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Virtual Reality

The term “virtual reality” gets thrown around a lot these days, but what does it actually mean? And more importantly, what implications does it have for businesses and technology leaders? There are many different types of VR systems on the market, each with its own strengths and weaknesses. It can be difficult to determine which system is right for your business or project. This guide will explain what virtual reality is, the different types of VR systems available, and the different types of experiences that can be created with VR.

What is Virtual Reality (VR)?

Virtual reality (VR) is a computer-generated environment that simulates reality through interactive devices such as goggles, headsets, gloves, or body suits. It enables a person to interact with an artificial 3-D visual or other sensory environment that appears to be real, making the user feel they are immersed in their surroundings. VR applications use motion sensors to pick up the user's movements and adjust the view on the screen accordingly, usually in real-time, giving the illusion of "being there" (telepresence). The user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to their head turnings and steps. VR also allows users to wear data gloves equipped with force-feedback devices that provide the sensation of touch, enabling them to pick up and manipulate objects that they see in the virtual environment. Virtual reality is used in various fields, such as video games, education, healthcare, and sports training to improve the quality of training and maximize performance. The history of virtual reality dates back to the mid-1950s, and its development was funded by the federal government, particularly the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration (NASA).

What are the hardware and software components of a VR system?

1. Hardware components: VR headset, display device, sensors, input devices, audio devices

A VR system typically consists of various hardware components that enable users to experience an immersive virtual environment. These hardware components include VR headsets and head-mounted devices that display visual screens and often include sound and motion-tracking sensors or cameras. There are three main types of VR headsets, including PC-based headsets, standalone headsets, and mobile headsets. In addition to headsets, VR systems use accessories such as 3D mice, optical trackers, wired gloves, motion controllers, omnidirectional treadmills, and even smelling devices to improve the overall immersive experience. VR hardware also uses sensors to track user movements, such as button presses, hand, head, and eye movements. Overall, VR hardware produces stimuli that manipulate the user's senses, allowing for a fully immersive experience.

2. Software components: 3D graphics software, VR tracking software, VR content creation tools, VR platform software, VR game engines

The software components needed for a VR system include VR software development kits (SDKs), visualization software, content management systems software, game engine software, social platforms software, and training simulator software. The VR software development kits provide a base to design, build and test VR experiences. In contrast, visualization software allows users to experience aggregated data in a virtual environment to understand what data means fully. Content management systems software is used to collect, store and analyze VR content in a centralized location. Game engine software is used by developers to create a VR video game experience. Social platforms software allows users to collaborate from remote locations in VR, and training simulator software works for almost any industry for employee training in immersive environments. Additionally, there are non-headset VR options like Spatial, VRChat, and RecRoom that allow users without headsets to connect to the same environment and interact with one another.

What types of use cases can virtual reality be used for?

1. Education

Virtual reality can be used for educational purposes in various ways. It allows students to explore, experience, and become immersed in virtual environments. VR can supplement the teaching of any subject or topic and allows educators to engage with various learning styles. Students can walk through a rainforest and discover different animals and vegetation or explore historical events and places. VR can also be incorporated into the classroom curriculum to teach personal and social skills, breaking down barriers of location and communication. Additionally, VR can train effectively without risk of injury and with on-demand, repeat training. This is highly useful in classrooms, the military, surgeons, and commercial pilots, who are mass adopting VR to rapidly upskill, train, and deploy new arrivals to streamline labor processes.

2. Entertainment

Virtual reality can be used for entertainment purposes in many ways. One of the most obvious applications is in immersive films and video games. Virtual reality can provide an unparalleled level of immersion and interactivity that traditional films and games cannot. This can make the experience more engaging and memorable for the user. In addition to this, virtual reality can be used to create new types of entertainment experiences that are not possible in the real world. For example, users can explore virtual environments, interact with virtual characters, and experience virtual events that would be too dangerous, expensive, or impractical to do in reality. As virtual reality technology becomes mainstream, we expect to see more innovative and exciting entertainment applications emerge.

3. Gaming

Virtual reality (VR) has been traditionally used for gaming, providing players with an immersive and interactive experience. VR gaming allows players to feel like they are present within the game, with the ability to move around and interact with the game world. This application of VR is achieved through the use of 3D television, computers, computer graphics, and psychology. With VR, players can experience a feeling of presence in the game world, which enhances their gaming experience. Additionally, VR gaming can provide a sense of realism that is impossible with traditional gaming systems.

4. Sports

Virtual reality can be used for sports in various ways. One of the most prominent uses is in training and preparation for athletes. With VR, athletes can simulate game scenarios and practice their moves in a virtual environment that mimics the real world. This can help them improve their skills and decision-making abilities in a safe and controlled setting. Additionally, VR can provide fans with immersive experiences during live sporting events. For example, they can be transported to the sidelines or even the locker room, making them feel like they are part of the action. VR can also be used for sports broadcasting, providing viewers a more dynamic and engaging experience. With VR, viewers can switch between camera angles and get a 360-degree view of the game. Virtual reality can revolutionize the sports industry by enhancing training, fan engagement, and broadcasting.

5. Training

Virtual reality is a good tool for training because it allows learners to train effectively with their current skill sets without risk of injury and with on-demand, repeat training. VR is highly useful and even incorporates biometric data such as attention and gaze, eye tracking, response times, and accuracy to determine user progress. Many verticals are rapidly adopting VR for training new recruits, onboarding new hires, educating students, and furthering education with low-cost, on-demand mobile solutions. This eliminates the need for large-scale facilities such as pilot training centers, which require expensive, highly-booked training. Classrooms, the military, surgeons, and commercial pilots are mass adopting VR to rapidly upskill, train, and deploy new arrivals to streamline labor processes. Therefore, virtual reality is a good tool for training because it provides a safe, effective, and efficient way to train individuals without putting them or others at risk.

