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A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction. https://www.youtube.com/watch?v=6-KXHJfrCus&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.youtube.com/watch?v=41RWJgIjlTA&t=1s
At some point the 2.0 Lighthouse sensors will arrive with a new curved design and support to add up to four at once (right now it's just two). Meanwhile, the Vive's Trackers enable you to bring any object into VR, and some developers have already found some creative uses for them. These, combined with the TPCast's wireless adapter, gives the Vive the advantage in the tech battle. However, if you wait a little while you can get your hands on the new Vive Pro Eye, which adds new eye-tracking technology (more on that further below).
Answering “what is virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.
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.youtube.com/watch?v=jIxQXGTl_mo&t=1s
The Vive Pro sports a 2,880 x 1,600 resolution on a dual-OLED display, up from the Vive's 2,160 x 1,200 resolution. There's also dual cameras on the front that'll help track your hands and a 90Hz refresh rate with 70 sensors, giving you 360-degree head-tracking. It's not a leap to say that the Vive Pro is a monster. This is easily the most advanced VR headset out there, but it's also incredibly expensive, sitting at £799. If you don't need that added clarity, the Vive has all the same tricks. https://www.youtube.com/watch?v=HwolI3DQFhI&t=1s
Expand your media adventures and social gaming communities with accessories and peripherals created for virtual reality. For example, a VR controller offers seamless integration with virtual reality games to give you more control over your virtual environment. Beyond PC gaming, virtual reality experiences also encompass other forms of video. Virtual reality-compatible cameras capable of filming in 360 degrees offer you the chance to view and edit your footage, along with other VR-ready components. https://www.youtube.com/watch?v=S3vO8E2e6G0&t=1s
Sony’s entry into the market is the lowest powered of the three best-selling VR HMDs, but the PSVR has a big advantage over the Rift and Vive. Because it’s tethered to the Playstation 4 gaming system, there was an enormous, pre-existing user base of 10s of millions of gamers, many of whom were eager to try their hand at VR. Because that user base already had a PS4, Sony’s customers didn’t have to purchase/upgrade their computer hardware, making the PSVR the most “affordable” of the high-end HMDs. As such, the PSVR is the best-selling Virtual Reality HMD on the market, moving over 4 million units since its initial release, and showing that, if nothing else, VR gaming is here to stay.
In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[11] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[12] https://www.youtube.com/watch?v=8dgXZ0wNuqw&t=1s
Answering “what is virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. https://www.youtube.com/watch?v=kU6i_HEKJgg&t=1s

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/INQMEGA-HD-960P-IP-VR-Camera-Home-Security-WiFi-FishEye-360-degree-Panoramic-camera-Baby-Monitor/32819129301.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] https://www.youtube.com/watch?v=rrZuH2MtLcs&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/watch?v=L_pBs1qUhvw&t=1s

Will Greenwald has been covering consumer technology for a decade, and has served on the editorial staffs of CNET.com, Sound & Vision, and Maximum PC. His work and analysis has been seen in GamePro, Tested.com, Geek.com, and several other publications. He currently covers consumer electronics in the PC Labs as the in-house home entertainment expert... See Full Bio https://www.youtube.com/watch?v=R3uXVim4eTU&t=1s
Now I can start actually editing the timeline, put things to music, figure out transitions and where graphics will go. When I have a first cut of the timeline, I export sections at a time where motion graphics will be. Inside After Effects I can create a 3D camera using their “immersive” tools, convert all motion graphic to 3D layers and create the motion inside the immersive camera view. Viewing and editing on the flat, equirectangular format does little good to anyone. When motion graphics are done, I can export them and replace the original footage in the timeline with the newly exported motion graphic versions. https://www.aliexpress.com/item/Insta360-ONE-4K-360-VR-Video-Action-Sport-Camera-24MP-Bullet-Time-6-Axis-Gyroscope-Support/32842573257.html
Despite being one of the big three in high-end VR, the PS VR is a noticeable step down from the Rift and Vive. It's got a 120Hz refresh rate, which is higher than the others, but it's not as crisp with its 1920 x 1080 resolution, which means things are a little more blurry. Plus, its PS Move controllers feel very long in the tooth; they're repurposed motion controllers from the days when the Nintendo Wii was popular, and feel very outdated when compared to the Rift's Touch controllers. https://www.youtube.com/watch?v=_jXQNyqFj9I&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.aliexpress.com/item/Car-Mobile-Phone-Holder-for-Iphone-6-Sumsung-Car-Air-Vent-Mount-Holder-USAMS-360-Degree/32604944534.html

