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Topic: Virtual reality .. When we live fantasy reality (Read 159 times)

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December 08, 2017, 12:07:56 PM
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A technology that combines reality with imagination has created a new breakthrough in the
world of technology and has become the focus of international companies specializing in technology and users alike, especially with the emergence of Ucolos Rift and Google Virtual Reality. The label defines virtual reality as a computer technology that involves simulating a real or three-dimensional environment that conveys human consciousness to that environment in order to feel that it lives in it and may sometimes allow it to interact with it. The most prominent example of virtual reality technology is the 360-degree video viewer, which puts the user by default on the spot to test it from all angles as if it were there. The term is also used to describe a wide variety of related applications that include 3D environments that interact with the user as touch or sound as the current virtual reality games, as well as the use of technology for medical and engineering purposes. History of the Term and Evolution of Technology The origin of the virtual reality label dates back to 1935, when the term was contained in a short science fiction story by Stanley C. Winboun, called Pygmalion's Sectacles, describes a virtual reality system based on glasses with the hallographic recording feature of imaginative experiments and the use of olfactory and tactile probes. In 1962, Morton Heilig invented a prototype of Sansurama, a massive machine-sized video game machine in entertainment centers. He made five short films and employed multiple senses, such as sight, hearing, smell and touch. But the device invented by Ivan Sutherland with the help of his student Bob Sprock in 1968 is widely regarded as the first virtual reality device and enhanced reality worn on the head, but it was primitive in terms of user interface and realism, and it was so heavy that it hung from the ceiling, Sword of Damocles ".
Play Video But the modern meaning of virtual reality was popular with Garner Lanier through his company BP Research, which he founded in 1985 and owned several virtual reality patents in the mid-1980s. The company developed several virtual reality devices, A real head-shaped show called "EyePhone". Until the late 1980s, most of the ideas on this technique remained theoretical because of the limited computing power of those periods and the high cost of technology that made adoption difficult for consumers. In 1991, Siga announced the Sega VR virtual arcade and the MegaDrive gaming platform. The glasses used LCD screens, headphones and internal sensors to allow the system to track and respond to user head movement. During that period, several virtual reality devices, such as Virtualchality, Nintendo's Virtual Boy and VFX1, were introduced to PC-connected Forti, supported by some games such as System Shock "And" Quick and Desent ". The broad evolution is considered Google a leader infieldvirtual reality technologies, due toyear 2007 whencompany introduced "Street View" famous panoramic scenesglobal sites appear, and allows the userroam the streetsmany cities and tourist areas aroundworld. In 2010, Palmer Loki, who later founded Okolos VR, designed the first prototype of the virtual reality camera "Okolos Rift", and although it initially displayed two-dimensional and uncomfortable images when wearing it, it came with a vision of 90 degrees, Was not common at that time, and the development of that model later became the basis of subsequent designs. But the launch took place in 2014 when Facebook acquired "Okolos VR" for $ 2 billion. Sony announced the Morpheus project, which became PlayStation VR, and expanded with Google's launch of Google's Smartcard Which cost no more than a few dollars, and made their design available free of charge to those who want to imitate them. A year later, Taiwan-based HTC signed a partnership with Falaf and launched the HTC FIVE. Samsung also partnered  with Okolos VR and launched its non-VR camera for less than $ 100. Play Video The future of technology The technology has become popular and in the consumer market as technology companies have introduced more glasses , Facebook has supported virtual reality video, and YouTube has channeled such quality of film. All this has helped the emergence of 360-degree consumer cameras and the spread of cheap virtual reality glasses. Virtual reality glasses can actually be divided into three sections : personal-computer-based glasses such as the Acolos VR and HTC FIVE, and glasses based on a video game console such as the Sony PlayStation VR, They are most commonly used as Samsung's non-VR cameras. Technology companies and filmmakers are investing millions of dollars in this technology, which is seen as a "platform" for computing, such as smart phones and personal computers, and the latest innovations of the cinema. Research firms estimate that the VRT market will charge more than 64 million units by 2020, and that revenue in 2016 will exceed $ 2.3 billion.
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