6. Healthcare

Virtual reality can be used in healthcare in various ways. One example is VR simulations that enable medical students and staff to immerse themselves in high-risk pediatric trauma situations. This allows them to practice and learn in realistic workplace conditions, helping them hone the skills they need to treat patients and ultimately deliver better care. VR is also used in pain management by distracting patients' brains from confusing pain pathways and providing relief. Additionally, VR is used in treating PTSD by allowing medical experts to understand patients' conditions and devise ways of solving problems. VR can also manage and treat social disorders by monitoring anxiety symptoms, such as breathing patterns, and giving anxiety medication based on those outcomes. Overall, virtual reality has the potential to transform how healthcare providers train, communicate, and deliver care to patients.

7. Travel

Virtual reality can be used for travel in several ways. Firstly, it can be used to simulate travel experiences, allowing travelers to explore and experience different destinations virtually before making a decision on where to travel. This can help travelers to get a better understanding of what a destination has to offer and can help them to plan their trip more effectively. Secondly, virtual reality can create immersive travel experiences, allowing travelers to feel in a different place. This can be particularly useful for people unable to travel due to physical or financial constraints. Finally, virtual reality can create virtual tours of different destinations, allowing people to explore different parts of the world without leaving their homes. This can be useful for people interested in travel but unable to travel due to health or other reasons. Overall, virtual reality has the potential to revolutionize the travel industry, making it more accessible and immersive for people worldwide.

8. Retail

Virtual reality (VR) in retail is a technology that is still in its early stages, but it is expected to generate $1.8 billion by 2022, according to a report by ABI Research. VR technology in retail and marketing offers companies a competitive advantage by allowing them to stay up-to-date with current trends and patterns. VR can help vendors plan, design, research, and engage customers. One example of a VR shopping solution is 3D Cloud by Marxent, which offers a white-glove service and an easy turnkey implementation informed by years of experience and hundreds of VR installations. Their unique VR approach pairs the easy-to-use 3D Cloud-powered 3D Room Planner with a VR experience that wows customers, supercharges sales, and slashes returns. Customers can explore the space they built in VR mode with their 360° Panoramas that render in under two minutes, which can be used for designer presentations, social media marketing, or a website gallery. Overall, virtual reality can be used in retail to offer customers a unique and immersive shopping experience that can boost sales and customer confidence.

9. Real estate

Virtual reality can be used in the real estate industry by offering tours of high-end homes to prospective homebuyers, allowing them to skip the hassle of in-person viewings. Sotheby's International Realty has started offering such tours in virtual reality. This type of VR for real estate is not the same as virtual real estate that can be owned in the metaverse. This innovative use of VR in real estate is significant as it saves prospective homebuyers time and effort while also providing a more immersive experience of the property.

10. Arts and culture

Virtual reality can be used for arts and culture in several ways. Firstly, some museums and galleries offer virtual visits or immersive experiences to help understand the history and culture associated with each work. This allows people to explore different places and artworks from the comfort of their own homes. Secondly, VR can create immersive experiences transporting users to a specific time or place. For example, users can virtually visit ancient ruins or attend a concert or theater performance. Thirdly, VR can create interactive art installations that respond to the user's movements and actions, creating a unique and personalized experience. Virtual reality provides a new way to experience and appreciate art and culture, breaking down physical and geographical barriers.

11. Social networking

While virtual reality (VR) has not yet been widely adopted for social networking, there are several ways it could be used in the future. One possibility is that VR could be used to create immersive virtual environments where people can interact with each other as avatars in real time. This could provide a more engaging and interactive experience than traditional social media platforms, allowing people to connect with each other on a more personal level. Another potential use for VR in social networking is to create virtual events or conferences where people from all over the world can come together in a shared virtual space. This could be especially beneficial for those unable to attend physical events due to geographical or physical limitations. Additionally, VR could be used as a tool for remote collaboration, allowing people to work together on projects in a virtual environment. While these are just a few examples of how VR could be used for social networking, it is clear that there is a lot of potential for this technology to transform the way we connect with each other online.

12. Advertising and marketing

Virtual reality can be used for advertising and marketing in various ways. One of the most effective ways is through immersive ads that offer a unique and engaging experience for consumers. This can be achieved by creating virtual reality experiences that showcase a brand's products or services creatively and interactively. For instance, a car manufacturer can use VR to allow potential customers to take a virtual test drive of their latest models.

Another way that VR can be used for marketing is by creating virtual shopping experiences. This allows customers to browse and purchase products in a virtual store without leaving their homes. This is particularly useful for businesses that operate online, as it can help to create a more engaging and memorable shopping experience for their customers.

VR can also be used for market research and product design. Companies can create virtual prototypes of their products and test them with focus groups to get feedback on their design and features. This can help businesses to refine their products and ensure that they are meeting the needs of their target audience.

In summary, virtual reality can be used for advertising and marketing in various ways, including immersive ads, virtual shopping experiences, and market research. It offers companies a competitive advantage by providing unique and engaging experiences for their customers while also helping them to stay up to date with current trends and patterns in the market. As technology evolves, we can expect to see even more innovative uses of VR in the advertising and marketing industry.

13. Automotive industry

Virtual reality can be used in the automotive industry in various ways. One of the significant benefits of VR is its ability to provide immersive training experiences. In the automotive industry, VR can train employees to operate new equipment and machinery without the risk of injury or damage to the equipment. Additionally, VR can also be used in the design and development of new cars and automotive parts. Engineers and designers can use VR to visualize and test new designs before creating physical prototypes, saving time and resources. Another application of VR in the automotive industry is in sales and marketing. VR can create virtual showrooms where customers can explore and interact with different car models without leaving their homes. This can increase customer engagement and lead to more sales. Finally, VR can also be used in the maintenance and repair of vehicles. Mechanics can use VR to simulate complex repair procedures and identify potential issues before starting work on the actual vehicle. Overall, VR has the potential to revolutionize the way the automotive industry operates, from design and development to sales and maintenance.

