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DEVELOPMENT
VR came about as an idea from a cinematographer named Morton Heilig in 1960
Ivan Sutherland continued when Heilig ran out of money.
Military liked Sutherlands idea and helped him develop it. (around 1966)
NASA really liked it, poured in tons of money. (late 60s / early 70s)
By the 1980s the term "virtual reality" was popularized byJaron Lanier, one of the
modern pioneers of the field. Lanier had founded the companyVPL Researchin 1985. In
2010,Palmer Luckey, who later went on to foundOculus VR, designed the first
prototype of theOculus Rift.
On March 25, 2014,Facebookpurchased a company that makes virtual reality
headsets,Oculus VR, for $2 billion.Sonyannounces Project Morpheus (its code name
forPlayStation VR), a virtual reality headset for thePlayStation 4.Google
announcesCardboard, a do-it-yourself stereoscopic viewer for smartphones.
In July 2015,OnePlusbecame the first company to launch a product using virtual
reality.They used VR as the platform to launch their second flagship device the OnePlus
2, first viewable using an app on the Google Play Store,then on YouTube
WHATS SO UNIQUE ?
Wearable tech make you think you're standing on Mars when
you're actually about to bump into the kitchen counter.
Total
immersion
is
what
everyone
making
a
VR
headset, game or app is
aiming towards - making the
virtual reality experience so
real that we forget the
computer,
headgear
and
accessories and act exactly as
wesense,
would VR
in the
real world.
Like Earphones control you audio
headsets
control the vision immersion is the best part
GOOGLE CARDBOARD
SAMSUNG GEAR VR
STANDAONE
OCULUS RIFT
HTC VIVE
CATEGORIES OF VR
HMD Integrated: A virtual reality head-mounted display with the screen integrated into the unit. This
segment (obviously) includesOculus VR, as well as companies such asVRelia,Gameface Labs,Avegant,Sony
andANTVR.
HMD With Mobile Device:A virtual reality head-mounted display using a third-party mobile device as
the screen. Companies in this segment includeDurovis,Seebright,Altergaze,VrizzmoandSamsung.
Controller Hand Device / Glove / Body Unit: An input device using hands and/or body movement for
tracking via sensors.PrioVR,STEM,Control VRandLeap Motionare all included in this element of the
market.
Controller Treadmill / Foot Control: An input device that tracks leg/foot movements. In this category
we includeVirtuix Omni,InfinAdeck, theCyberith VirtualizerandStompz.
Controller Haptics: An input device for hands and body that also provides tactile feedback by force or
vibration. TheKOR-FX Gaming Vest,iMotionand theReactive Gripare three of the products included here.
3D Camera: A video or image recording device that captures 3D stereoscopic views.Jaunt,Giropticand
Matterportare within this grouping.
End-to-End Platform:A company that provides HMD systems coupled with input devices and motion
capture. This category brings together companies that are creating VR experiencesencompassing HMDs,
input devices, games and other elements.SurviosandVRCadeare two examples.
Misc: Products not fitting into other categories. Well keep a close eye on this category to see if its worth
keeping, but in the meantime weve allocatedPetal, a VR fan into it.
HEAD
TRACKING
MOTION
TRACKING
HEAD
TRACKING
ARCHITECTURE OF A VR
SYSTEM
Position &
Orientation
Input
Processor
Rendering
Processor
Simulation
Processor
World Database
ARCHITECTURE- COMPONENTS
Input Processor
Control the devices used to input information to the
ARCHITECTURE- COMPONENTS
Simulation Processor
Core of a VR system.
Takes the user inputs along with any tasks programmed into the
world and determine the actions that will take place in the virtual
world.
ARCHITECTURE- COMPONENTS
Rendering Processor
Create the sensations that are output to the user.
Separate rendering processes are used for visual, auditory,
haptic and other sensory systems. Each renderer take a
description of the world stat from the simulation process or derive
it directly from the World Database for each time step.
APPLICATIONS
ENTERTAINMENT
EDUCATION &
TRAINING
MEDICINE
(SURGERY)
Cybersickness
PROBLEMS
Low-fidelity
Expensive
Lack
High-fidelity
FUTURE
WORK
/ simulator sickness
system
Cost-saving
Collaborative
High-level