Virtual reality - Wikipedia - 0 views
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Sensorama in 1962
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salahzar on 08 Feb 20https://youtu.be/veTmp1jCuKw Omaggio googlecardboard a sensorama: https://youtu.be/V160wrsVnLg
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The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, Computer Gaming World predicted "affordable VR by 1994"
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Cave automatic virtual environment (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.[18][19]
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QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas.
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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",
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In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion[33] but later revealed that the more accurate figure was $3 billion.[32]
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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.[36]
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In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head.
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However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity.
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In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection).
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Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.[54] 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback.[44]
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VR can simulate real workspaces 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.
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he first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible
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In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order thinking, promoting the interest and commitment of students, the acquisition of knowledge, promoting mental habits and understanding that are generally useful within an academic context.[90]