterprise VR and AR systems rely on HMDs. In AR applications, the display system is typically designed to be see-through, allowing digital information to be superimposed onto the user's view of the real world. These are often specifically termed [[Optical head-mounted display]]s (OHMDs), utilizing technologies like [[Waveguide (optics)|waveguides]] or [[beam splitter]]s.<ref name="AROpticsReview">Kress, Bernard C. & Starner, Thad (2018-11-01). "Optical see-through head-mounted displays: a review". ''Applied Optics''. '''57''' (31): 9311-9325. doi:10.1364/AO.57.009311. Retrieved 2023-10-27. [https://www.osapublishing.org/ao/abstract.cfm?uri=ao-57-31-9311 | The vast majority of consumer and enterprise VR and AR systems rely on HMDs. In AR applications, the display system is typically designed to be see-through, allowing digital information to be superimposed onto the user's view of the real world. These are often specifically termed [[Optical head-mounted display]]s (OHMDs), utilizing technologies like [[Waveguide (optics)|waveguides]] or [[beam splitter]]s.<ref name="AROpticsReview">Kress, Bernard C. & Starner, Thad (2018-11-01). "Optical see-through head-mounted displays: a review". ''Applied Optics''. '''57''' (31): 9311-9325. doi:10.1364/AO.57.009311. Retrieved 2023-10-27. [https://www.osapublishing.org/ao/abstract.cfm?uri=ao-57-31-9311]</ref> In VR applications, the display system is opaque, completely blocking the user's view of the real world and replacing it with a computer-generated virtual environment, aiming for high levels of [[immersion]] and [[presence]].<ref name="VRBookSlater">Slater, Mel & Sanchez-Vives, Maria V. (2016). "Chapter 1: Immersive Virtual Reality". ''Enhancing Our Lives with Immersive Virtual Reality''. Elsevier. ISBN 978-0128046377.</ref> Some modern VR HMDs incorporate external [[camera]]s to provide [[video passthrough]] capabilities, enabling a form of AR or "Mixed Reality" where the real world is viewed digitally on the opaque screens with virtual elements overlaid. | ||
==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 | 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) | 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> | ||
Throughout the 1970s and 1980s, HMD development continued primarily in military (especially for aviator helmet-mounted displays) and academic research labs, driven by organizations like the US Air Force and [[NASA]].<ref name="NASA_HMD">Fisher, S. S.; McGreevy, M.; Humphries, J.; Robinett, W. (1986-01-01). "Virtual Environment Display System". NASA Technical Reports Server. Retrieved 2023-10-27. [https://ntrs.nasa.gov/citations/19860018487 | Throughout the 1970s and 1980s, HMD development continued primarily in military (especially for aviator helmet-mounted displays) and academic research labs, driven by organizations like the US Air Force and [[NASA]].<ref name="NASA_HMD">Fisher, S. S.; McGreevy, M.; Humphries, J.; Robinett, W. (1986-01-01). "Virtual Environment Display System". NASA Technical Reports Server. Retrieved 2023-10-27. [https://ntrs.nasa.gov/citations/19860018487]</ref> The late 1980s and early 1990s saw a "first wave" of commercial VR interest, with companies like VPL Research, founded by [[Jaron Lanier]], popularizing the term "Virtual Reality" and developing HMDs like the "[[EyePhone]]". However, technology limitations (low [[resolution]], high [[latency]], limited processing power, high cost) prevented widespread adoption.<ref name="RheingoldVR">Rheingold, Howard (1991). ''Virtual Reality''. Simon & Schuster. ISBN 978-0671693633.</ref> Nintendo's [[Virtual Boy]] (1995), while technically an HMD, used red LED displays and lacked head tracking, failing commercially but remaining a notable early attempt at consumer VR.<ref name="VirtualBoyHistory">Edwards, Benj (2015-08-21). "Unraveling The Enigma Of Nintendo’s Virtual Boy, 20 Years Later". Fast Company. Retrieved 2023-10-27. [https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later]</ref> | ||
