Virtual reality (VR) is a computer-generated scenario that simulates a realistic experience. The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset, or through a smartphone or tablet device.
Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary 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.
VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback in medical, video gaming and military training applications.
Etymology and terminology[]
"Virtual" has had the meaning "being something in essence or effect, though not actually or in fact" since the mid-1400s.[1] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[1] In 1938, Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
A "cyberspace" is a networked virtual reality.[3]
Virtual reality shares some elements with "augmented reality" (or AR).[4] AR is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. Some AR systems use a camera to capture the user's surroundings or some type of display screen which the user looks at (e.g., Microsoft's HoloLens, Magic Leap).
Technology[]
The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.[5] The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.[6]
All modern VR displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, hand, and body positions; small HD screens for stereoscopic displays; and small, lightweight and fast processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift kickstarter offering the first independently developed VR headset.[7]
Independent production of VR images and video has increased by the development of omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record in all directions, although at low-resolutions or in highly compressed formats for online streaming.[8] In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.[9][10]
History[]
Before the 1950s[]
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.[11] Elements of virtual reality appeared as early as the 1860s. French avant-garde playwright 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.[12] The first references to the more modern concept of virtual reality came from science fiction.
Laurence Manning's 1933 series of short stories, "The Men Who Awoke"—later a novel—describes a time when people ask to be connected to a machine that replaces all their senses with electrical impulses and, thus, live a virtual life chosen by them (à la "The Matrix", but voluntary, not imposed).
Stanley G. Weinbaum's 1935 short story "Pygmalion's Spectacles"[13] describes a goggle-based virtual reality system with holographic recording of fictional experiences, including smell and touch.
1950–1970[]
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes".[14]
Around the same time, Douglas Engelbart used computer screens both as input and output devices. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what was widely considered to be the first head-mounted display (HMD) system for use in immersive simulation applications. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.
1970–1990[]
Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1978. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of the three modes: summer, winter, and polygons. The first two were based on photographs—the researchers actually photographed every possible movement through the city's street grid in both seasons—and the third was a basic 3-D model of the city. Atari founded a research lab for virtual reality in 1982, but the lab was closed after two years due to Atari Shock (North American video game crash of 1983). However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, kept their research and development on VR-related technologies. By the 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1985. VPL Research has developed several VR devices like the Data Glove, the Eye Phone, and the Audio Sphere. VPL licensed the Data Glove technology to Mattel, which used it to make an accessory known as the Power Glove. While the Power Glove was hard to use and not popular, at US$75, it was an early affordable VR device.
The VR industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.[15]
1990–2000[]
In 1991, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, The Cave. Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[16][17]
In 1992 researcher Louis Rosenberg created the Virtual Fixtures system at the U.S. Air Force’s Armstrong Labs using a full upper-body exoskeleton, enabling a physically realistic virtual reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.[18][19]
The 1990s saw the first widespread commercial releases of consumer headsets. In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[20] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[21] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[22]
In 1991, Computer Gaming World predicted "Affordable VR by 1994".[23] By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[24][25] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[26] Also in 1994 Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas.
The Virtual Boy was created by Nintendo and was released in Japan on July 21, 1995 and in North America on August 15, 1995.[27] Also in 1995, a group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[28] The same system was shown in 1996 in tradeshow exhibits sponsored by Netscape Communications.[citation needed] Forte released the VFX1, a PC-powered virtual reality headset in 1995, which was supported by games including Descent, Star Wars: Dark Forces, System Shock and Quake.
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world Second Life.[29]
2000–2015[]
In 2001, SAS3 or SAS Cube became the first PC based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, Clarté, installed in Laval France in April 2001. The SAS library gave birth to Virtools VRPack. By 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.[30]
In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. This initial design would later serve as a basis from which the later designs came.[31]
In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.[32] This was adopted by Oculus and was used in all their future headsets.