14. Military and defense

Virtual reality (VR) has become an essential tool in military and defense training. VR is used to simulate different situations for training soldiers on responding in different situations. The military uses VR to prepare soldiers for combat, which includes training simulations for weapons handling, vehicle operations, and combat scenarios. VR training provides soldiers with an immersive and realistic environment that simulates combat situations without putting them in danger. This type of training is cost-effective, efficient, and safe, and it helps soldiers to be better prepared for the real battlefield. VR can also be used for military intelligence gathering, where soldiers can simulate enemy territory and gather intelligence before deploying troops. Additionally, VR can train pilots and other personnel on operating and maintaining military equipment. In summary, VR is an essential tool for military and defense purposes, providing cost-effective and safe training for soldiers, preparing them for combat situations, and gathering intelligence.

How does Virtual Reality technology work?

Step 1: Learn about the different types of virtual reality technology, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and 360-degree video.

Virtual reality technology is an immersive experience that uses VR headsets or closed head-mounted displays (HMDS) to insulate and transpose the user to an alternative world completely. The technology works by utilizing sensors to track the user's head movements to create an illusion that they are in an alternate world without visibility of the real world. The users can interact with the virtual environment by moving their heads or using a handheld controller. The virtual environment is created using computer-generated images or video content that is displayed on the VR headset, which is specially designed to block out any external light or sound. The VR headset creates a 3D image projected onto two small screens, one for each eye, to create a sense of depth and immersion. The result is a completely immersive experience that can be used for gaming, education, training, and many other applications.

Step 2: Understand the basics of eye and brain function and how they relate to the 3D VR experience.

Our eyes and brain work together to create the 3D VR experience by mimicking how the eye and brain form visuals in the real world. The human eyes are about three inches apart and form two slightly different views, which the brain fuses to create a sense of depth or stereoscopic display. VR applications replicate this phenomenon by showing two identical pictures to offset the view for each eye, fooling the viewer's brain into perceiving a sense of depth and accepting the illusion of a multi-dimensional image. Mimicking human perception in virtual reality requires knowing how to fool the senses to know the most important stimuli and what is acceptable for subjective viewing, as our human body perceives the world through body senses that respond differently to different stimuli. The proper functioning of a VR system requires one to know how to synchronize all stimuli, with human vision providing the most information to the brain, followed by hearing, touch, and other senses. Virtual reality simply tries to simulate human perception (the brain's interpretation of the senses) in the real world, and it is considered immersive when the simulated and the real world are as much similar as possible. However, if the simulation is too wrong, the user may experience cyber-sickness or motion sickness, which happens when the simulated and the real world are different. The perception is, therefore, confusing to the brain.

Step 3: Find the requirements for a quality VR experience, such as the frame rate, response time, and resolution.

According to the research, several requirements exist for a quality virtual reality (VR) experience. Firstly, a plausible and detailed virtual world or simulation is needed to explore. Secondly, a powerful computer is required to detect movements and adjust the experience in real time so that what is seen or heard changes as quickly as the user moves. Finally, hardware such as a head-mounted display (HMD) with two screens and stereo sound, or sensory gloves, is needed to immerse the user in the virtual world fully. In addition to these requirements, two primary technical requirements must be met for a successful VR experience. The first technical requirement is that the scene be re-rendered from the user's current point of view as they move around. The frame rate at which the scene is re-rendered depends on the application, but for a sense of spatial presence, a minimum frame rate of 10 frames per second is required. While motion at this frame rate is discontinuous, the cognitive system will interpret the resulting images as three-dimensional objects in the virtual environment.

The second technical requirement is that interactive objects in the environment must continuously respond to the user's commands with only a small delay. The length of the delay that can be tolerated depends on the application, but for applications like a virtual wind tunnel, delays of up to about a tenth of a second can be allowed. Longer delays will result in a significantly degraded ability to control objects in the virtual environment.

In summary, a quality VR experience requires a plausible and detailed virtual world, a powerful computer to adjust the experience in real-time, and hardware to immerse the user in the virtual world fully. Additionally, meeting the technical requirements of re-rendering the scene from the user's point of view and interactive objects responding to commands with minimal delay is crucial for a successful VR experience.

Step 4: Research the latest VR headsets to determine which one is the best for your needs.

It is important to research different VR headsets before purchase because many options are available in the market, and each headset has unique features and capabilities. Virtual reality headsets have evolved significantly, from clunky tools requiring constant connectivity with computers to standalone, lightweight solutions with greater immersive capabilities. Some of the leading companies, like Meta Platforms, Pico Interactive, HTC VIVE, Lenovo, and Varjo Technologies, among others, have been leading global markets with their devices. These headsets offer users cutting-edge technologies, often with 6 degrees of freedom, spatial audio, foveated rendering, and bespoke hand, face, and eye tracking for avatar movement and gaming. Manufacturers have also improved pixel densities and image sharpness using pancake lenses. These fold light several times over as they pass through lenses, eliminating larger form-factored Fresnel lenses from previous generations. Therefore, to make an informed decision about which headset to purchase, one needs to consider factors such as the type of VR headset required, compatibility with devices, access to online or offline content, and the intended use of the headset, among others.

Step 5: Explore the different applications of VR technology, such as in retail and gaming.

Virtual reality technology can be used in gaming and retail in various ways. Gaming is the most traditional application of VR, providing users with immersive experiences. In retail, VR assists shoppers in virtually trying on clothing and accessories to help with purchasing decisions. Moreover, the automotive industry uses VR to experiment with new automobile designs. In addition, VR is used in law enforcement and military training and education. It is also used in advertising as immersive ads are very effective in marketing campaigns. VR is widely applied in the tours and tourism industry, such as virtual exploration of travel destinations to help travelers make choices before doing actual visits. In conclusion, VR adds a new layer to entertainment, but it has the potential to transform how we play, work, learn, communicate, and experience the world around us.

