Difference between revisions of "Virtual reality"
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'''Virtual Reality''' or '''VR''' is a computer-simulated artificial world that can mimic the physical features of the environments in real life and in fantasy. In VR, all of our senses are fooled, temporarily, into believing that this artificial environment is real. The goal of a true VR experience is to create [[presence]], the feeling of physically being somewhere else, being in another reality. | '''Virtual Reality''' or '''VR''' is a computer-simulated artificial world that can mimic the physical features of the environments in real life and in fantasy. In VR, all of our senses are fooled, temporarily, into believing that this artificial environment is real. The goal of a true VR experience is to create [[presence]], the feeling of physically being somewhere else, being in another reality. | ||
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While [[Augmented Reality]] enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore. | While [[Augmented Reality]] enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore. | ||
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==Hardware Technologies== | ==Hardware Technologies== | ||
===Head-mounted Display=== | ===Head-mounted Display=== |
Revision as of 21:12, 1 January 2017
Introduction
Virtual Reality or VR is a computer-simulated artificial world that can mimic the physical features of the environments in real life and in fantasy. In VR, all of our senses are fooled, temporarily, into believing that this artificial environment is real. The goal of a true VR experience is to create presence, the feeling of physically being somewhere else, being in another reality.
Virtual Reality is an interactive and immersive medium that can be utilized to create unique experiences that are unattainable elsewhere. VR has the power to transform games, films and other forms of media. Some enthusiasts call VR the "ultimate input/output device" or the "last medium" because any subsequent medium can be created within VR, using only software.
While Augmented Reality enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore.
Contents
Hardware Technologies
Head-mounted Display
VR is currently created by head-mounted displays (HMDs) such as the Oculus Rift. HMDs utilize stereoscopic displays and specialized lenses along with motion tracking hardware to give the illusion that the user is physically inside the virtual world.
To create the illusion of depth, a display is placed very close to the users' eyes, covering their entire field of view. Two images that are very similar but have different perspectives are channeled into each eye to create parallax, the visual phenomenon where our brains perceive depth based on the difference in the apparent position of objects.
Specialized lenses are placed between the display and our eyes. There lenses allow our eyes to focus on the images on the display, even though the display is only a few inches in front of our faces. Without lenses, our entire VR world would become blurry because human eyes have trouble focusing on things that are very close.[1]
The headset tracks the movement of your head and changes the images shown on the display based on it. This process creates the sensation that users are located within the virtual environment. Users of these devices are not only able to experience the computer-simulated environments but also interact with them. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.
Motion Tracking
HMD tracks the movement of your head and updates the rendered scene based on its orientation and location. This process is similar to how we look around in real life. There are 2 types of tracking: rotational tracking and positional.
Rotational tracking tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by IMUs such as accelerometers, gyroscopes and magnetometers.
Positional tracking tracks the 3 translational movements: forward/back, up/down and left/right. Positional tracking is usually more difficult than rotational tracking and is accomplished through different Types and Systems.
Motion tracking is not only used to track your head in HMDs but also used to track your hands and rest of your body through various input devices.
