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VIRTUAL REALITY HEADSETS PAST, PRESENT & FUTURE

VR Headsets - Where Are They Going?

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Page 1: VR Headsets - Where Are They Going?

VIRTUAL REALITY HEADSETSPAST, PRESENT & FUTURE

Page 2: VR Headsets - Where Are They Going?

VIRTUAL ENVIRONMENTS

BEGINNING WITH FLIGHT SIMULATORS,

ADVANCING THROUGH SCIENTIFIC

APPLICATIONS, AND INTO THE

ENTERTAINMENT ARENA, VIRTUAL

ENVIRONMENTS HAVE BEEN

DEVELOPED TO PROVIDE AN

IMMERSIVE SIMULATED EXPERIENCE

WITHOUT THE EXPENSE AND RISK

ASSOCIATED WITH THE REAL THING.

BOEING 787 FLIGHT SIMULATOR FROM ALTEONMOLECULAR SIMULATION AT ARGONNE NATIONAL LABORATORY

MATTEL POWER GLOVE, VECTREX 3D IMAGER,

AND NINTENDO VIRTUAL BOY

Prepared by: VR Headsets Research Inc.

Page 3: VR Headsets - Where Are They Going?

DIGITAL 3D ADVANCES IN DIGITAL PHOTOGRAPHY AND STEREOSCOPY HAVE ENABLED FILMMAKERS TO

AFFORDABLY PRODUCE 3D FILMS AND THEATRE OWNERS TO AFFORDABLY SHOW THEM.

A 3D DIGITAL CAMERA RECORDS VIDEO, CIRCULARLY

POLARIZING THE RIGHT VIEWPOINT USING RIGHT-

HANDED POLARIZATION...

...WHILE RECORDING THE LEFT VIEWPOINT USING

LEFT-HANDED CIRCULAR POLARIZATION.

BOTH IMAGES ARE PROJECTED SIMULTANEOUSLY ONTO THE

THEATRE SCREEN, IN A MANNER THAT GUARANTEES THAT

THE VIEWPOINTS ARE SYNCHRONIZED.

THE MOVIEGOER WEARS POLARIZED GLASSES THAT ONLY ALLOW THE

RIGHT-HANDED POLARIZED IMAGES TO PASS THROUGH THE RIGHT LENS

AND THE LEFT-HANDED POLARIZED IMAGES TO PASS THROUGH THE LEFT

LENS.

Prepared by: VR Headsets Research Inc.

Page 4: VR Headsets - Where Are They Going?

VERGENCE VS. ACCOMMODATIONPROJECTING A 3D IMAGE ONTO A 2D SCREEN OR TELEVISION DISPLAY TENDS TO PLAY TRICKS WITH ONE’S VISUAL PERCEPTION.

IN THE REAL WORLD, WHEN A PERSON TRIES TO FOCUS

ON A DISTANT OBJECT, THE EYES EXPERIENCE VERGENCE,

WHERE THEY BOTH ROTATE ON THEIR OWN VERTICAL

AXES UNTIL THEY BOTH POINT AT THE OBJECT.

MEANWHILE, THE EYES EXPERIENCE

ACCOMMODATION, WHERE THEY REFLEXIVELY FOCUS

ON THE OBJECT IN ITS DISTANT POSITION, CAUSING

NEARBY OBJECTS TO GO OUT OF FOCUS.

WITH 3D IMAGES, HOWEVER, THE EYES ROTATE SO

THEY ARE POINTED TO WHERE THE OBJECT SEEMS

TO BE, BUT THE REFLEXIVE FOCUS MUST ADJUST TO

THE SCREEN’S ACTUAL LOCATION, ELIMINATING THE

NATURAL BLURRING OF NEARBY OBJECTS.

THIS RESULTS IN SERIOUS

EYESTRAIN AND HEADACHES FOR

MANY 3D AUDIENCE MEMBERS.

Prepared by: VR Headsets Research Inc.

Page 5: VR Headsets - Where Are They Going?

SIMILAR PROBLEMS TEND TO OCCUR WITH RAPID CHANGES

IN ACCELERATION AND RAPID SHIFTS IN PERSPECTIVE.EFFORTS TO MAKE VR SIMULATIONS

AS REALISTIC AS POSSIBLE

FREQUENTLY HAVE UNPLEASANT

SIDE EFFECTS.