In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[11] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[12]
There's no wires here at all and no sensors to unlock the room scale tracking. Instead, you can draw out your VR space using the bundled Touch controllers, which are the same ones included with the Rift. The ability to draw multiple Guardians (as Oculus calls it) means you can freely move from different spaces and the headset will remember your safe VR territory. https://www.youtube.com/watch?v=KLGSLCaksdY&t=1s

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.aliexpress.com/item/MCOB-LED-Bulb-E27-E26-High-Bright-Full-Power-Lampada-360-Degree-Angle-Lamparas-4W-6W/32661021352.html

The Oculus Go is the least expensive way to jump into virtual reality. At $200 it's pricier than mobile VR headsets, but unlike those headsets, you don't need a compatible (and usually expensive flagship) smartphone to use it. The $200 investment gets you right into a Gear VR-like virtual reality experience, complete with an intuitive controller. It makes some compromises for the price, like using a dated Snapdragon 821 processor and offering only 3DOF motion tracking, but it's still enough to try out Netflix on a virtual theater screen or play Settlers of Catan in VR.


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
Basically, these AR headsets have transparent lenses that let you look at your surroundings, instead of completely replacing your vision with a computer-generated image. They can still project images over whatever you're looking at, but those images are designed to complement and interact with the area around you. You can make a web browser pop up in the middle of a room, for instance, or watch animals run around your coffee table. It's fascinating technology that could hint at the future of computing. https://www.aliexpress.com/item/New-Product-Brazilian-Virgin-Hair-360-Lace-Frontal-Straight-With-Baby-Hair-Lace-Frontal-Wig-360/32733906711.html
Google and Samsung were the biggest names in mobile VR, with Google Cardboard and the Daydream View, and Samsung's line of Gear VR headsets. They respectively worked with Google's and Samsung's flagship phones, like the Pixel 3 and the Galaxy S9. However, both companies have been very quiet over the last year or so about the category, and we've yet to see a Gear VR headset compatible with the Galaxy S10 series. https://www.youtube.com/watch?v=9vgBDiDpLmU&t=1s
Will Greenwald has been covering consumer technology for a decade, and has served on the editorial staffs of CNET.com, Sound & Vision, and Maximum PC. His work and analysis has been seen in GamePro, Tested.com, Geek.com, and several other publications. He currently covers consumer electronics in the PC Labs as the in-house home entertainment expert... See Full Bio https://www.aliexpress.com/item/ANNKE-Home-Security-IP-Camera-Wireless-Mini-IP-Camera-Surveillance-Camera-Wifi-720P-Night-Vision-CCTV/32709260309.html
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.aliexpress.com/item/Insta360-Air-360-Degree-Dual-3K-lens-VR-Video-Camera-Real-Time-Seamless-Stitching-for-Android/32816542852.html
Independent production of VR images and video has increased by the development of omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record 360 interactive photography, although at low-resolutions or in highly-compressed formats for online streaming of 360 video.[46] In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.[47][48] https://www.youtube.com/watch?v=me5LJSyQvv4&t=1s

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.

The big upside to Oculus is that its ecosystem is pretty robust. There are over 1,000 apps and games available to you for the Go. Now you're not going to get some of the more high-end experiences, like Robo Recall, but you're not going to be hurting for content. Oculus' home screen is also probably the best in VR, even on the standalone Go. Finally, you're going to get about 1.5 hours of battery life if you're gaming and 2.5 hours if you're watching videos. The basic version comes with 32GB of storage, you camp bump up to 64GB of storage for a cool £50 more. https://www.youtube.com/watch?v=P-o5HhGK-EY&t=1s

