Currently standard virtual reality (VR) systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.
The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence. The development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds". Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality. The first references to the more modern concept of virtual reality came from science fiction.
Antonin Artaud and the Theatre of Cruelty. |
Modern VR headsets now fit under one of three categories: Mobile, tethered, or standalone. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around €100, and because all of the processing is done on your phone, you don't need to connect any wires to the headset.
VR headset resolutions. |
While they can offer a taste of VR, mobile headsets don't provide the full experience. They tend to offer three-degrees-of-freedom (3DOF) motion tracking, following your direction but not your position. They also only come with one motion controller, which is also 3DOF-only. You don't get the same immersiveness you do with six-degrees-of-freedom (6DOF) motion tracking and dual motion controllers, which might be why Google and Samsung have been largely quiet lately about their mobile headsets. The Nintendo Labo VR Kit is its own unique case, but it's more of a novelty for Switch owners.
Nintendo Labo VR. |
Tethered – headsets that act as a display device to another device, like a PC or a video game console, to provide a virtual reality experience. The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking.
Oculus Rift. |
Standalone VR headsets, which have built-in screens, processors, and storage, have emerged as an interesting middle ground if you’re a hobbyist who doesn’t want to spend the money on a top-of-the-line gaming PC and PC VR headset but does want a step up from a mobile headset that requires you to slot in a smartphone to serve as its screen. The recently released Oculus Quest, however, has really sold us on this category. The Quest uses similar outward-facing cameras to the new Rift S to provide 6DOF motion tracking, and uses the same Oculus Touch motion controls. Combined with a faster Snapdragon 835 processor compared with the Oculus Go's Snapdragon 821, the Quest offers a much more compelling and immersive VR experience, all without the unwieldy cable or PC requirement of the Rift S.
Oculus Go. |
Virtual reality can be described as one of the most important inventions of the modern world. Initially when computer was invented, it did not have much uses. With time, many improvements were made and computer started taking an important place at offices, homes and industries. Development of internet was a remarkable addition and it made the computer a necessity for every work place as well as homes. Likewise virtual reality was developed initially with a very basic knowledge. But now, it has started taking an important place at many work places especially those professions which are related to computer and technology. Still studies are being carried out in order to make further improvements in it, and we can predict its importance in the upcoming time mainly because of the reason that the virtual reality enables a person to visit any place or environment where it is sometimes practically impossible to go in person.
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