Input Devices
Input Devices allow the users to influence and manipulate the virtual realm they are in. These devices include traditional input methods such as gamepad, mouse and keyboard and novel devices that track the position and orientation of your hands, fingers, feet and other body parts.
Platforms
Devices
- See also: Virtual Reality Devices
Popular VR Headsets:
Devices | Requires | Display | Resolution | Refresh Rate | Field of View | Tracking | Rotational Tracking | Positional Tracking | Update Rate | Latency | Input | Connectivity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
ANTVR | PC Xbox One PlayStation 4 Smartphone | Aspherical lens | 1920 x 1080 | 100° diagonal | Degrees of freedom | Gyroscope Magnetometer Accelerometer | Transformable Controller | U2B (USB-2.4GHz and Bluetooth) module | ||||
Acer Windows Mixed Reality Headset | PC | Dual LCD display | 2880 x 1440 (1440 x 1440 per eye) | 95 Degree Horizontal | 6DOF | Gyroscope Accelerometer Magnetometer | Inside-out tracking | Motion to Photon: Less than 10ms | Keyboard/Mouse Xbox One GamePad Motion Controllers | HDMI USB | ||
Apple Vision Pro | Dual Micro OLED | 4k per eye | 120 degrees | Hands Eyes Face Legs? | ||||||||
Daydream View | Daydream Ready Phones | 5 / 5.5 inch AMOLED (Pixel / Pixel XL) | 1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL) | 60 Hz | 90° (nominal) | Degrees of freedom | Accelerator Gyrometer Proximity | None | Rotational: 1000 Hz High accuracy | Daydream Controller | ||
FOVE | PC | 5.8 inch low persistence OLED | 2560 x 1440 | 60 - 90 Hz | 100° | Eye Tracking | IMU | Their own system | Eye Tracking: 120 FPS | USB 3.0 Display port 3.5mm headphone port | ||
Figment VR | Depends on the smartphone | Depends on the smartphone | Degrees of freedom | IMUs in Smartphone | None | |||||||
Google Cardboard | Smartphone | Depends on the smartphone | Depends on the smartphone | Degrees of freedom | IMUs in Smartphone | None | ||||||
HP Reverb G2 | Dual LCD 2.89’’ diagonal with Pulse Backlight technology | 2160 x 2160 pixels per eye | 90Hz | ~114 degrees Fresnel-Aspherical | 6DOF Inside/out | HP Reverb G2 Controllers | USB 3.0 type C BlueTooth | |||||
HTC Vive | PC | Dual Panel | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 110° (diagonal) | 6DOF | Gyroscope Accelerometer Laser Position Sensor | Base Stations | Rotational: 1000Hz Positional: 60Hz | 7ms (no load) 15ms (medium load) Motion to Photon | Controllers in both hands | 2 HDMI ports 2 USB ports 1 headphone jack |
HTC Vive Developer Editions | PC | Dual Panel | 2160 x 1200 1080 x 1200 per eye | 90 Hz | 110° (diagonal) | 6DOF | Gyroscope Accelerometer Laser Position Sensor | Base Stations | ?? | ?? | Controllers in both hands | 2 HDMI ports 2 USB ports 1 headphone jack |
HTC Vive Pro | PC | Dual Panel | 2880 x 1600 (1440 x 1600 per eye) | 110° (diagonal) | 6DOF | Gyroscope Accelerometer Laser Position Sensor | Base Stations | Rotational: TBC Positional: TBC | Motion to Photon TBC | Controllers in both hands | DisplayPort 1.2 USB-C 3.0 port Bluetooth (Version TBD) (TBD: 1 headphone jack???) | |
Impression Pi | Smartphone | Depends on smartphone | Depends on the smartphone | 6 DOF | IMU Board | IMU Board Infared Cameras? IR Projector? | ||||||
LG 360 VR | LG G5 | 1.88" IPS LCD x 2 EA 920 x 720 per Eye 639 ppi Real RGB | 960x720 pixels at 693ppi (per eye) | 60Hz | Motion to Photon: over 50ms | |||||||
Lenovo Windows Holographic HMD | PC | 1440x1440-pixel OLED display | Inside-out Tracking | Two Cameras | Input Devices | HDMI and USB Connectors | ||||||
Meta Quest 2 | IPS LCD | 1832 x 1920 per eye | 72Hz 90 Hz | 90° (estimated) | 6DOF | Gyroscope Accelerometer | Oculus Insight | Rotational: 1000Hz Positional: 60Hz | Motion to Photon: less than 5ms | Redesigned Oculus Touch | Oculus Link USB-C | |
Meta Quest 3 | 2 x LCD | 2064x2208 per-eye | 120 Hz | 6 DoF Inside-out via 4 integrated cameras | 2 x Meta Quest Touch Plus Controllers | |||||||
OSVR HDK1 | PC | 5.5 inch LCD (1.0) 5.5 inch low-persistence OLED (1.1 - 1.3) | 1920 x 1080 960 x 1080 per eye | 60 Hz (1.0 - 1.2) 120 Hz (1.3) | 100° (nominal) 90° (H and V) | Degrees of freedom 6DOF | Gyroscope Accelerometer Magnetometer | IR-LED faceplate and External Infrared Camera | Positional: 100 Hz Rotational: 400Hz | ?? | Leap Motion VR Gamepads Mouse and Keyboard | 1 external and 2 internal USB 3.0 ports |