In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses.[33][34]
On March 25, 2014, Facebook purchased Oculus VR for $2 billion.[35] This purchase occurred before any of the devices ordered through Oculus' 2012 Kickstarter had shipped.[36] In that same month, Sony announced Project Morpheus (its code name for PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones. The user places their smartphone in the cardboard holder, which they wear on their head. In 2015, the Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[38]
In February–March 2015, HTC and Valve Corporation announced the virtual reality headset HTC Vive and controllers. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light.[39][40][41][42]
2015–present[]
By 2016 there were at least 230 companies developing VR-related products. Facebook has 400 employees focused on VR development; Google, Apple, Amazon, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame-rate that images were still identifiable as virtual.[7] On April 5, 2016, HTC shipped its first units of the HTC VIVE SteamVR headset.[43] This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.[44]
In early 2017, a patent filed by Sony showed they were developing a similar location tracking technology to the VIVE for PlayStation VR, with the potential for the development of a wireless headset.[45]
Applications[]
VR has many applications in a variety of fields. It is most commonly used in entertainment applications such as gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990's. Beginning in the 2010's, next-generation commercial tethered headsets were released by Oculus, the HTC Vive and PlayStation VR, setting off a new wave of application development.[46]
3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, virtual reality has been installed onto a number of roller coasters and theme parks.[7]
In robotics, virtual reality has been used to control robots in telepresence and telerobotic systems.[18][47][48]
In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.[49]
Surgery training can be done through virtual reality.[50][51] Other medical uses include virtual reality exposure therapy (VRET), a form of exposure therapy for treating anxiety disorders such as post traumatic stress disorder (PTSD) and phobias.[52][53] In some cases, patients no longer meet the DSM-V criteria for PTSD after a series of treatments with VRET.[54]
VR can simulate real spaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied in primary education,[55] military,[56][57] astronaut training,[58][59][60] flight simulators[61] and driver training.[62]
The first fine art virtual world was created in the 1970s.[63] As the technology developed, more artistic programs were produced throughout the 1990s. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing significant increase in the mid-2010s. Additionally museums have begun making some of their content virtual reality accessible.[64][65] Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.
Virtual reality's growing market presents an opportunity and an alternative channel for digital marketing.[66]
In fiction and popular culture[]
There have been many novels that reference and describe forms of virtual reality. Neal Stephenson's Snow Crash (1992) and Ernest Cline's Ready Player One (2011) are novels that have been influential for VR engineers working in the early 21st century.[7]
In the 1980s and 1990s, Cyberpunks viewed the technology as a potential means for social change. The recreational drug subculture praised virtual reality not only as a new art form, but as an entirely new frontier.[67]
Concerns and challenges[]
Virtual reality technology faces a number of challenges, including health and safety, privacy and technical issues. Long-term effects of virtual reality on vision and neurological development are unknown; users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. There have been rising concerns that with the advent of virtual reality, some users may experience virtual reality addiction.[68] From an economic and financial perspective, early entrants to the virtual reality market may spend a significant amount of time and money on the technology. If it is not adopted by enough customers, the investment will not pay off.[69]
Health and safety[]
There are many health and safety considerations of virtual reality. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.[70]
A number of unwanted symptoms have been caused by prolonged use of virtual reality,[71] and these may have slowed proliferation of the technology. For example, in 1995, Nintendo released a gaming console known as the Virtual Boy. Worn as a headpiece and connected to a typical controller, the Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".[72] Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.[73] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[74] Other symptoms include postural instability and retching.[74] Virtual reality sickness is different from motion sickness in that it can be caused by the visually induced perception of self-motion; real self-motion is not needed.[73] It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation.[75] A 2016 publication assessed the effects of exposure to 2D vs 3D dissection videos on nine pathology resident physicians, using self-reported physiologic symptoms. Watching the content in 3D vs 2D did not increase simulator sickness. Although the average simulator sickness questionnaire score did increase with time, statistical analysis does not suggest significance.[76]
Privacy[]
The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.[7] In networked VR spaces with capacity for public interaction, there is the potential for unexpected modifications of the environment.[69]
Conceptual and philosophical concerns[]
In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality techniques will be developed to influence human behavior, interpersonal communication, and cognition.[77][78][79] In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. As we spend more and more time in virtual space, there could be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.[80] Philosophical implications of VR are discussed in books, including Philip Zhai's Get Real: A Philosophical Adventure in Virtual Reality (1998) and Digital Sensations: Space, Identity and Embodiment in Virtual Reality (1999), written by Ken Hillis.