Step 6: Stay informed about the latest developments in the VR industry, such as the Metaverse, and the release of new headsets.

Staying informed about the latest developments in the VR industry can benefit someone who wants to use VR technology. As the technology has evolved significantly over the years, it has become smaller, lighter, more comfortable, and with faster processing, which has resulted in greater immersive capabilities. Leading companies like Meta Platforms, Pico Interactive, HTC VIVE, Lenovo, and Varjo Technologies, among others, have been leading global markets with their devices. They offer cutting-edge technologies, often with 6 degrees of freedom, spatial audio, foveated rendering, and bespoke hand, face, and eye tracking for avatar movement and gaming. By staying informed about the latest developments in the VR industry, users can keep up with the latest trends and advancements in VR technology and choose the best headset that suits their needs. Moreover, as VR is quickly gaining attention as a powerful tool for essential enterprise purposes beyond entertainment, staying informed can help users understand the potential for PTSD treatment, pain relief, education, and design. Finally, as vendors learn how to build engaging VR experiences, both with hardware and software development, staying informed can help users unlock the potential to make the virtual world, the Metaverse, a real reality.

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Step 7: Familiarize yourself with the safety guidelines for using VR technology. ===

When using VR technology, there are several safety guidelines that users should be aware of. Firstly, young children may respond to VR differently than adults, as studies have shown that they may experience higher levels of presence and "realness" in virtual environments. This may affect their ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Additionally, exposure to violent content in VR, such as VR porn or violent video games, may affect attitudes, behavior, and self-concept, particularly in adolescents. It is important to conduct further research on VR consumer behavior and its effects on children and to establish a code of ethical conduct involving underage users. For adult users, it is important to take breaks when using VR technology to avoid eye strain, nausea, and dizziness. Users should also be aware of their surroundings and avoid using VR in areas where they may trip or bump into objects. Lastly, when using VR for practical training purposes, it is important to ensure that the simulated environment is as close to reality as possible to avoid any potential risks or hazards. Users must be aware of the potential risks and guidelines when using VR technology to ensure a safe and enjoyable experience.

What are some popular devices in the market for using VR technology?

1. Oculus Quest 2

The Oculus Quest 2 is a standalone VR device that offers advanced VR gaming and experiences. It was released in 2020 and has since gained popularity among VR enthusiasts. It features a high-resolution display, a powerful processor, and six degrees of freedom (6DoF) tracking, which allows users to move around in a virtual environment without being tethered to a computer or console. The device is also very affordable, with a price point of $299, making it accessible to a wider audience. Moreover, it has a growing library of games and apps, including popular titles such as Beat Saber, Superhot VR, and Vader Immortal. Additionally, the Oculus Quest 2 is easy to set up and use, making it an attractive option for novice and experienced VR users. Overall, the Oculus Quest 2's affordability, portability, and high-quality VR experiences have made it a popular device for VR technology.

2. HTC Vive

The HTC Vive is a virtual reality headset and controller developed by HTC and Valve Corporation. It was announced in 2015 and released in April 2016. The Vive is different from other VR devices in several ways. Firstly, it uses "Lighthouse" technology for positional tracking, which involves wall-mounted base stations emitting infrared light to track the headset and controllers with high accuracy. This allows for a larger play area and more natural movement within the virtual environment. Secondly, the Vive has a front-facing camera that allows the user to see and interact with the real world without removing the headset. Additionally, the Vive has a higher resolution and refresh rate than many other VR devices, which results in a more immersive and realistic experience. Finally, the Vive includes motion controllers allowing more intuitive and precise interaction within the virtual environment. Overall, the HTC Vive offers a highly immersive and interactive VR experience that differentiates it from other devices.

3. Sony PlayStation VR

The Sony PlayStation VR is a popular device for using VR technology because it offers an immersive gaming experience for PlayStation 4 users. The device was announced in 2014 as Project Morpheus and was later released in 2016. It features a 5.7-inch OLED display with a resolution of 1920x1080 pixels, providing a high-quality visual experience. The PlayStation VR is also compatible with the PlayStation Move motion controllers, allowing for more interactive gameplay. Additionally, the device has a relatively affordable price point compared to other high-end VR devices on the market, making it accessible to a wider audience. Overall, the PlayStation VR offers a unique and enjoyable way for gamers to experience their favorite games in a virtual reality setting.

4. Samsung Gear VR

The Samsung Gear VR is a virtual reality headset offering over 600 games and numerous 360-degree videos. It is a budget headset compatible with smartphones ranging from 123mm to 158mm in size. The headset is dismantlable, allowing for easy storage and transport. It also has a touchpad and back button for easy navigation and control of the VR experience. The Samsung Gear VR was first released in 2015 and was developed in partnership with Oculus, a company known for its advanced VR gaming and experiences. The price of the Samsung Gear VR is $149.

5. Google Cardboard

Google Cardboard is an affordable and easy way to experience virtual reality using a smartphone. It is a simple cardboard viewer that can be assembled by the user, and it works by placing a smartphone inside the viewer. The smartphone screen is then split into two images, one for each eye, that create a 3D effect when viewed through the lenses in the viewer. The Cardboard app, available on both iOS and Android, provides a variety of VR experiences and games that can be enjoyed by the viewer. The price of Google Cardboard ranges from $9 to $39, making it an accessible option for those who want to try VR without spending a lot of money.

6. Oculus Rift

The Oculus Rift is a virtual reality headset designed by Palmer Luckey in 2010. It was initially built on the shell of another virtual reality headset but had a 90-degree field of vision previously unseen in the consumer market. The device was capable of rotational tracking and eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design served as a basis from which the later designs came. The device was presented for the first time at the E3 video game trade show by Carmack in 2012. In 2014, Facebook purchased Oculus VR for $3 billion. The device incorporates low-persistence displays, which make lag-free and smear-free displays of VR content possible. The Oculus Rift is popular because it provides an immersive and interactive experience for users, allowing them to feel as though they are present in a virtual world. It has also been widely adopted by the gaming industry, with many games being developed specifically for the device.

