Wiki page translation
VR specifically refers to computer technology that uses software to produce realistic images, sounds, and other sensations to simulate a real environment (creating an imaginary setting). VR also simulates a user's physical presence in this environment, allowing users to interact with the space or any objects within it through the use of special playback devices, projections or other devices.
VR is defined as: "...a displayed immersive experience of three-dimensional space, experienced and controlled through the movement of the body through the use of interactive software and hardware" or "computer-generated immersion" style, interactive experience.” Users using virtual reality devices can "look around" the artificial world, walk within it, and interact with features or objects represented on the screen or in the eyes. Virtual reality artistically generates sensory experiences that can include vision, touch, hearing and, more rarely, smell.
Most VR in the 2016 era consists of a computer screen, a projection device, or a virtual reality headset (also known as an HMD). HMDs usually consist of goggles that wrap around the head with a display in front of the eyes. Some stimuli include additional sensory information and sounds delivered through a speaker or headphones. VR actually gives users the experience of the data world by cutting off external stimulation. At this time, the user only pays attention to the virtual world.
In the 2010s, a number of advanced haptic systems were produced, including: tactile information often referred to as force feedback in the media; video games; and military training applications. Some VR systems used in video games can deliver vibrations and other sensations through game controllers. VR can also represent a long-distance communication environment, providing users with visual presence through telepresence and telexistence or using augmented display technology (AR). It can also be done through the use of standard input devices, such as keyboards and mice, or through multi-channel devices, such as wearable gloves or omnidirectional treadmills. This immersive environment can be similar to the display world to create a sense of reality - for example, to simulate flight or combat training, display the realistic images and sounds of the world, and the physical laws that are usually or very different from reality can be For example, VR video games take place in fantasy settings where players can use fictional magic and telekinesis abilities.
Etymology and terminology (excerpt)
Virtual reality and augmented reality (AR) use a number of idiosyncrasies. AR is a virtual reality technology that allows users to see electronic content generated by computer soft armor in their real environment. This additional software-generated image works together with the real-life scene in a way that enhances what the real world looks like. Some AR systems use cameras to capture the user's environment or the specific kind of display the user is looking at.
I am not interested in those who lived before 2000, so I will not express it for now.
In 2001, SAS3 or SAS Cube became the first PC-based cubic room (?)... In 2007, Google launched the Street View browsing service, providing more and more views around the world Panoramic views of areas such as roads, interiors, and countryside. It also launched a three-dimensional 3D model in 2010. In 2010, Palmer Luckey, who later founded Oculus VR, designed the first version of the Oculus Rift. This version, based on the shell of another VR headset, only displays 2D images and is tight to wear. However, it had a 90-degree viewing angle, which was the first of its kind in the market at the time. This initial design will then serve as the basis for subsequent designs.
In 2013, Nintendo applied for a patent. The concept is to use VR technology to produce a more realistic 3D effect on a 2D interface. The camera on the TV screen tracks the user's position relative to the TV, and if the user moves, everything on the interface will move relative to it. For example, if you're exploring a jungle, you can turn your head to the right to see someone standing behind a tree.
In July 2013, Vendetta Online was widely reported as the first massively multiplayer online role-playing game to support the Oculus Rift, making it the first sustained, native support for users using the virtual reality headset. hooded online world. Since 2013, many virtual reality devices have entered the market and have used Oculus Rift to enhance the gaming experience. For example, the Virtuix Omni is based on an omnidirectional treadmill that can move in three dimensions.
On March 25, 2014, FB purchased Oculus VR for US$200 million. In the same month, Sony announced the launch of Project Moore (another name for PS VR), a virtual reality headset to enhance the PS4 video game experience. Google announced Google Cardboard, a small VR device for its own use that outputs images through smartphones... In 2015, KickSTARTER, a company that produces motion tracking and tactile feedback gloves, was successfully established with a donation of more than $150,000.
From February to March 2015, HTC and Valve jointly announced their virtual reality headset HTC Vive and controller, as well as their tracking technology called Lighthouse. The technology uses wall-mounted base stations for position tracking and infrared light for motion control. On December 8, 2015, they planned to announce the Vive in April 2016.
In July 2015, OnePlus became the first company to produce a product using virtual reality technology. They're using VR to launch their second flagship device: the OnePlus 2, which can be seen with an app on the Google Play Store (and a Google Cardboard cover). …On April 27, 2016, MC can be played on Gear VR.
VR has a wide range of applications, including education, video games, entertainment, classical art, engineering, design, retail, sports, media, business, etc., which I won’t go into details here.
Health issues and dangers due to immersive experiences. Briefly
Regarding the social, conceptual and philosophical considerations of VR. The meaning of the term virtual display is ambiguous. In The Metaphysics of VR by Michael R. Heim, seven different types of virtual reality are defined: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. There is growing concern about the potential social impact of this new technology. In Infinite Reality: Avatars, Afterlife, New Worlds, and the Dawn of the Virtual Revolution, B1 and B2 review the philosophy and sociology behind the development of virtual reality. Mychilo S. Cline believes that VR will lead to major changes in many human lives and activities. He believes that VR will be integrated into daily life and activities and will be used by humans in various ways. Another thought is how to gain endless happiness through VR. He claimed that the development of technology will affect human behavior, interpersonal communication and cognition. As we spend more and more time in virtual spaces, this will lead to profound economic, global and cultural changes.
The third paragraph talks about health issues again.
There are too many, mainly artists and big companies, a little.