Pioneers and notables[]
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- Thomas A. Furness III
- Maurice Benayoun
- Mark Bolas
- Fred Brooks
- Anshe Chung
- Edmond Couchot
- Carolina Cruz-Neira
- James H. Clark
- Doug Church
- Char Davies
- Tom DeFanti
- David Em
- Scott Fisher
- William Gibson
- Morton Heilig
- Eric Howlett
- Myron Krueger
- Knowbotic Research
- Jaron Lanier
- Brenda Laurel
- Palmer Luckey
- Jacquelyn Ford Morie
- Michael Naimark
- Randy Pausch
- Mark Pesce
- Warren Robinett
- Philip Rosedale
- Louis Rosenberg[47][81][82]
- Dan Sandin
- Susumu Tachi
- Ivan Sutherland
Commercial industries[]
This section is in list format but may read better as prose. (February 2015) |
The companies working in the virtual reality sector fall broadly into three categories of involvement: hardware (making headsets and input devices specific to VR), software (producing software for interfacing with the hardware or for delivering content to users) and content creation (producing content, whether interactive or passive storylines, games, and artificial worlds, for consumption and exploration with VR hardware).
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- HMD devices
- Facebook (Oculus Rift)
- Google (Google Cardboard, Google Daydream)
- HTC & Valve (HTC Vive)
- Microsoft (Microsoft HoloLens, Windows Mixed Reality)
- Razer (OSVR Hacker Dev Kit)
- Samsung (Samsung Gear VR)
- Sony Computer Entertainment (PS VR)
- Starbreeze Studios (StarVR)
- Lenovo Explorer
- Input devices
- Cyberith Virtualizer
- Leap Motion
- Nokia (Nokia OZO camera)
- Sixense
- uSens
- Virtuix Omni
- ZSpace (company)
- Software
- VREAM
- vorpX
- Content
- Framestore
- iClone
- Innervision
- Moving Picture Company
- Reel FX
- xRes
- Emerging technologies
- 360 degree video
- Augmented reality
- HoloLens
- Intel RealSense
- Magic Leap
- Mixed reality
- Haptic technology
- Companies
- Artists
- Rebecca Allen
- Maurice Benayoun
- Sheldon Brown
- Char Davies
- David Em
- Myron Krueger
- Jaron Lanier
- Jacquelyn Ford Morie
- Brenda Laurel
- Michael Naimark
- Jeffrey Shaw
- Nicole Stenger
- Tamiko Thiel
See also[]
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- 16K resolution
- AlloSphere
- Computer-mediated reality
- Diorama
- Extended reality
- Holographic universe
- Methods of virtual reality
- Mixed reality
- Reality–virtuality continuum
- Virtual body
- Virtual globe
- Virtual machining
- Virtual taste
- WebVR
Notes[]
- ↑ 1.0 1.1 "Online Etymology Dictionary".
{{cite web}}
: - ↑ Antonin Artaud, The Theatre and its Double Trans. Mary Caroline Richards. (New York: Grove Weidenfeld, 1958).
- ↑ "the definition of cyberspace".
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: - ↑ Myron Krueger. Artificial Reality 2, Addison-Wesley Professional, 1991. ISBN 0-201-52260-8
- ↑ "VRML Virtual Reality Modeling Language". www.w3.org. Retrieved 20 March 2017.