7. HTC Vive Pro

The HTC Vive Pro is a VR headset widely praised for its high-quality specifications and immersive capabilities. Some of the key specs of the HTC Vive Pro include a resolution of 1440 x 1600 pixels per eye, a refresh rate of 90 Hz, and a field of view of 110 degrees. The headset also features built-in headphones with 3D spatial audio, and it supports both SteamVR and Viveport, two popular VR content platforms. The high resolution of the Vive Pro's display allows for sharp and detailed images, while the fast refresh rate helps to reduce motion sickness and ensure a smooth, comfortable experience. The wide field of view enhances immersion, making it feel like users are truly inside the virtual world. The built-in headphones provide high-quality audio that helps to enhance the immersive experience further. Additionally, the Vive Pro's compatibility with popular VR content platforms makes it easy for users to find and enjoy a wide range of VR experiences. Overall, the HTC Vive Pro's impressive specifications and advanced features have made it a popular device among VR enthusiasts and professionals. Its high-quality display, immersive audio, and compatibility with popular VR content platforms have helped it stand out in a crowded market and provide users with an unparalleled VR experience.

8. Oculus Go

Oculus Go is a standalone virtual reality headset developed by Facebook Technologies in partnership with Qualcomm and Xiaomi. It was released on May 1, 2018, and is a self-contained device that does not require a PC or smartphone. The headset has a 5.5-inch display with a resolution of 2560x1440 pixels per eye and a field of view of 96 degrees. The Oculus Go is powered by a Qualcomm Snapdragon 821 processor with 3GB of RAM. It also has a built-in 3.5mm headphone jack and a microphone.

The Oculus Go is a popular device for virtual reality because it is affordable, easy to use, and comfortable to wear. It is also compatible with various VR content, including games, apps, and movies. The Oculus Go is designed to be comfortable to wear for extended periods of time and is one of the most affordable VR headsets on the market. The device is a great option for people who are new to virtual reality or who want a simple and affordable way to experience VR.

Some things that can be done with the Oculus include playing games, watching movies in a virtual theater, exploring new worlds such as ancient Egypt or the surface of Mars, and connecting with friends in virtual reality. The headset is compatible with various VR content, including action games, adventure games, and puzzle games.

However, the Oculus Go does have some limitations. It has a limited field of view and does not have positional or hand tracking. Despite these limitations, the Oculus Go remains a great option for people who want to try virtual reality for the first time or want an affordable and easy-to-use VR headset.

In summary, the Oculus Go is a standalone virtual reality headset that is affordable, easy to use, and comfortable to wear. It has a 5.5-inch display with a resolution of 2560x1440 pixels per eye and a field of view of 96 degrees. The device is powered by a Qualcomm Snapdragon 821 processor with 3GB of RAM. The Oculus Go is a popular device for virtual reality because of its affordability, ease of use, and compatibility with a wide range of VR content.

9. Lenovo Mirage Solo

The Lenovo Mirage Solo is a standalone VR headset released in 2018. It has a high-resolution display, 6 degrees of freedom (6DoF) tracking, and a wireless controller. The headset is powered by a Qualcomm Snapdragon 835 processor with 4GB of RAM and 64GB of storage. It also features WorldSense technology, which allows for positional tracking without external sensors or cameras. The Lenovo Mirage Solo also has a built-in microphone, 3.5mm headphone jack, and a 4,000mAh battery for up to 2.5 hours of continuous use. Additionally, the headset has a comfortable design with adjustable straps, and the lenses can be adjusted to accommodate different eye distances. The Lenovo Mirage Solo offers a high-quality VR experience with advanced features and a user-friendly design.

10. Google Daydream View

The Google Daydream View is a virtual reality headset released in 2016. It is a smartphone-based VR device that works with various Android phones. The headset is made of fabric and is designed to be lightweight and comfortable. It comes with a motion controller that allows users to interact with virtual environments. The Daydream View has a field of view of 90 degrees and a refresh rate of 60Hz. It also has a built-in proximity sensor that can detect when the user has the headset on.

Compared to other VR devices, the Google Daydream View is a budget-friendly option, with a price point of around $99. It is also relatively easy to use, as users simply need to insert their phone into the headset and use the motion controller to navigate. However, the Daydream View is not as powerful as other VR devices, such as the Oculus Quest 2 or the HTC Vive, which are standalone devices that offer more advanced VR experiences. Additionally, the Daydream View is limited by the processing power of the user's phone, which may impact the quality of the VR experience.

FAQs

What is virtual reality?

Virtual reality is a computer-generated environment that can be explored and interacted with by a person. It creates a three-dimensional space that immerses the user in a simulated world, allowing them to manipulate objects and perform actions. The technology uses various tools to create an experience that feels like the user is there. Virtual reality has both entertainment and practical uses. In the entertainment industry, it creates immersive gaming experiences, allowing players to immerse themselves in the game world fully. It is also used in the film industry to create 360-degree experiences that put viewers in the center of the action.

In addition to entertainment, virtual reality has practical uses in various industries. It is used in healthcare to simulate surgeries and medical procedures, allowing doctors to practice and refine their skills without putting patients at risk. It is also used in education to create immersive learning experiences that allow students to explore complex concepts more interactively. Virtual reality is a complex and innovative technology becoming more accessible and widespread. Its potential uses are vast, and we can expect to see it used in more creative and practical ways.

What are the different types of virtual reality?

There are three types of virtual reality experiences: non-immersive, semi-immersive, and full immersive, or a mixture of them, also known as extended reality (XR). Non-immersive virtual reality provides the lowest level of computer-generated simulation, while semi-immersive virtual reality offers a more interactive experience. Full immersive virtual reality provides the highest level of computer-generated simulation, allowing users to experience a completely virtual environment without connection to the real world. All virtual reality systems share the same characteristics of allowing the person to view three-dimensional images that appear life-sized and change as the person moves around their environment, corresponding with the change in their field of vision. The aim is to provide a seamless join between the person's head and eye movements and the appropriate response, resulting in a realistic and enjoyable virtual environment.

