Virtual reality drowned in a simulated environment. Today, this means using a computer, smartphone, and a headset to take us to places that do not exist in our reality.
VR creates the illusion of presence in a different world. This is achieved through a multisensory technologies, such as:
- wide-angle video
- directional audio
- motion tracking
When you are in a virtual reality, you can not see the outside world – only a digital simulation. This distinguishes the VR of AR (augmented reality), the technology overlay 3D models into the real world.
History of Virtual Reality
Virtual reality has existed in concept since the 19th century, and in practice since the 1960s. But in the last ten years, VR has undergone a revolution mainstream availability and adoption.
Some experts believe the term “virtual reality” was first used by the playwright Antonin Artaud in 1938. Around the same time, science fiction writers to write stories that dealt with virtuality as a subject. Stanley G. Weinbaum 1935 story “The glasses Pygmalion” is one example of this.
In the late 1960s, Ivan Sutherland built the Sword of Damocles, the first example of a “head-mounted displays” (HMD) in the history of immersive technology. Sword of Damocles allows users to view 3-D cube floating on the actual environment in front of them, making it a direct predecessor of the current augmented reality headset.
Medical, automobile design, and military training industry researched and implemented virtualization technology in the 1970s. Andrew Lippman and his team build a simulation environment called Map Theaters Aspen at MIT in 1978, the popularity of VR precursing currently on the architecture and design industry.
In the 1980s, the beginning of VR that actually appears in the aerospace sector. Thanks to research by Sutherland, as well as NASA and the Air Force, the pilot can wear large helmets for flight simulation experience. Jaron Lanier dubbed this kind of experience “virtual reality,” and released some convincing – if expensive and uncomfortable – VR products.
VR capture the public imagination in the 1990s, but the technology was not there to back up the hype. popular books and films, such as William Gibson’s Neuromancer influential and, of course, The Matrix, continue to explore the concept of a computer-generated world. Meanwhile, VR products actually available today is still not attractive to most consumers. Nintendo’s 1995 effort to build a head-mounted display 3-D, Virtual Boy, a critical and commercial drunk. As the 2000s came, the main obsession with VR began to decline.
However, virtual reality is having a resurgence in the 2010s. Since the game-changing Oculus Rift headset Palmer Luckey was announced in 2012, the company of the trend startups for tech giants such as Facebook and Google have released a virtual reality platform. Gamers, creative, design professionals, and other stakeholders have pushed intellectual and commercial growth of this industry.
What was once a science fiction region has become a regular part of contemporary homes and workplaces. It’s undeniable: more people than ever are now enjoying virtual reality.
Virtual Reality Hardware
What hardware virtual reality looks like today? VR experience usually involves a combination of visual, audio, and motion. Different VR system provides the user with these elements in different ways and at different levels of quality. Depending on what kind of virtual world you wish to enjoy, one or more of these systems is right for you.
VR interested consumers have many options to choose from. Powerful, computer-based VR experiences are now within their range. At the same time, a headset-based smartphones such as Google Cardboard and Samsung Gear VR has made VR more accessible than ever.
But no matter what route you go, you will generally need 3 main elements:
1) PC / Console / Smartphone – Today, the majority of VR experience that is supported by the PC, console, or a smartphone. These systems create content for your VR experience.
2) Headset – The headset provides elements of visual and auditory experience of your VR. For VR-powered smartphone, the headset includes a slot to put the smartphone, which acts as a visual display. For VR-powered computers, headsets have a cable tether to an external computer.
3) Controller and Sensor – Controller allows the user to interact with the virtual environment. It was paired with sensors that track a user’s location and position. Together, controllers, sensors, and other input devices to make the user can navigate through the virtual world and play with.
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