The modern era of consumer VR HMDs was effectively kickstarted by [[Palmer Luckey]]'s prototype [[Oculus Rift]] in the early 2010s, which demonstrated that high-quality, low-latency VR was becoming feasible with modern mobile display panels and [[sensor]]s. Its subsequent Kickstarter success and acquisition by [[Facebook]] (now [[Meta Platforms|Meta]]) spurred renewed industry-wide investment.<ref name="OculusKickstarter">Kickstarter. "Oculus Rift: Step Into the Game". Retrieved 2023-10-27. [https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game | The modern era of consumer VR HMDs was effectively kickstarted by [[Palmer Luckey]]'s prototype [[Oculus Rift]] in the early 2010s, which demonstrated that high-quality, low-latency VR was becoming feasible with modern mobile display panels and [[sensor]]s. Its subsequent Kickstarter success and acquisition by [[Facebook]] (now [[Meta Platforms|Meta]]) spurred renewed industry-wide investment.<ref name="OculusKickstarter">Kickstarter. "Oculus Rift: Step Into the Game". Retrieved 2023-10-27. [https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game]</ref> This led to the release of numerous consumer HMDs: | ||
*2014 - [[Google Cardboard]] popularised low-cost, smartphone-driven VR viewers.<ref name="cardboard2014">Time Magazine (28 Jan 2016). "Google’s New Head of Virtual Reality on What They’re Planning Next". Retrieved 2024-05-15. [https://time.com/4193755/google-cardboard-virtual-reality-clay-bavor-vr/ | *2014 - [[Google Cardboard]] popularised low-cost, smartphone-driven VR viewers.<ref name="cardboard2014">Time Magazine (28 Jan 2016). "Google’s New Head of Virtual Reality on What They’re Planning Next". Retrieved 2024-05-15. [https://time.com/4193755/google-cardboard-virtual-reality-clay-bavor-vr/]</ref> | ||
*2015 - [[Samsung Gear VR]] improved on the smartphone HMD concept with better optics and integrated controls.<ref name="gearvr2015">Wikipedia (24 Apr 2025). "Samsung Gear VR". Retrieved 2024-05-15. [https://en.wikipedia.org/wiki/Samsung_Gear_VR | *2015 - [[Samsung Gear VR]] improved on the smartphone HMD concept with better optics and integrated controls.<ref name="gearvr2015">Wikipedia (24 Apr 2025). "Samsung Gear VR". Retrieved 2024-05-15. [https://en.wikipedia.org/wiki/Samsung_Gear_VR]</ref> | ||
*2016 - The consumer [[Oculus Rift]] (CV1) and [[HTC Vive]] established high-end, PC-tethered VR with wide FOV and robust external tracking systems.<ref name="rift2016">Wikipedia (15 Apr 2025). "Oculus Rift". Retrieved 2024-05-15. [https://en.wikipedia.org/wiki/Oculus_Rift | *2016 - The consumer [[Oculus Rift]] (CV1) and [[HTC Vive]] established high-end, PC-tethered VR with wide FOV and robust external tracking systems.<ref name="rift2016">Wikipedia (15 Apr 2025). "Oculus Rift". Retrieved 2024-05-15. [https://en.wikipedia.org/wiki/Oculus_Rift]</ref><ref name="lighthouse">Valve Software (12 Feb 2025). "Valve Index Base Stations". Retrieved 2024-05-15. [https://www.valvesoftware.com/index/base-stations]</ref> [[PlayStation VR]] brought tethered VR to the console market. | ||
*2019 - [[Oculus Quest]] pioneered high-quality standalone (untethered) 6DoF VR using inside-out camera tracking (Oculus Insight).<ref name="insight2019">Meta Reality Labs (14 Aug 2019). "The Story Behind Oculus Insight Technology". Retrieved 2024-05-15. [https://tech.facebook.com/reality-labs/2019/8/the-story-behind-oculus-insight-technology/ | *2019 - [[Oculus Quest]] pioneered high-quality standalone (untethered) 6DoF VR using inside-out camera tracking (Oculus Insight).<ref name="insight2019">Meta Reality Labs (14 Aug 2019). "The Story Behind Oculus Insight Technology". Retrieved 2024-05-15. [https://tech.facebook.com/reality-labs/2019/8/the-story-behind-oculus-insight-technology/]</ref> [[Valve Index]] pushed fidelity in the PC VR space. | ||
*2023 - [[Meta Quest 3]] adopted the [[Pancake lens|pancake-style optics]] first introduced on the premium [[Meta Quest Pro]] (launched October 2022), and added high-resolution full-colour passthrough mixed reality plus a faster mobile chipset.<ref name="QuestProPancake">{{cite web |url=https://about.fb.com/news/2022/10/meta-quest-pro-social-vr-connect-2022/ |title=Meta Connect 2022: Meta Quest Pro, More Social VR and a Look Into the Future |website=Meta Newsroom |date=11 October 2022 |access-date=2025-04-29}}</ref><ref name="Quest3Features">{{cite web |url=https://www.roadtovr.com/quest-3-features-hands-on-preview/ |title=Quest 3 Features Confirmed in First Hands-on |website=Road to VR |date=12 June 2023 |access-date=2025-04-29}}</ref><ref name="Quest3Review">{{cite web |url=https://www.uploadvr.com/quest-3-review/ |title=Quest 3 Review: Excellent VR With Limited Mixed Reality |website=UploadVR |date=16 October 2023 |access-date=2025-04-29}}</ref> | *2023 - [[Meta Quest 3]] adopted the [[Pancake lens|pancake-style optics]] first introduced on the premium [[Meta Quest Pro]] (launched October 2022), and added high-resolution full-colour passthrough mixed reality plus a faster mobile chipset.