What are the main characteristics of virtual reality?

The main characteristics of virtual reality include the ability to view three-dimensional images that appear life-sized and change as the person moves around their environment, creating a seamless join between the person's head and eye movements and the appropriate response, providing the appropriate responses in real-time as the person explores their surroundings, and aiming for a natural, free-flowing form of interaction that results in a memorable experience. Virtual reality is usually implemented using computer technology, such as headsets, omnidirectional treadmills, and special gloves, to stimulate our senses to create the illusion of reality. However, creating a convincing or enjoyable virtual reality experience is partly technical and partly conceptual, as virtual reality technology needs to take our physiology into account to achieve a sense of presence where the subject feels like they are present in that environment.

What are the main uses of virtual reality?

The main uses of virtual reality include gaming, workplace collaboration, pain management, training and learning, treatment of PTSD, autism management, managing and treating social disorders, therapy for paraplegics, leisure, brainstorming and forecasting, military training, and advertising. Virtual reality is applied in architecture, sports, medicine, the arts, and entertainment. It allows people to take virtual risks to gain real-world experience, making it useful when it is too dangerous, expensive, or impractical to do something in reality. As the cost of virtual reality goes down and it becomes more mainstream, more serious uses such as education or productivity applications are expected to come to the fore. Virtual reality and its cousin, augmented reality, could substantially change how we interface with our digital technologies.

What are the different types of virtual reality devices?

There are two major types of virtual reality devices available at the moment. The first type has a screen built into the headset and requires a powerful computer to operate smoothly. These devices have great graphics and handheld controllers that track hand movements, providing a more interactive experience. Such devices include the Oculus Rift, the Vive, and the PlayStation VR. The second type of headset houses your phone and uses its screen as the display. These headsets run completely off of apps on your smartphone and tend to be much cheaper than the first type. Examples of such devices include Google Cardboard and Gear VR. Both types of headsets use a technology called head tracking, which allows you to look around the virtual environment by physically moving your head. The display will follow whichever direction you move, giving you a 360-degree view of the virtual environment. The aim is for a seamless join between the person’s head and eye movements and the appropriate response, such as a change in perception. This ensures that the virtual environment is both realistic and enjoyable.

A virtual environment should provide the appropriate responses in real time as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency, disrupting their experience. The person becomes aware that they are in an artificial environment and adjusts their behavior accordingly, resulting in a stilted, mechanical interaction. The aim is for a natural, free-flowing interaction that will result in a memorable experience. In summary, there are two major types of virtual reality devices, one with a screen built-in and the other using a smartphone screen, both using head tracking technology to provide a realistic and immersive experience.

What are the different types of virtual reality experiences?

There are three virtual reality experiences: non-immersive, semi-immersive, and fully immersive. Non-immersive VR is the most basic form of virtual reality, where the user interacts with the virtual environment through a screen or projection. This type of VR does not provide a fully immersive experience as the user is still aware of their physical surroundings. Semi-immersive VR provides a more immersive experience than non-immersive VR. It involves using a large screen or projection to create a more immersive environment. However, the user is still aware of their surroundings and may need additional equipment, such as a joystick or controller, to interact with the virtual environment.

Full immersive VR provides the most immersive experience of the three. It involves using a headset or head-mounted display (HMD) that completely blocks out the user's physical surroundings. The user can interact with the virtual environment through hand gestures or body movements, which are tracked by sensors on the headset or additional equipment. This type of VR provides a fully immersive experience and can be used for various applications, including gaming, education, and training.

In summary, the three types of VR experiences differ in their level of immersion and the equipment used to interact with the virtual environment. Non-immersive VR uses a screen or projection, semi-immersive VR uses a larger screen or projection with additional equipment, and full-immersive VR uses a headset or HMD that completely blocks the user's physical surroundings.

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What are the different types of virtual reality headsets? ===

There are two major types of virtual reality headsets available in the market. The first type has a built-in screen and requires a powerful computer system to operate smoothly. These headsets, such as the Oculus Rift, the Vive, and the PlayStation VR, provide excellent graphics and performance but are expensive. They come with handheld controllers that track your hand movements to provide a more interactive experience. The second type of headset houses your phone and uses its screen as the display. These devices do not require a computer and run on apps on your smartphone. Examples of these headsets include Google Cardboard and Gear VR. Although the graphics and performance levels of these headsets are not as good as those with a built-in screen, they are less expensive. In both headsets, the virtual reality experience is created using head-tracking technology that allows you to look around the virtual environment by physically moving your head. The display on the headset will follow the direction you move, giving you a 360-degree view of the virtual environment. The aim of virtual reality is to provide a natural, free-flowing form of interaction that results in a memorable experience.

What are the different types of virtual reality software?

There are many different types of virtual reality software. Still, most are based on a "virtual world generator" created using a software development kit (SDK) from a specific VR headset vendor. This SDK provides the basic programs, drivers, data, and graphic-rendering libraries to create a virtual environment. Different companies have their own proprietary devices, virtual world kits, VR programs, and games, which account for the differences in quality and experiences among the different platforms. Some major players in the VR industry include Meta (formerly Facebook), Oculus (now owned by Meta), Sony, HTC, Pico, Valve, and Samsung. The VR software has the important task of delivering VR content from the cloud and the internet and managing all that content. It also needs to manage all connected devices and analyze incoming data from the user and environmental sensors, generating the appropriate display. The better the VR software manages this, the more realistic the experience. VR software that fails at these three things is what makes people get dizzy or nauseous.