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: - ↑ Brutzman, Don (October 2016). "X3D Graphics and VR" (PDF). web3D.org. Web3D Consortium. Retrieved 20 March 2017.
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: - ↑ 7.0 7.1 7.2 7.3 7.4 kelly, kevin (April 2016). "The Untold Story of Magic Leap, the World's Most Secretive Startup". WIRED. Retrieved 13 March 2017.
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: - ↑ Orellana, Vanessa Hand (31 May 2016). "10 things I wish I knew before shooting 360 video". CNET. Retrieved 20 March 2017.
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: - ↑ "Resident Evil 7: The Use of Photogrammetry for VR". 80.lv. Retrieved 20 March 2017.
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: - ↑ Johnson, Leif (13 March 2016). "Forget 360 Videos, Photogrammetric Virtual Reality Is Where It's At - Motherboard". Motherboard. Retrieved 20 March 2017.
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: - ↑ Matthew Schnipper. "Seeing is Believing: The State of Virtual Reality". The Verge. Retrieved 7 March 2017.
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: - ↑ "How did virtual reality begin?". Virtual Reality Society. Retrieved 7 March 2017.
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: - ↑ "Pygmalion's Spectacles". Project Gutenberg. Retrieved 21 September 2014.
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: - ↑ Holly Brockwell (3 April 2016). "Forgotten genius: the man who made a working VR machine in 1957". Tech Radar. Retrieved 7 March 2017.
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- ↑ Goad, Angela. "Carolina Cruz-Neira | Introductions Necessary". Introductions Necessary. Retrieved 28 March 2017.
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: - ↑ Smith, David (November 24, 2014). "Engineer envisions sci-fi as reality". Arkansas Online. http://www.arkansasonline.com/news/2014/nov/24/engineer-envisions-sci-fi-as-reality-20/?print. Retrieved 28 March 2017.
- ↑ 18.0 18.1 Rosenberg, Louis (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments.". Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992.
- ↑ Rosenberg, L.B. (1993). "Virtual Fixtures: Perceptual Overlays for Telerobotic Manipulation". In Proc. of the IEEE Annual Int. Symposium on Virtual Reality (1993): pp. 76–82,.
- ↑ Horowitz, Ken (December 28, 2004). "Sega VR: Great Idea or Wishful Thinking?". Sega-16. Archived from the original on 2010-01-14. Retrieved 21 August 2010.
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: ; deadurl - ↑ "Virtuality". YouTube. Retrieved 21 September 2014.
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: - ↑ Gonzales, D. (editor) (1991). Automation and Robotics for the Space Exploration Initiative: Results from Project Outreach. 92. p. 35. https://www.rand.org/content/dam/rand/pubs/notes/2009/N3284.pdf.
- ↑ Engler, Craig E. (November 1992). "Affordable VR by 1994". Computer Gaming World: p. 80. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100. Retrieved 4 July 2014.
- ↑ "Arcade Heroes Sega's Wonderful Simulation Games Over The Years – Arcade Heroes". Arcade Heroes. Retrieved 20 October 2015.
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: - ↑ "System 16 – Sega Medium Scale Attractions Hardware (Sega)". system16.com. Retrieved 20 October 2015.
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: - ↑ "NEXT Generation Issue #6 June 1995". archive.org. Retrieved 20 October 2015.
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: - ↑ "Nintendo Virtual Boy on theverge.com".
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: - ↑ "Virtual Reality Applications Expand : Imaging: Technology is finding important places in medicine, engineering and many other realms – LA Times".
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: - ↑ Au, Wagner James. The Making of Second Life, pg. 19. New York: Collins. ISBN 978-0-06-135320-8.
- ↑ "Google Street View in 3D: More Than Just an April Fool's Joke".
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: - ↑ Rubin, Peter. (2014). Oculus Rift. Wired, 22(6), 78.