<ref name="QuestProPancake">{{cite web |url=https://about.fb.com/news/2022/10/meta-quest-pro-social-vr-connect-2022/ |title=Meta Connect 2022: Meta Quest Pro, More Social VR and a Look Into the Future |website=Meta Newsroom |date=11 October 2022 |access-date=2025-04-29}}</ref><ref name="Quest3Features">{{cite web |url=https://www.roadtovr.com/quest-3-features-hands-on-preview/ |title=Quest 3 Features Confirmed in First Hands-on |website=Road to VR |date=12 June 2023 |access-date=2025-04-29}}</ref><ref name="Quest3Review">{{cite web |url=https://www.uploadvr.com/quest-3-review/ |title=Quest 3 Review: Excellent VR With Limited Mixed Reality |website=UploadVR |date=16 October 2023 |access-date=2025-04-29}}</ref> | ||
*2024 - [[Apple Vision Pro]] launched as a premium "spatial computer" featuring high-resolution Micro-OLED displays, advanced eye and hand tracking, and spatial video capabilities.<ref name="visionpro">Apple Newsroom (08 Jan 2024). "Apple Vision Pro available in the U.S. on February 2". Retrieved 2024-05-15. [https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/ | *2024 - [[Apple Vision Pro]] launched as a premium "spatial computer" featuring high-resolution Micro-OLED displays, advanced eye and hand tracking, and spatial video capabilities.<ref name="visionpro">Apple Newsroom (08 Jan 2024). "Apple Vision Pro available in the U.S. on February 2". Retrieved 2024-05-15. [https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/]</ref> | ||
==Core Concepts and Principles== | ==Core Concepts and Principles== | ||
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#*Magnification: They enlarge the small display image to fill a significant portion of the user's [[Field of View]] (FOV). | #*Magnification: They enlarge the small display image to fill a significant portion of the user's [[Field of View]] (FOV). | ||
#*Focus: They collimate the light or set the focal plane, typically at a distance of 1.5-2 meters or optical infinity, reducing eye strain compared to focusing on a screen inches away. | #*Focus: They collimate the light or set the focal plane, typically at a distance of 1.5-2 meters or optical infinity, reducing eye strain compared to focusing on a screen inches away. | ||
#*[[Distortion Correction]]: Simple magnification often introduces optical distortion (like pincushion distortion). The rendered image is typically pre-distorted (barrel distortion) in software to counteract the lens distortion, resulting in a geometrically correct view for the user.<ref name="LensDistortionVR">Oculus Developer Documentation. "Distortion Correction". Retrieved 2023-10-27. [https://developer.oculus.com/documentation/native/pc/dg-render-distortion/ | #*[[Distortion Correction]]: Simple magnification often introduces optical distortion (like pincushion distortion). The rendered image is typically pre-distorted (barrel distortion) in software to counteract the lens distortion, resulting in a geometrically correct view for the user.<ref name="LensDistortionVR">Oculus Developer Documentation. "Distortion Correction". Retrieved 2023-10-27. [https://developer.oculus.com/documentation/native/pc/dg-render-distortion/]</ref> | ||
#'''Eyes''': The light (photons) carrying the image information passes through the lenses and enters the user's pupils, forming an image on the retina. | #'''Eyes''': The light (photons) carrying the image information passes through the lenses and enters the user's pupils, forming an image on the retina. | ||
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===Tracking=== | ===Tracking=== | ||
Tracking the user's head movement is fundamental to creating immersive and interactive experiences, particularly in VR. As the user moves their head, the system updates the rendered images accordingly, making the virtual world appear stable and allowing the user to look around naturally. Failure to track accurately and with low latency can lead to disorientation and [[Motion sickness]] (often termed "cybersickness" in VR/AR contexts).