A virtual environment should provide the appropriate responses in real time as the person explores their surroundings. The problems arise when there is a delay between the person's actions and system response or latency, disrupting their experience. The aim is for a seamless join between the person's head and eye movements and the appropriate response, such as a change in perception. This ensures that the virtual environment is both realistic and enjoyable. The aim of VR software is to provide a natural, free-flowing form of interaction that will result in a memorable experience. In summary, there are many types of VR software, but most are based on a virtual world generator created using an SDK from a specific VR headset vendor. The software must manage content delivery, device management, and data analysis to create a seamless and realistic virtual environment. The ultimate goal is to provide a natural and enjoyable experience for the user.

What are the different types of virtual reality applications?

There are four types of virtual reality applications: non-immersive, semi-immersive, immersive, and fully immersive. Non immersive virtual reality systems do not fully immerse the user in the virtual environment. Instead, they typically involve viewing a screen or projection of the virtual environment. Semi-immersive virtual reality systems involve more sensory engagement, such as wearing a headset and interacting with objects in the virtual environment. Immersive virtual reality systems offer a higher level of sensory engagement, such as using a full-body suit to interact with the virtual environment. Finally, fully immersive virtual reality systems are the most realistic, offering a complete sensory experience, including tactile feedback and even smells. The goal of all virtual reality systems is to create a seamless and natural interaction between the user and the virtual environment to provide a memorable experience.

What are the different types of virtual reality systems?

There are three main types of virtual reality systems, which are non-immersive, semi-immersive, and fully immersive. Non-immersive VR systems are usually desktop-based and involve using a computer screen to display a virtual environment. Users interact with the environment using a keyboard, mouse, or other input devices. This type of VR is generally the most affordable and accessible but is limited in its ability to immerse the user in the virtual environment fully.

Semi-immersive VR systems typically involve using a head-mounted display (HMD) that covers the user's eyes and ears. Users can move around in a limited physical space and interact with the virtual environment using hand-held controllers or other input devices. This type of VR provides a more immersive experience than non-immersive systems but still has some limitations regarding the user's ability to move around freely. Fully immersive VR systems are the most advanced type of VR and involve a high-end HMD and motion-tracking technology. The user can move around in a physical space and interact with the virtual environment using natural body movements. This type of VR provides the most immersive experience but is also the most expensive and requires a significant amount of space.

All types of VR systems work by presenting the user with three-dimensional images that appear life-sized and change in response to the user's movements. The aim is to create a seamless and natural interaction between the user's head and eye movements and the appropriate response in the virtual environment. This is achieved through motion tracking technology and real-time response to the user's actions.

However, one of the main challenges in creating a realistic and enjoyable virtual environment is minimizing latency or the delay between the user's actions and the system's response. Latency can disrupt the user's experience and make it feel artificial and mechanical. Therefore, the goal is to create a natural, free-flowing interaction that results in a memorable and enjoyable experience.

In summary, the three types of virtual reality systems are non-immersive, semi-immersive, and fully immersive. They all work by presenting the user with three-dimensional images that respond to their movements, but they differ in their level of immersion and cost. The main challenge in creating a realistic virtual environment is minimizing latency to create a natural and enjoyable experience.


Etymology

The term "Virtual Reality" is a compound word that combines "virtual" and "reality". "Virtual" is derived from the Latin word "virtus" meaning "excellence" or "power", while "reality" comes from the Latin word "res" meaning "thing". The term was first introduced in the 1980s to describe computer-generated simulations that simulate a user's physical presence in a virtual environment. The concept of virtual reality has its roots in the art world, with artists experimenting with anamorphic art in the 16th century. In the 20th century, the idea of virtual reality began to take shape, with the first working VR machine being created in 1957. The term gained popularity in the 1980s with the rise of computer technology and the development of the first immersive VR systems. Today, virtual reality is used in a variety of applications, from gaming to medical training to military simulations.

History

20th century

Virtual reality technology has a long and fascinating history, with numerous precedents for suspending disbelief in an artificial world in artistic and entertainment media preceding virtual reality. Illusionary spaces created by paintings or views have been constructed for residences and public spaces since antiquity, culminating in the monumental panoramas of the 18th and 19th centuries. Panoramas blurred the visual boundaries between the two-dimensional images displaying the main scenes and the three-dimensional spaces from which these were viewed, creating an illusion of immersion in the events depicted. In the 20th century, many breakthroughs led to the creation of the modern virtual reality devices we use today. For example, the Cinerama widescreen film format, originally called Vitarama when invented for the 1939 New York World's Fair by Fred Waller and Ralph Walker, originated in Waller's studies of vision and depth perception. Waller's work led him to focus on the importance of peripheral vision for immersion in an artificial environment. His goal was to devise a projection technology that could duplicate the entire human field of vision.

Sensory stimulation was a promising method for creating virtual environments before using computers. After releasing a promotional film called This Is Cinerama (1952), cinematographer Morton Heilig became fascinated with Cinerama and 3-D movies. He studied human sensory signals and illusions, hoping to create a "cinema of the future." By late 1960, Heilig had built an individual console with a variety of inputs—stereoscopic images, motion chair, audio, temperature changes, odors, and blown air—that he patented in 1962 as the Sensorama Simulator, designed to "stimulate the senses of an individual to simulate an actual experience realistically."

During the 1950s and '60s, there were several breakthroughs in computing, especially in 3-D interactive computer graphics and vehicle/flight simulation. Project Whirlwind, funded by the U.S. Navy, and its successor project, the SAGE (Semi-Automated Ground Environment) early-warning radar system, were crucial in developing virtual reality technology.

In the mid-1960s, Heilig extended the idea of Sensorama to a multiviewer theatre concept patented as the Experience Theater and a similar system called Thrillerama for the Walt Disney Company. The first head-mounted display was invented in 1968 by Ivan Sutherland, called the "Sword of Damocles" due to its bulky size and weight.

In the 1970s, virtual reality technology began to make significant progress. The term "virtual reality" was coined by Jaron Lanier in 1987, and he founded VPL Research, which developed and sold virtual reality equipment. In the 1990s, virtual reality technology became more widely available to consumers with the release of devices such as the Virtual Boy by Nintendo.