- ↑ "Not-quite-live blog: panel discussion with John Carmack, Tim Sweeney, Johan Andersson". The Tech Report. http://techreport.com/review/25533/not-quite-live-blog-panel-discussion-with-john-carmack-tim-sweeney-johan-andersson.
- ↑ James, Paul (2014-01-30). "30 Minutes Inside Valve's Prototype Virtual Reality Headset: Owlchemy Labs Share Their Steam Dev Days Experience - Road to VR" (in en-US). Road to VR. http://www.roadtovr.com/hands-valves-virtual-reality-hmd-owlchemy-labs-share-steam-dev-days-experiences/.
- ↑ James, Paul (2013-11-18). "Valve to Demonstrate Prototype VR HMD and Talk Changes to Steam to "Support and Promote VR Games" - Road to VR" (in en-US). Road to VR. http://www.roadtovr.com/vr-headset-valve-virtual-reality-steam/.
- ↑ "Facebook to buy Oculus virtual reality firm for $2B". Associated Press. March 25, 2014. http://www.cbc.ca/news/technology/facebook-to-buy-oculus-virtual-reality-firm-for-2b-1.2586318. Retrieved March 27, 2014.
- ↑ Metz, Cade. "Facebook Buys VR Startup Oculus for $2 Billion". WIRED. Retrieved 13 March 2017.
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: - ↑ "Sony Announces 'Project Morpheus:' Virtual Reality Headset For PS4".
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: - ↑ "Gloveone: Feel Virtual Reality". Kickstarter. Retrieved 2016-05-15.
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: - ↑ "Valve is making a VR headset and its own Steam Machine". Engadget. Retrieved 1 March 2015.
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: - ↑ "Valve showing off new virtual reality hardware and updated Steam controller next week". The Verge. Retrieved 1 March 2015.
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: - ↑ "Valve's VR headset revealed with Oculus-like features". The Verge. Retrieved 1 March 2015.
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: - ↑ "HTC Vive: Everything you need to know about the SteamVR headset". Wareable. Retrieved 2016-06-19.
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: - ↑ "Vive Shipment Updates - VIVE Blog". VIVE Blog. 2016-04-07. Retrieved 2016-06-19.
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: - ↑ Prasuethsut, Lily (August 2, 2016). "HTC Vive: Everything you need to know about the SteamVR headset". Wareable. Retrieved 13 March 2017.
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: - ↑ Martindale, Jon (15 February 2017). "Vive-like sensor spotted in new Sony patent could make its way to PlayStation VR". Digital Trends. Retrieved 13 March 2017.
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: - ↑ "Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive". Data Reality. Archived from the original on 20 August 2015. Retrieved 15 August 2015.
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: ; deadurl - ↑ 47.0 47.1 Rosenberg, L., "Virtual fixtures as tools to enhance operator performance in telepresence environments," SPIE Manipulator Technology, 1993.
- ↑ Cite error: Invalid
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- ↑ Groom, Victoria; Bailenson, Jeremy N.; Nass, Clifford (2009-07-01). "The influence of racial embodiment on racial bias in immersive virtual environments". Social Influence 4 (3): 231–248. doi:10.1080/15534510802643750. ISSN 1553-4510. https://dx.doi.org/10.1080/15534510802643750.
- ↑ "Platform". Medical Realities.
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: - ↑ "Virtual Medics". virtualmedics.org.
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: - ↑ Reger, Greg M.; Holloway, Kevin M.; Candy, Colette; Rothbaum, Barbara O.; Difede, JoAnn; Rizzo, Albert A.; Gahm, Gregory A. (2011-02-01). "Effectiveness of virtual reality exposure therapy for active duty soldiers in a military mental health clinic" (in en). Journal of Traumatic Stress 24 (1): 93–96. doi:10.1002/jts.20574. ISSN 1573-6598. http://onlinelibrary.wiley.com/doi/10.1002/jts.20574/abstract.
