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Text replacement - "devices" to "gadgets"
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VR is enabled by [[head-mounted display]]s (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world.  
 
VR is enabled by [[head-mounted display]]s (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world.  
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The headset tracks the movement of your head and changes the images shown on the display according to the movement. This process creates the sensation that users are located within the virtual environment. Users of these devices are able to interact with the virtual environments. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.
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The headset tracks the movement of your head and changes the images shown on the display according to the movement. This process creates the sensation that users are located within the virtual environment. Users of these gadgets are able to interact with the virtual environments. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.
    
===Position and rotation tracking===
 
===Position and rotation tracking===
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[[Positional tracking]] tracks the 3 translational movements: forward/back, up/down and left/right.
 
[[Positional tracking]] tracks the 3 translational movements: forward/back, up/down and left/right.
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Motion tracking can also be used to track your hands and rest of your body through various input devices.
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Motion tracking can also be used to track your hands and rest of your body through various input gadgets.
    
==Theory==
 
==Theory==
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===Smartphone LCD-based VR===
 
===Smartphone LCD-based VR===
The interest in VR regained momentum after [[Palmer Luckey]] created the first prototype of the [[Oculus Rift]], in the year +2011, and launched a kickstarter campaign for its development in the year +2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality's popularity hugely increased. Multiple companies invested in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices.<ref name=”1”></ref><ref name=”5”></ref><ref name=”7”></ref>
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The interest in VR regained momentum after [[Palmer Luckey]] created the first prototype of the [[Oculus Rift]], in the year +2011, and launched a kickstarter campaign for its development in the year +2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality's popularity hugely increased. Multiple companies invested in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR gadgets.<ref name=”1”></ref><ref name=”5”></ref><ref name=”7”></ref>
    
[[Google Cardboard]] happened in about the year +2015.
 
[[Google Cardboard]] happened in about the year +2015.

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