{"id":174259,"date":"2016-11-08T15:41:46","date_gmt":"2016-11-08T20:41:46","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-headset-wikipedia\/"},"modified":"2016-11-08T15:41:46","modified_gmt":"2016-11-08T20:41:46","slug":"virtual-reality-headset-wikipedia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-headset-wikipedia\/","title":{"rendered":"Virtual reality headset &#8211; Wikipedia"},"content":{"rendered":"<p><p>    A virtual reality headset provides immersive virtual    reality for the wearer. VR headsets are widely used with    computer games but they are also used in    other applications, including simulators and trainers. They    comprise a stereoscopic head-mounted display (providing    separate images for each eye), stereo sound, and head motion    tracking sensors[1] (which may include gyroscopes, accelerometers,    structured light systems,[2] etc.). Some VR headsets also have    eye    tracking sensors[3] and gaming controllers.  <\/p>\n<p>    An early VR headset, the Forte VFX1, was announced at CES in 1994. The VFX-1 has    stereoscopic displays, 3-axis head-tracking, and stereo    headphones.[4] Sony, another pioneer, released    the Glasstron    in 1997, which has an optional positional sensor, allowing the    wearer to view the surroundings, with the perspective moving as    his head moves, giving a deep sense of immersion. These VR    headsets gave MechWarrior 2 players    a new visual perspective of seeing the battlefield from inside    the cockpit of their craft. However, these early headsets    failed commercially due to their limited technology[5][6] and were described    by John Carmack as like \"looking through toilet paper    tubes\".[7]  <\/p>\n<p>    In 2012, a crowdfunding campaign began for a VR headset    known as Oculus    Rift; the project was led by several prominent video game    developers, including John Carmack[5] who later became    the company's CTO.[8] In March 2014,    the project's parent company Oculus VR was acquired by Facebook for US$2 billion.[9] The final    consumer-oriented release of Oculus Rift began shipping on 28    March 2016.[10]  <\/p>\n<p>    In March 2014, Sony demonstrated a prototype headset for    PlayStation    4,[11] which was later named PlayStation    VR.[12] In 2014, Valve    Corporation demonstrated some headset prototypes,[13] which lead to a    partnership with HTC to    produce the Vive,    which focuses on \"room scale\" VR environments that users can    naturally navigate within and interact with.[14] The Vive was planned    for a release in April 2016.[15] and    PlayStation VR later in 2016.[16]  <\/p>\n<p>    Virtual reality headsets and viewers have also been designed    for smartphones. Unlike headsets with integrated    displays, these units are essentially enclosures which a    smartphone can be inserted into. VR content is viewed from the    screen of the device itself through lenses acting as a stereoscope, rather    than using dedicated internal displays. Google released a    series of specifications and associated DIY kits for virtual    reality viewers known as Google Cardboard; these viewers    are capable of being constructed using low-cost materials, such    as cardboard (hence the naming). Samsung    Electronics parterned with Oculus VR to co-develop the    Samsung    Gear VR (which is only compatible with recent Samsung    Galaxy devices), while LG Electronics developed a headset    with dedicated displays for its LG G5 smartphone known as LG 360 VR.[17][18][19][20]  <\/p>\n<p>    Virtual reality headsets have significantly higher requirements    for latencythe time it takes from a    change in input to have a visual effectthan ordinary video    games.[21] If the system is too sluggish to    react to head movement, then it can cause the user to    experience virtual reality sickness, a kind    of motion sickness.[22] According to    a Valve engineer, the ideal latency would be 7-15 milliseconds.[23] A major    component of this latency is the refresh rate of the display,[22] which has    driven the adoption of displays with a refresh rate from    90Hz (Oculus Rift and HTC Vive) to 120Hz    (PlayStation VR).[16]  <\/p>\n<p>    The graphics processing unit (GPU)    also needs to be more powerful to render frames more    frequently. Oculus cited the limited processing power of    Xbox One and    PlayStation 4 as the reason why they are targeting the PC    gaming market with their first devices.[24]  <\/p>\n<p>    A common way to reduce the perceived latency[25] or compensate for a    lower frame    rate,[26]    is to take an (older) rendered frame and morph it according to    the most recent head tracking data just before presenting the    image on the screens. This is called asynchronous    reprojection[27]    or \"asynchronous time warp\" in Oculus jargon.[28]  <\/p>\n<p>    PlayStation VR synthesizes \"in-between frames\" in such manner,    so games that render at 60 fps natively result in 120 updates    per second.[16][26] SteamVR (HTC Vive)    will also use \"interleaved reprojection\" for games that cannot    keep up with its 90Hz refresh rate, dropping down to 45    fps.[29]  <\/p>\n<p>    The simplest technique is applying only projective transformation to    the images for each eye (simulating rotation of the eye). The downsides are    that this approach cannot take into account the translation (changes in position)    of the head. And the rotation can only happen around the axis    of the eyeball, instead of the neck, which is the true axis for head rotation. When    applied multiple times to a single frame, this causes    \"positional judder\", because position is not updated with every    frame.[25][30][31]  <\/p>\n<p>    A more complex technique is positional time warp, which uses    pixel depth information from the Z-buffer to morph the    scene into a different perspective. This produces    other artifacts because it has no information about faces that    are hidden due to occlusion[30] and cannot compensate    for position-dependent effects like reflections and specular lighting. While it gets rid of    the positional judder, judder still presents itself in    animations, as timewarped frames are effectively    frozen.[31]    Support for positional time warp was added to the Oculus SDK in    May 2015.[32]  <\/p>\n<p>    Because virtual reality headsets stretch a single display    across a wide field of view (up to 110 for some devices    according to manufacturers), the magnification factor makes    flaws in display technology much more apparent. One issue is    the so-called screen-door effect, where the gaps    between rows and columns of pixels become visible, kind of like looking through    a screen    door.[33] This was especially noticeable    in earlier prototypes and development kits,[6] which had lower    resolutions than the retail versions.  <\/p>\n<p>    The lenses of the headset are responsible for    mapping the up-close display to a wide field of view,[34][35] while    also providing a more comfortable distant point of focus. One    challenge with this is providing consistency of focus: because    eyes are free to turn within the headset, it's important to    avoid having to refocus to prevent eye strain.[36]  <\/p>\n<p>    The lens introduce distortion and chromatic aberration, which are    corrected in software.[34]  <\/p>\n<p>    Virtual reality headsets are being currently used as means to    train medical students for surgery. It allows them to perform essential    procedures in a virtual, controlled environment. Students    perform surgeries on virtual patients, which allows them to    acquire the skills needed to perform surgeries on real    patients.[37] It also allows the students to    revisit the surgeries from the perspective of the lead surgeon.[38]  <\/p>\n<p>    Traditionally, students had to participate in surgeries and    often they would miss essential parts. But, now surgeons have    been recording surgical procedures and students are now able to    watch whole surgeries again from the perspective of lead    surgeons with the use of VR headsets, without missing essential    parts. Students can also pause, rewind, and fast forward    surgeries.[38]  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the article here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Virtual_reality_headset\" title=\"Virtual reality headset - Wikipedia\">Virtual reality headset - Wikipedia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> A virtual reality headset provides immersive virtual reality for the wearer.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-headset-wikipedia\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-174259","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/174259"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=174259"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/174259\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=174259"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=174259"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=174259"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}