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Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them. https://www.youtube.com/watch?v=jJ6a-pCgDH0&t=1s
Microsoft HoloLens is shaping up to be another formidable competitor in the HMD market. Unlike VR tech, Microsoft based their display on holographic technology. The original Hololens was more proof of concept than consumer device, and the recently announced Hololens 2 is again eschewing the public in favor of enterprise/government uses. The Hololens 2 will feature upgraded visuals, including a much-expanded field of view — music to fans of the original device, who settled on the limited FOV as the main drawback of the device. https://www.aliexpress.com/item/0-26mm-9H-tempered-glass-For-iphone-4s-5-5s-6-6s-plus-screen-protector-protective/32502557737.html

By the 1980s, the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1985. VPL Research has developed several VR devices like the DataGlove, the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to Mattel, which used it to make the Power Glove, an early affordable VR device. https://www.youtube.com/watch?v=yg29RvYNSDQ&t=1s

There are few worse feelings than putting on a VR headset and having someone else's sweat drip down your face. That's why, if you're likely to be sharing your headset with others, we'd recommend some sort of cover. The company VR Cover does exactly what it suggests, selling covers for the Rift, Vive, Gear VR and Windows Mixed Reality headsets. You can get a couple of machine-washable covers or, if you prefer, some cheaper disposable ones.

In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] 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. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[38] Also in 2015, Razer unveiled its open source project OSVR. https://www.aliexpress.com/item/CCD-HD-night-vision-car-rear-view-camera-front-view-side-view-rear-monitor-for-360/451832973.html
In 1992, Nicole Stenger created Angels, the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created the virtual fixtures system at the U.S. Air Force's Armstrong Labs using a full upper-body exoskeleton, enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.[16][17] https://www.aliexpress.com/item/LINGCHEN-Car-Phone-Holder-360-Rotation-Holder-for-Phone-in-Car-Air-Vent-Mount-Car-Holder/32862359004.html
The emphasis here is future, as in several years away. That brings us to the second biggest reason the HoloLens and Magic Leap One aren't on this list: They aren't consumer products. Both devices are purely intended as development hardware, so AR software can be made for their platforms. Even the just-announced HoloLens 2, the second iteration of Microsoft's AR headset, is aimed specifically at developers and enterprise users rather than consumers. https://www.youtube.com/watch?v=OCDmIVRRwSQ&t=1s
Originally funded as a Kickstarter project in 2012, and engineered with the help of John Carmack (founder of Id Software, of Doom and Quake fame), Oculus became the early leader in Virtual Reality hardware for video games. Facebook bought Oculus in 2014, and brought the company’s high-end VR HMD to market for consumers. More recently, Oculus has seen success with the lower-price, lower-powered Oculus Go, and 2019 will see the release of multiple new iterations on the hardware, including the tethered Rift S and the stand-alone Oculus Quest. https://www.youtube.com/watch?v=hDBUkX6JQ-0&t=1s