FOR EXAMPLE, PROVIDING A

VISUAL HEADBOB (LIKE THE ONE

ILLUSTRATED AT RIGHT), WITHOUT

AN ACCOMPANYING PHYSICAL

MOTION, CAN RESULT IN MOTION

SICKNESS AND NAUSEA.

SIMULATOR SICKNESS

Prepared by: VR Headsets Research Inc.

Page 6: VR Headsets - Where Are They Going?

BALANCE & THE INNER EAR

THE SEMICIRCULAR CANALS

WITHIN THE INNER EAR

CONTAIN HAIR CELLS THAT

REACT TO BODY MOVEMENTS.

THESE REACTIONS ARE

TRANSMITTED BY MEANS OF THE

VESTIBULAR NERVE TO THE

BRAIN, WHICH SUBCONSCIOUSLY

SENDS MESSAGES TO THE

BODY’S TRUNK AND LIMBS TO

MAINTAIN BALANCE.

WHEN THE EYES SEND THE BRAIN A DIFFERENT MESSAGE REGARDING THE BODY’S

MOVEMENTS, THE BRAIN MAY REACT ADVERSELY, CAUSING A LOSS OF BALANCE.

Prepared by: VR Headsets Research Inc.

Page 7: VR Headsets - Where Are They Going?

VR LATENCY

WHEN THE VR SYSTEM’S

PROCESSING TIME IS EXCESSIVE,

ITS REACTIONS TO THE USER’S

ACTIONS WILL LAG BEHIND,

WHICH DESTROYS THE

ILLUSION OF IMMERSION WHEN

IT BECOMES NOTICEABLE TO

THE USER.

LATENCY IS PARTICULARLY PROBLEMATIC IN “AUGMENTED REALITY” APPLICATIONS,

WHERE VIRTUAL OBJECTS ARE OVERLAID ON THE USER’S REAL WORLD SETTING,

SINCE THE VIRTUAL AND THE REAL SHOULD OSTENSIBLY BE INTERACTING.

Prepared by: VR Headsets Research Inc.

Page 8: VR Headsets - Where Are They Going?

OCULUS RIFT

Circuit Board

Head-Mounted Display

(Coated in white markers)

Camera

(Tracks markers to record

user’s head position)

Head Straps

Screen

Diopter Adjustment

(Rotate to fine tune so eyeglasses aren’t needed)Lenses

(Three pairs are provided to accommodate good,

moderate, and heavy nearsightedness)

Foam Padding

(Fits to face)

Prepared by: VR Headsets Research Inc.

Page 9: VR Headsets - Where Are They Going?

VR HEADSETS FOR SALE: CURRENT PRODUCTS

Oculus Rift Carl Zeiss Cinemizer Silicon Micro Display ST1080 Eagle Eye VR

640x800 Resolution 870x500 Resolution 1920x1080 Resolution 1280x720 Resolution

90° Horizontal FOV 30° Horizontal FOV 39° Horizontal FOV 45° Horizontal FOV

13.4 Ounces 4.2 Ounces 6.3 Ounces 11.6 Ounces

7˝ Diagonal Display 0.39˝ Diagonal Display 0.74˝ Diagonal Display 0.7˝ Diagonal Display

Liquid Crystal Display Organic Light-Emitting Diode Liquid Crystal on Silicon Organic Light-Emitting Diode

$300 $749 $799 $299

Prepared by: VR Headsets Research Inc.

Page 10: VR Headsets - Where Are They Going?

THE EAGLE EYE VR EXPERIENCE

ADVANCING THROUGH VIRTUAL REALITY

TECHNOLOGY CONTINUE YOUR RESEARCH WITH

THESE RESEARCH PAPERS:

• VIRTUAL REALITY HEADSETS FOR IPHONE

• VR HEADSET FOR SALE

• LG VR

Prepared by: VR Headsets Research Inc.

Page 11: VR Headsets - Where Are They Going?

THE FUTURE OF VIRTUAL REALITY…

Prepared by: VR Headsets Research Inc.