<ref name="LaViolaMotionSickness">LaViola Jr., Joseph J. (2000). "A discussion of cybersickness in virtual environments". ''ACM SIGCHI Bulletin''. '''32''' (1): 47-56. doi:10.1145/333329.333033. Retrieved 2023-10-27. [https://ieeexplore.ieee.org/document/947376 | Tracking the user's head movement is fundamental to creating immersive and interactive experiences, particularly in VR. As the user moves their head, the system updates the rendered images accordingly, making the virtual world appear stable and allowing the user to look around naturally. Failure to track accurately and with low latency can lead to disorientation and [[Motion sickness]] (often termed "cybersickness" in VR/AR contexts).<ref name="LaViolaMotionSickness">LaViola Jr., Joseph J. (2000). "A discussion of cybersickness in virtual environments". ''ACM SIGCHI Bulletin''. '''32''' (1): 47-56. doi:10.1145/333329.333033. Retrieved 2023-10-27. [https://ieeexplore.ieee.org/document/947376]</ref> Tracking operates in multiple [[Degrees of Freedom]] (DoF): | ||
*'''[[Rotational Tracking]] (3DoF)''': Tracks orientation changes: pitch (nodding yes), yaw (shaking no), and roll (tilting head side-to-side). This is the minimum required for a basic VR experience where the user can look around from a fixed viewpoint. It is typically achieved using an [[Inertial Measurement Unit]] (IMU) within the HMD, containing sensors like: | *'''[[Rotational Tracking]] (3DoF)''': Tracks orientation changes: pitch (nodding yes), yaw (shaking no), and roll (tilting head side-to-side). This is the minimum required for a basic VR experience where the user can look around from a fixed viewpoint. It is typically achieved using an [[Inertial Measurement Unit]] (IMU) within the HMD, containing sensors like: | ||
*[[Accelerometer]]: Measures linear acceleration (and gravity). | *[[Accelerometer]]: Measures linear acceleration (and gravity). | ||
*[[Gyroscope]]: Measures angular velocity. | *[[Gyroscope]]: Measures angular velocity. | ||
*[[Magnetometer]]: Measures the local magnetic field (like a compass), used to correct for gyroscope drift, especially in yaw. [[Sensor fusion]] algorithms combine data from these sensors to provide a stable orientation estimate.<ref name="IMU_VR">Pell, Oliver (2017-07-12). "Use of IMU in Virtual Reality Systems". Analog Dialogue, Analog Devices. Retrieved 2023-10-27. [https://www.analog.com/en/technical-articles/imu-in-virtual-reality-systems.html | *[[Magnetometer]]: Measures the local magnetic field (like a compass), used to correct for gyroscope drift, especially in yaw. [[Sensor fusion]] algorithms combine data from these sensors to provide a stable orientation estimate.<ref name="IMU_VR">Pell, Oliver (2017-07-12). "Use of IMU in Virtual Reality Systems". Analog Dialogue, Analog Devices. Retrieved 2023-10-27. [https://www.analog.com/en/technical-articles/imu-in-virtual-reality-systems.html]</ref><ref name="imu">Wikipedia (20 Apr 2025). "Inertial measurement unit". Retrieved 2024-05-15. [https://en.wikipedia.org/wiki/Inertial_measurement_unit]</ref> | ||
*'''[[Positional Tracking]] (6DoF)''': Tracks both orientation (3DoF) and translation (movement through space: forward/backward, left/right, up/down). This allows the user to physically walk around, lean, crouch, and dodge within the virtual environment, significantly enhancing immersion and interaction. 6DoF tracking is achieved through various methods: | *'''[[Positional Tracking]] (6DoF)''': Tracks both orientation (3DoF) and translation (movement through space: forward/backward, left/right, up/down). This allows the user to physically walk around, lean, crouch, and dodge within the virtual environment, significantly enhancing immersion and interaction. 6DoF tracking is achieved through various methods: | ||
**'''[[Outside-in tracking]]''': External sensors (cameras or infrared emitters/detectors like [[Lighthouse (tracking system)|Valve's Lighthouse system]]) are placed in the room to track markers (passive reflective or active IR LED) on the HMD and controllers. Examples: Original Oculus Rift (Constellation), HTC Vive/Valve Index (Lighthouse).<ref name="LighthouseExplained">XinReality Wiki. "Lighthouse". Retrieved 2023-10-27. [https://xinreality.com/wiki/Lighthouse Link]</ref><ref name="lighthouse" /> | **'''[[Outside-in tracking]]''': External sensors (cameras or infrared emitters/detectors like [[Lighthouse (tracking system)|Valve's Lighthouse system]]) are placed in the room to track markers (passive reflective or active IR LED) on the HMD and controllers. Examples: Original Oculus Rift (Constellation), HTC Vive/Valve Index (Lighthouse).<ref name="LighthouseExplained">XinReality Wiki. "Lighthouse". Retrieved 2023-10-27. [https://xinreality.com/wiki/Lighthouse Link]</ref><ref name="lighthouse" /> | ||