- ↑ Gonçalves, Raquel; Pedrozo, Ana Lúcia; Coutinho, Evandro Silva Freire; Figueira, Ivan; Ventura, Paula (2012-12-27). "Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review". PLOS ONE 7 (12): e48469. doi:10.1371/journal.pone.0048469. ISSN 1932-6203. PMC 3531396. PMID 23300515. http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0048469.
- ↑ Difede, JoAnn; Hoffman, Hunter G. (2002-12-01). "Virtual reality exposure therapy for World Trade Center Post-traumatic Stress Disorder: a case report". Cyberpsychology & Behavior: the Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society 5 (6): 529–535. doi:10.1089/109493102321018169. ISSN 1094-9313. PMID 12556115.
- ↑ "Online High School In Japan Enters Virtual Reality". blogs.wsj.com.
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: - ↑ "DSTS: First immersive virtual training system fielded" (in en). www.army.mil. https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded.
- ↑ "Virtual reality used to train Soldiers in new training simulator".
{{cite web}}
: - ↑ "NASA shows the world its 20-year virtual reality experiment to train astronauts: The inside story - TechRepublic" (in en). TechRepublic. http://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/.
- ↑ James, Paul (2016-04-19). "A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VR" (in en-US). Road to VR. http://www.roadtovr.com/a-look-at-nasas-hybrid-reality-astronaut-training-system-powered-by-htc-vive/.
- ↑ "How NASA is Using Virtual and Augmented Reality to Train Astronauts" (in en-US). Unimersiv. 2016-04-11. https://unimersiv.com/how-nasa-is-using-virtual-and-augmented-reality-to-train-astronauts-37/.
- ↑ Dourado, Antônio O.; Martin, C.A. (2013). "New concept of dynamic flight simulator, Part I". Aerospace Science and Technology 30 (1): 79–82. doi:10.1016/j.ast.2013.07.005.
- ↑ "How Virtual Reality Military Applications Work".
{{cite web}}
: - ↑ Mura, Gianluca (2011). Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts. Hershey, PA: Information Science Reference. p. 203. ISBN 978-1-60960-077-8.
- ↑ "Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families? - MW2016: Museums and the Web 2016".
{{cite web}}
: - ↑ "Extending the Museum Experience with Virtual Reality". 18 March 2016.
{{cite web}}
: - ↑ Shirer, Michael; Torchia, Marcus (February 27, 2017). "Worldwide Spending on Augmented and Virtual Reality Forecast to Reach $13.9 Billion in 2017, According to IDC". International Data Corporation. International Data Corporation. Retrieved March 16, 2018.
{{cite web}}
: - ↑ Chesher, Chris (1994). "Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality". Cultronix.
{{cite web}}
: - ↑ "VR and vice: Are we heading for mass addiction to virtual reality fantasies". Wareable. Retrieved 2016-06-19.
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: - ↑ 69.0 69.1 "Risk Management – The Real Risks of Virtual Reality". Retrieved 2017-05-16.
{{cite web}}
: - ↑ "Oculus Rift Health and Safety Notice" (PDF). Retrieved 13 March 2017.
{{cite web}}
: - ↑ Lawson, B. D. (2014). Motion sickness symptomatology and origins. Handbook of Virtual Environments: Design, Implementation, and Applications, 531-599.
- ↑ Frischling, Bill. "Sideline Play." The Washington Post (1974-Current file): 11. ProQuest Historical Newspapers: The Washington Post (1877-1995). October 25, 1995. Web. May 24, 2012.
- ↑ 73.0 73.1 LaViola, J. J. Jr (2000). "A discussion of cybersickness in virtual environments". ACM SIGCHI Bulletin 32: 47–56. doi:10.1145/333329.333344.
- ↑ 74.0 74.1 Kolasinski, E. M. "Simulator sickness in virtual environments (ARI 1027)". www.dtic.mil. U.S. Army Research Institute for the Behavioral and Social Sciences. Retrieved 22 July 2014.