Tethered headsets like the Oculus Rift S, the HTC Vive, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. https://www.youtube.com/watch?v=BXlnrFpCu0c&t=1s

The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.
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/watch?v=gPUDZPWhiiE&t=1s
Many other companies are developing Virtual Reality headsets and other peripherals. Upcoming hardware includes the GenBasic Quad HD, StarVR StarOne, Vrgineers XTAL and Pansonite VR Headset. As more and better hardware hits the market, it will continue to power a growing ecosystem of hardware manufacturers, software developers, and content providers.
The big upside to Oculus is that its ecosystem is pretty robust. There are over 1,000 apps and games available to you for the Go. Now you're not going to get some of the more high-end experiences, like Robo Recall, but you're not going to be hurting for content. Oculus' home screen is also probably the best in VR, even on the standalone Go. Finally, you're going to get about 1.5 hours of battery life if you're gaming and 2.5 hours if you're watching videos. The basic version comes with 32GB of storage, you camp bump up to 64GB of storage for a cool £50 more. https://www.aliexpress.com/item/BESDER-Mini-360-Degree-VR-Panoramic-Camera-IP-Wifi-Indoor-Widest-Viewing-Angle-Two-Way-Audio/32841853156.html
Windows Mixed Reality is aimed at creating a more affordable version of high-end VR, and many of the headsets are built to run in two modes: one for PCs with dedicated graphics cards and one for PCs with integrated graphics. Many of these headsets start around $300, but at the top of the pile is the Samsung Odyssey. It has built-in spatial headphones from AKG, two 1400 X 1600 AMOLED displays, and a 110-degree field of view.
A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in a intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. https://www.aliexpress.com/item/AliBlissWig-360-Short-Bob-Wig-Human-Hair-150-Density-Swiss-Lace-Brazilian-Remy-Medium-Cap-Natural/32866086695.html
The trade-off, besides the clunky cables, is the price. The least expensive tethered options are currently around $400. And that's before you address the processing issue; the Rift S and the Vive both need pretty powerful PCs to run, while the PS VR requires a PlayStation 4. If the cost isn't a deal breaker but the cables are, HTC offers a wireless adapter for the Vive, but it requires a desktop PC with a free PCIe slot to work. There are also third-party wireless adapters for the Rift, but we can't guarantee how well they work. https://www.youtube.com/watch?v=vd0OKYKBEPc&t=1s
^ Park, George D.; Allen, R. Wade; Fiorentino, Dary; Rosenthal, Theodore J.; Cook, Marcia L. (5 November 2016). "Simulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment Study". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 50 (26): 2702–2706. doi:10.1177/154193120605002607.

Oculus Rift and HTC Vive are always presented as the top VR headsets on the market but I find it had to find specifically what are the advantages and disadvantages of one over the other... For a gamer which offer the widest selection of game, the best selection of game, the best audio system, the best image quality, the most user-friendly interface etc....