While audio-visual information is most easily replicated in Virtual Reality, active research and development efforts are still being conducted into the other senses. Tactile inputs such as omnidirectional treadmills allow users to feel as though they’re actually walking through a simulation, rather than sitting in a chair or on a couch. Haptic technologies, also known as kinesthetic or touch feedback tech, have progressed from simple spinning-weight “rumble” motors to futuristic ultrasound technology. It is now possible to hear and feel true-to-life sensations along with visual VR experiences. https://www.youtube.com/channel/UCLMLTE5R-LR26VKfnaDQtEA
That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the 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.[13][14] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[15]
The Oculus Touch controllers have made a world of difference since their arrival. Compared to the other headsets' controllers, they're our favourite – they conform to your hand and allow for some finger recognition, like a thumbs-up. Not just that, but when it comes to games Oculus has come on leaps and bounds. That's been largely helped by some developer cash injections from Facebook, giving us quality, polished titles like Lone Echo and Robo Recall. Room-scale support has been added too, though you'll need to purchase at least one additional sensor to get it to Vive-level tracking, and even then the Vive tracking experience is a little better in our experience. https://www.aliexpress.com/item/Customize-360-Lace-Frontal-Body-Wave-Brazilian-Virgin-Hair-Lace-Frontal-Natural-Hairline-Lace-Size-22/32683532855.html
Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality. https://www.youtube.com/watch?v=67oqXQP54GI&t=1s
So far, Apple has been very cool on VR, but that's slowly starting to change, at least from a software development side. OS X High Sierra enables VR development on three major VR software platforms: Steam, Unity, and Unreal. It also uses Apple's Metal 2 framework, which the company says provides the performance necessary for VR. No plans for any Apple-branded VR headset have been announced—we'll much more likely see Rift or Vive compatibility added to Macs. https://www.youtube.com/watch?v=CZc87WFsg0A&t=1s
The two images are then stitched together on the computer just after import. The stitched image (looks like the thumbnail for the above video) is called “equirectangular” format and looks like all 360° got compressed into a single 16:9 frame. Viewers and websites such as YouTube and Vimeo can detect this kind of footage in the file metadata and display it in VR form. https://www.youtube.com/channel/UC3VBuU-Ywv1qJGXLk05R-Dg
Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.[82] Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.[83][84] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[85] For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".[86] These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it.[87] Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.[88] https://www.aliexpress.com/item/Insta360-ONE-X-Action-Camera-VR-360-Panoramic-Camera-For-iPhone-and-Android-5-7K-Video/32948051193.html
But the competition is closer than ever. Vive is also excellent (and still offers the best room scale), while the Sony PlayStation VR is a big seller thanks to its significantly lower price and the ubiquity of PlayStation 4 consoles ready to run it. There are now better standalone VR headsets too if you want a hassle-free route to the immersive realms. https://www.youtube.com/watch?v=JrAd-c1ZQ6g&t=1s
Bees are, like, super important to how our ecologies work. You probably learned all of this in elementary school, but have you ever seen the process, from beginning to end? The National Honey Board wants to show you, in 360. You'll be a bee flying from flower to flower, then going back into the hive with the queen bee. After that, you'll take a look at how they get the honey out of the honeycombs and onto your table. Warning: Tons of buzzing. https://www.youtube.com/watch?v=RoWTqFtWlK0&t=1s
Microsoft has been promoting its partnership with multiple headset manufacturers to produce a series of Windows 10-ready "mixed reality" headsets. The distinction between virtual reality and mixed reality is so far dubious, but it indicates an integration of augmented reality (AR) technology using cameras on the helmet. Acer, Dell, HP, Lenovo, and Samsung are some of Microsoft's partners in this mixed reality program. https://www.youtube.com/watch?v=zrEmwQO4sKs&t=1s

David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.aliexpress.com/item/Newest-Portable-Rotation-360-degree-pencil-knife-KME-knife-sharpener-system-3-whetstone-120-600-1500/32825742022.html
Bottom line, if you're looking for a VR experience that's closer to the Rift and the Vive without the big price tag and the setup, this is the one you want. The room tracking is fantastic, the controllers are the best we've used and while it won't play all of the top end Rift games, there's a good collection of games and experiences to try out already that will hopefully grow over the coming months. https://www.aliexpress.com/item/360-Action-Camera-Panoramic-Ultra-HD-360-Camara-Deportiva-Wifi-Sport-Cam-Driving-VR-Camera/32773401861.html
Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, hand, and body positions; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.[39] https://www.youtube.com/watch?v=H6n3iNh4XLI&t=1s

Visuals are delivered via an OLED display that offers 1,440 x 1,660 resolution per eye. There's also a built-in speaker with the option to plug in headphones for a more isolated experience. While the VR experience might be on par with those PC-powered headsets, it's still very good and a big step up from the Oculus Go. Games run nice and smooth, though the smartphone-like processing power does mean some titles can take slightly long to load up.
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.aliexpress.com/item/Newest-Portable-Rotation-360-degree-pencil-knife-KME-knife-sharpener-system-3-whetstone-120-600-1500/32825742022.html
To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g. shutter glasses) and passive technologies (e.g. polarizing filters or Infitec).[citation needed]
By 2016, there have been at least 230 companies developing VR-related products. Amazon, Apple, Facebook, Google, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame rate that images were still identifiable as virtual.[39] https://www.aliexpress.com/item/3D-photo-display-rotating-turntable-360-degree-cake-photography-stand-base/32610711220.html
While audio-visual information is most easily replicated in Virtual Reality, active research and development efforts are still being conducted into the other senses. Tactile inputs such as omnidirectional treadmills allow users to feel as though they’re actually walking through a simulation, rather than sitting in a chair or on a couch. Haptic technologies, also known as kinesthetic or touch feedback tech, have progressed from simple spinning-weight “rumble” motors to futuristic ultrasound technology. It is now possible to hear and feel true-to-life sensations along with visual VR experiences. https://www.youtube.com/channel/UCLMLTE5R-LR26VKfnaDQtEA

In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. https://www.aliexpress.com/item/Insta360-ONE-X-Sports-Action-Camera-Insta-360-One-X-5-7K-VR-Video-Panoramic-Camera/32954757912.html
It's also got a bunch of doodads to help you customise your mobile experience. Adjust the lenses all you want, click two buttons to interact with your content; pop out the front window in case you ever need to use it for mixed/augmented reality purposes. Speaking of which, Merge now also sells the AR Merge cube, which lets you put mixed reality experiences in the palm of your hand. https://www.youtube.com/watch?v=L0bzBxxDQzs&t=1s
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