{{cite web}}
: - ↑ Stanney, K. M.; Kennedy, R. S.; Drexler, J. M. (1997). "Cybersickness is not simulator sickness". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41 (2): 1138–1142. doi:10.1177/107118139704100292.
- ↑ Madrigal, E.; Prajapati, S.; Hernandez-Prera, J.C. (2016). "Introducing a Virtual Reality Experience in Anatomic Pathology Education". American Journal of Clinical Pathology 146 (4): 462–468. doi:10.1093/ajcp/aqw133.
- ↑ Cline, Mychilo Stephenson (2005). Power, Madness, & Immortality: the Future of Virtual Reality. Virtualreality.universityvillagepress.com. https://books.google.com/?id=7OxbJWzIaVEC&printsec=frontcover&dq=power+madness+and+immortality&q=. Retrieved 2009-10-28.
- ↑ "The Future of Virtual Reality with Mychilo Cline » Introduction to the Future of Virtual Reality". Virtualreality.universityvillagepress.com. Retrieved 2009-10-28.
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: - ↑ "Power, Madness and Immortality | KurzweilAI". www.kurzweilai.net. Retrieved 28 March 2017.
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: - ↑ Castranova, E. (2007). Exodus to the Virtual World: How online fun is changing reality. New York: Palgrave Macmillan.
- ↑ Rosenberg, "Virtual Haptic Overlays Enhance Performance in Telepresence Tasks," Dept. of Mech. Eng., Stanford Univ., 1994.
- ↑ Rosenberg, "Virtual Fixtures: Perceptual Overlays Enhance Operator Performance in Telepresence Tasks," Ph.D. Dissertation, Stanford University.
References[]
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Inline citations[]
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- TechCast Article Series, Mateo Fernandez, Metaverse
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External links[]
Virtual Reality, Computer Chronicles (1992) |
- Isaac, Joseph (2016). "Step into a new world - Virtual Reality (VR)". Retrieved 2 July 2016.
{{cite web}}
: Basic Concepts of Virtual Reality along with Research Challenges explained in simple words. - Mixed Reality Scale – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples.
- Drummond, Katie (2014). "The Rise and Fall and Rise of Virtual Reality". The Verge. Retrieved 15 November 2014.
{{cite web}}
: Interviews on the history and future of virtual reality by leaders in the field. - "New Trends In Virtual Reality".
{{cite web}}
: - "Virtual reality in human-system interaction".
{{cite web}}
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Template:Computer science
Mixed and virtual reality | ||
---|---|---|
Concepts | Applications of virtual reality • Artificial reality • Augmented reality • Augmented virtuality • Immersion • Projection augmented model • Real life • Reality–virtuality continuum • Telepresence • Virtual reality sickness • Virtual world (persistent) | |
Technology | Haptic suit • Omnidirectional treadmill • Wearable computer | |
Display | Concepts | Head-mounted display (optical) • Head-up display • Virtual retinal display • Virtual reality headset |
Software | Asynchronous reprojection • Image-based modeling and rendering | |
Photography | Free viewpoint television • 360-degree video • VR photography • Omnidirectional camera | |
Peripherals | Oculus Touch • Leap Motion • PlayStation Move • Wired glove | |
Immersive devices |
Current | Google Cardboard • Google Daydream • HTC Vive • Nintendo Labo VR Kit • Oculus Go • Oculus Quest • Oculus Rift (CV1 • S) • OSVR • Magic Leap • Samsung Gear VR • PlayStation VR • Pimax • Valve Index • Windows Mixed Reality • Microsoft HoloLens (2) • Google Glass |
Legacy | Famicom 3D System • Sensorama • Sega VR • Sword of Damocles • Virtual Boy • Virtuality | |
Applications | ARToolKit • ARCore • Interactive art (Virtual graffiti) • OpenXR • Pervasive game |