In the 21st century, virtual reality technology has advanced rapidly, with more sophisticated hardware and software being developed. The introduction of smartphones has made it easier for people to access virtual reality experiences through apps and games. The development of more affordable and portable virtual reality headsets, such as the Oculus Rift and the HTC Vive, has allowed people to experience immersive virtual reality in their homes.

Virtual reality technology has a long and rich history, with numerous breakthroughs and milestones leading to the creation of the modern virtual reality devices we use today. The technology has come a long way since its inception, and it continues to advance rapidly.

21st century

Virtual reality technology has experienced significant advancements during the 21st century. The following is a chronological summary of the major developments in VR technology:

  1. 2010 - Palmer Luckey designed the first prototype of the Oculus Rift, which boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time.
  2. 2012 - The Rift was presented for the first time at the E3 video game trade show by Carmack.
  3. 2013 - Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible. This was adopted by Oculus and was used in all their future headsets.
  4. 2014 - Facebook purchased Oculus VR for what at the time was stated as $2 billion but later revealed that the more accurate figure was $3 billion. This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014. ZeniMax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook. The verdict was in favor of ZeniMax, settled out of court later.
  5. 2016 - The HTC Vive and Oculus Rift were released, marking the beginning of consumer VR devices. Both headsets featured separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses.
  6. 2019 - The Oculus Quest was released, the first standalone VR headset with six degrees of freedom (6DoF) tracking. This means the user can move freely in a virtual environment without being tethered to a computer.
  7. 2020 - The COVID-19 pandemic led to an increase in the use of VR technology for remote work, education, and socializing. This has led to the emergence of new use cases for VR technology.

In addition to advancements in hardware, there have also been significant improvements in graphics and processing power, which have allowed for more immersive VR experiences. Overall, the 21st century has seen the emergence of consumer VR devices, improvements in graphics and processing power, and new use cases for VR technology.

Concerns and challenges

Health and safety

Virtual reality (VR) technology can have various health and safety concerns associated with its prolonged use. Some physical effects of using VR include motion sickness, eye fatigue, headaches, and discomfort. Additionally, users may experience twitches, seizures, or blackouts, and there is a risk of tripping over or colliding with real-world objects. Children are advised against using VR headsets due to their heavy weight and discomfort. VR may also cause symptoms similar to motion sickness and can lead to nausea, vomiting, sweating, and fatigue. To minimize these risks, VR systems come with consumer warnings, and users should take regular breaks to avoid prolonged use.

On the psychological front, VR may cause disorientation, apathy, and other symptoms similar to motion sickness. Women are more affected than men by VR-induced symptoms. To minimize these risks, it is recommended that users take regular breaks and discontinue use if they experience any discomfort.

Despite these risks, VR technology is used in healthcare to improve patient outcomes. For example, VR is being used to treat phobias, anxiety, and post-traumatic stress disorder (PTSD). It is also being used in pain management, physical therapy, and medical training. VR technology can provide a safe and controlled environment for patients to confront their fears and to learn new skills. Additionally, VR can help reduce the need for pain medication and can assist in physical rehabilitation. Overall, while there are potential health and safety concerns associated with VR technology, its use in healthcare has shown promising results in improving patient outcomes.

Children and teenagers in virtual reality

Virtual reality (VR) devices have become increasingly popular among children and teenagers. While VR technology has many benefits, there are also concerns and potential risks associated with prolonged use of these devices, particularly for young users. Studies show that young children may respond cognitively and behaviorally to immersive VR in ways that differ from adults, potentially making the experience very vivid and real for children. Additionally, excessive usage of immersive technology may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world.

One of the main concerns with VR is the impact it may have on the physical and cognitive development of young users. Studies suggest that children may experience higher levels of presence and "realness" of a virtual environment than adults, potentially leading to confusion between the virtual and physical worlds. Furthermore, VR may cause physiological arousal and aggressive thoughts, but not hostile feelings, in children, which could affect their attitudes and behavior.

Parents and guardians need to monitor and limit the usage of VR devices by children and teenagers. One way to do this is by setting time limits on VR and ensuring that the child takes regular breaks to avoid eye strain and other physical discomforts. Parents and guardians should also be cautious about the content children and teenagers are exposed to while using VR devices. There is a risk of exposure to violent or inappropriate content, which may harm their emotional and mental well-being. It is important to ensure that VR content is age-appropriate and suitable for the child's developmental stage. Moreover, parents and guardians should educate themselves about the features and potential risks associated with VR devices. They can also supervise the child while using the device and engage in conversations with the child about their experiences with VR. By doing so, they can help the child develop a better understanding of the difference between the virtual and physical worlds and encourage responsible and safe use of VR devices.

In conclusion, while VR technology has many benefits, there are also potential risks associated with prolonged use of these devices, particularly for young users. Parents and guardians should be cautious about allowing children and teenagers to use VR devices and should monitor and limit their usage. They should also ensure that the content is age-appropriate and supervise the child while they are using the device. By doing so, they can help ensure the safety and well-being of young users.

Privacy

Virtual reality technology poses significant privacy concerns due to the persistent tracking required to function in VR systems. This tracking makes the technology highly vulnerable to mass surveillance, increasing the potential for information gathering on personal actions, movements, and responses. VR devices collect various data types, including eye-tracking, which can indirectly reveal a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health conditions. This data can be used to create detailed user profiles, which can be sold to advertisers or used for targeted marketing. Sharing personal information in a virtual environment can also lead to potential risks such as identity theft, cyberbullying, and harassment. To protect user privacy, VR device manufacturers should implement strong privacy policies and data protection measures to ensure users have control over their data. Users should also be cautious about the types of information they share in virtual environments and use privacy tools such as VPNs (virtual private networks) to encrypt their online activities.



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