HTC has branched out beyond tethered headsets with the standalone Vive Focus series. Originally launched only in China, the Vive Focus came to North America late last year, and its 6DOF follow-up, the Vive Focus Plus, will see worldwide release later this year. Both are completely self-contained VR headsets similar to the Lenovo Mirage Solo, capable of full motion tracking and room mapping. The Vive Focus headsets are currently being aimed at the enterprise market rather than consumers, emphasizing their ability to offer virtual training and conferencing in a business context. https://www.aliexpress.com/item/Professional-720P-3D-video-VR-Camera-with-free-download-Android-phone-APP/32766408346.html
Windows Mixed Reality is aimed at creating a more affordable version of high-end VR, and many of the headsets are built to run in two modes: one for PCs with dedicated graphics cards and one for PCs with integrated graphics. Many of these headsets start around $300, but at the top of the pile is the Samsung Odyssey. It has built-in spatial headphones from AKG, two 1400 X 1600 AMOLED displays, and a 110-degree field of view. https://www.aliexpress.com/item/360-Degree-Universal-Car-Phone-Holder-Magnetic-Air-Vent-Mount-Cell-Phone-Car-Mobile-Phone-Holder/32689033913.html
VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out.[80] There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.[81] https://www.aliexpress.com/item/360-Degrees-Car-Speed-Laser-Radar/32925663509.html
Like the Go, you'll need the companion app on your smartphone to set the headset and the controllers up, but it doesn't take very long at all to do. Then you can start downloading apps, games and experiences from the app or through the headset and there's familiar titles here that have already popped up on the pricier Rift. So, Beat Saber, Thumper, Space Pirate Trainer, and Creed: Rise to Glory all make the cut. https://www.youtube.com/watch?v=zO2LDn8_44M&t=1s
Magic Leap has been an investor and media darling since 2014, when Google dumped $540 million in seed money into its sizable coffers. The company has been a source of much fascination and hand-wringing by industry observers ever since. Magic Leap fed the public appetite for information with a string of vaporware demos before finally unveiling the Magic Leap One in 2018. Instead of a magical breakthrough device, the Magic Leap One was more of an updated Hololens, which produced good (but not great) 3D imagery that mixed decently (but not spectacularly) with the real world. The Magic Leap One remains more of a developer tool in search of a consumer application — much like the Hololens. Despite all the doubts now surrounding the company and their technology, Magic Leap’s presence in the industry continues to challenge well-established brands, making them an unusual, but a noteworthy company. https://www.youtube.com/watch?v=Bg_Q7KYWG1g&t=1s
Leap Motion has been around for a while but now it's got a new lease of life as a VR peripheral compatible with both the Rift and HTC Vive. It attaches with an add-on mounted to the front of the headset and adds hand gesture controls to your virtual reality gaming. It's super precise, tracking each finger – the question is, how precise are your dumb human hands? https://www.youtube.com/watch?v=nEi6u2lAYHg&t=1s

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]


Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[6] https://www.youtube.com/watch?v=-WibA2c6jMA&t=1s
Windows Mixed Reality is aimed at creating a more affordable version of high-end VR, and many of the headsets are built to run in two modes: one for PCs with dedicated graphics cards and one for PCs with integrated graphics. Many of these headsets start around $300, but at the top of the pile is the Samsung Odyssey. It has built-in spatial headphones from AKG, two 1400 X 1600 AMOLED displays, and a 110-degree field of view. https://www.aliexpress.com/item/360-Degree-Universal-Car-Phone-Holder-Magnetic-Air-Vent-Mount-Cell-Phone-Car-Mobile-Phone-Holder/32689033913.html
This may seems like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well.
Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers. https://www.aliexpress.com/item/Gyros-360-Degree-Metal-Finger-Ring-Holder-for-IPhone-7-6-Samsung-Tablet-Hand-Spinner-Mobile/32816976160.html
Tethered headsets like the Oculus Rift S, the HTC Vive, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. https://www.aliexpress.com/item/OPQ-PULUZ-For-Go-Pro-Accessories-360-Degree-Backpack-Quick-Release-Hat-Clip-Fast-Clamp-Mount/32971545435.html
There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,[77] and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.[78] Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. As many as one in 4,000 people may experience these symptoms. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects.[79] https://www.youtube.com/watch?v=hRR1KT82fcU&t=1s

Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers. https://www.youtube.com/watch?v=zt_qt6QuxKY&t=1s
The newest breed of mobile headsets can also be considered "tethered," because instead of inserting your phone into the headset itself, you physically connect your phone with a USB-C cable. Qualcomm has been emphasizing the VR and augmented reality capabilities of its Snapdragon 855 processor, and is promoting a new ecosystem of XR viewers (including both AR and VR devices). These use the aforementioned USB-C connection to run all processing from a smartphone, while keeping the display technology built separately into the VR headset or AR glasses.
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] https://www.youtube.com/watch?v=mOEyGEGypvs&t=1s

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
In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by John Carmack for a version of Doom 3. This initial design would later serve as a basis from which the later designs came.[25] In 2012, the Rift is presented for the first time at the E3 gaming trade show by Carmack.[26][27] In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion[28] but later revealed that the more accurate figure was $3 billion.[27] This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014.[29] Zenimax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;[27] the verdict was in favour of Zenimax, settled out of court later.[30] https://www.youtube.com/watch?v=MB-ROjqPiUM&t=1s
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