OSVR HDK2 | PC | 5.5 inch OLED | 2160 x 1200 (1080 x 1200 per eye) | 110 degrees | Degrees of freedom 6DOF | Gyroscope Accelerometer Magnetometer | ??? | Rotational: 400Hz Positional: 100 Hz | ?? | ??? | 1 external and 2 internal USB 3.0 ports | |
Oculus Quest | OLED | 1440×1600 per eye | 72Hz | 96°×94° (estimated)(ref 5) | 6DOF | Gyroscope Accelerometer | Oculus Insight | Oculus Touch Controllers Controller-free Hand Tracking | Oculus Link USB-C | |||
Oculus Rift | PC | Dual OLED Panels | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 110° (diagonal) | 6DOF | Gyroscope Accelerometer Magnetometer | Oculus Sensor | Rotational: 1000Hz Positional: 60Hz | Motion to Photon: less than 5ms | Xbox One controller Oculus Touch Oculus Remote | HDMI USB |
Oculus Rift DK1 | PC | 7 inch LCD | 1280 x 800 640 x 800 per eye | 110° (Nominal) | Degrees of freedom | Gyroscope Accelerometer Magnetometer | None | Rotational: 1000 Hz | Tracking: 2ms End-to-end: 50-60ms | |||
Oculus Rift DK2 | PC | 5.7 inch OLED (PenTile) | 1920 x 1080 960 x 1080 per eye | 75 Hz 72 Hz | 100° (nominal) | 6DOF | Gyroscope Accelerometer Magnetometer | Separate Camera Near Infrared CMOS Sensor | Rotational: 1000 Hz Positional: 60 Hz | ~30 ms | USB HDMI | |
Oculus Rift S | LCD | 1280×1440 per eye | 80Hz | 6DOF | Oculus Insight | Oculus Touch | Headset cable required | |||||
Oculus Santa Cruz | Inside-out tracking | Input Devices | 1 HDMI 2 USB 3.0 Ports | |||||||||
Pico G2 | 3K LCD Blue ray reduction | 2880 x 1600 | 90Hz 615 ppi | 101 degrees | Degrees of freedom | 1 3DOF Controller | N/A | |||||
Pico Neo 2 | 4k Single LCD panel | 1 920 × 2 160 per eye | 75Hz | 101 degrees Fresnel | 6DOF Inside/out Electromagnetic | 2 Pico Neo Controllers | N/A | |||||
Pico Neo 3 Pro | 4k 3664 x 1920 LCD 5.5" PPI 773 | 72/90Hz | 98 degrees Fresnel | 6DOF Inside-out tracking | 2 Updated Pico Neo Controllers | Displayport | ||||||
Pico Neo CV | Dual 1.5K AMOLED | 1500 x 1500 pixels/eye | 90Hz | 102 degrees | 6 Degrees of Freedom (6DoF) | |||||||
Pimax 8K | Custom low-latency LCD screen | 8K (4K for each eye) | Monocular 75Hz / (Up to 90Hz although struggling to better 80Hz) (Both eyes 150Hz / 180Hz through Brainwarp) | 200-degree FOV | Gesture Tracking (optional) | Yes | 18ms (Low MTP Latency) | |||||
PlayStation VR | PlayStation 4 | 5.7 inch OLED | 1920 x 1080 960 x 1080 per eye | 90 Hz | 100° | 6DOF | Accelerometer Gyroscope | PlayStation Camera | ? | Less than 18ms | DualShock 4 Wireless Controller PlayStation Move Motion Controller PlayStation VR Aim | HDMI USB |
Project Alloy | ||||||||||||
Samsung Gear VR (2015/2016) | All Samsung Smartphones 2015 and newer | 5.7 / 5.1 inch Super AMOLED (RGBG PenTile) | 2560 x 1440 1280 x 1440 per eye | 60 Hz | 96° (nominal) | Degrees of freedom | Accelerator Gyrometer Proximity | None | Rotational: 1000 Hz High accuracy | Motion to Photon: Less than 6 ms | Touchpad Back Button Volume Key Focus adjustment wheel | MicroUSB to the smartphone |
Samsung Gear VR Innovator Edition | Galaxy Note 4 Galaxy S6 Galaxy S6 Edge | 5.7 / 5.1 inch Super AMOLED (RGBG PenTile) | 2560 x 1440 1280 x 1440 per eye | 60 Hz Low-persistence | 96° (nominal) | Degrees of freedom | Accelerator Gyroscope Magnetometer | None | Rotational: 1000 Hz High accuracy | Motion to Photon: Less than 20 ms | Touch Pad Back Button Volume Key | MicroUSB to the smartphone |
StarVR | PC | Dual 5.5" LCD Quad HD Displays | 5120 x 1440 (2560 x 1440 per eye) | 210° (horizontal) 130° (vertical) | 6DOF | Gyroscope Accelerometer Magnetometer | External optical sensor with fiducial markers | |||||
Sulon Q | PC | OLED | 2560x1440 pixels | Dual noise-suppressing embedded microphones Gamepads Controllers compatible with Windows 10 Mouse and Keyboard | Bluetooth 4.0 Wi-Fi 802.11ac | |||||||
Valve Index | 1440x1600 RGB LCDs | 80/90/120/144Hz | ~120-130 degrees | Valve Index Controllers | USB 3.0 DisplayPort 1.2 | |||||||
Wearality Sky | Smartphone | Depends on smartphone | Depends on smartphone | 150° | Degrees of freedom | IMUs in Smartphone | None |
- To make changes to the table, please edit the the infobox of the corresponding device. See Template:Device Infobox for reference.
Apps
Use Cases
- See also: Virtual Reality Use Cases
History
Timeline