Head-mounted display A head-mounted display (or helmet-mounted display, for aviation applications), both abbreviated HMD, is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). There is also an optical head-mounted display (OHMD), which is a wearable display that has the capability of reflecting projected images as well as allowing the user to see through it. A binocular head-mounted display (HMD). A professional head-mounted display (HMD). Overview[edit] A typical HMD has either one or two small displays with lenses and semi-transparent mirrors embedded in a helmet, eyeglasses (also known as data glasses) or visor. Types[edit] HMDs differ in whether they can display just a computer generated image (CGI), show live images from the real world or a combination of both. Optical HMD[edit] An optical head-mounted display uses an optical mixer which is made of partly silvered mirrors. Applications[edit] Sports[edit]
What is VR Why Virtual Reality (VR)? A picture paints a thousand words... but an interactive VR simulation paints millions What is VR? Virtual reality can be many things to many men (and women). However, VR can trace its roots back to the 1860s, when in the art world, 360-degree panoramic murals (eg. Peruzzi's work "Sala delle Prospettive) started to appear. Moving a few decades on, stereographic photography started to become popular – and by the 1920s, car simulators were also being introduced. Today, computer based VR tends to be used at two levels: Interactive 3D virtual environments, or worlds Virtual artefacts, that is, objects such as a machine, device or historical object Our favourite (modern) definition of VR is: …It is a computer-generated, three dimensional environment where the user can move around freely, see and manipulate the content of the environment – one where all communication is interactive and with immediate response” Levels of VR This all sounds very impressive, doesn't it?
Does fantasy offer mere escapism, or escape? – Damien Walter The only people who hate escapism are jailers, said the essayist and Narnia author C S Lewis. A generation later, the fantasy writer Michael Moorcock revised the quip: jailers love escapism — it’s escape they can’t stand. Today, in the early years of the 21st century, escapism — the act of withdrawing from the pressures of the real world into fantasy worlds — has taken on a scale and scope quite beyond anything Lewis might have envisioned. I am a writer and critic of fantasy, and for most of my life I have been an escapist. Born in 1977, the year in which Star Wars brought cinematic escapism to new heights, I have seen TV screens grow from blurry analogue boxes to high-definition wide-screens the size of walls. I played my first video game on a rubber-keyed Sinclair ZX Spectrum and have followed the upgrade path through Mega Drive, PlayStation, Xbox and high-powered gaming PCs that lodged supercomputers inside households across the developed world. And I am not alone. 12 July 2013
Computer-mediated reality Art installation illustrating the mediated reality concept. First we display what's really there, and then this allows a computer to be inserted into the "reality stream" to modify it. Mediated Reality application running on Apple iPhone Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device[1] such as a smart phone. Typically, it is the user's visual perception of the environment that is mediated. Computer-mediated reality has been used to enhance visual perception as an aid to the visually impaired. It has also been used for interactive computer interfaces.[2] The use of computer-mediated reality to diminish perception, by the removal or masking of visual data, has been used for architectural applications, and is an area of ongoing research (see for instance, here and here) Window managers[edit] Wireless mediated reality[edit] Applications[edit]
Sébastien "VR Geek" Kuntz » A Definition of VR Short definition Immersive Virtual Reality (iVR) is the science and technology required for a user to feel present, via perceptive, cognitive and functional immersion and interaction, in a generated environment. Introduction The term VR, Virtual Reality, seems now useless because it is too broadly defined and means different things to people. It ranges from any kind of 3D interactive application, to online metaverses like SecondLife, and finally to immersive VR. For me VR is Immersive Virtual Reality, the ultimate alternate reality we can get ! The terms ‘Immersion’ and ‘Presence’, which for me are essential for VR, are also now confusing, so let’s start by defining some fundamental concepts. - Fred Brooks asking the question, IEEE VR 2010 - Definitions Reality We could start be defining reality. Presence Then let’s define presence. The place illusion (PI) implies that your perception is fooled. The plausibility illusion (Psi) implies that your cognition is fooled. Immersion Immersive VR
Virtual Worlds Education Wiki Augmented reality NASA X38 display showing video map overlays including runways and obstacles during flight test in 2000. Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.[1] By contrast, virtual reality replaces the real world with a simulated one.[2][3] Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. Technology[edit] Hardware[edit] Hardware components for augmented reality are: processor, display, sensors and input devices. Display[edit] Head-mounted[edit] Eyeglasses[edit] HUD[edit] EyeTap[edit]
Promoting motivation with virtual agents and avatars: role of visual presence and appearance Amy L. Baylor1,2,3,* + Author Affiliations * abaylor@fsu.edu Abstract Anthropomorphic virtual agents can serve as powerful technological mediators to impact motivational outcomes such as self-efficacy and attitude change. 1. Research indicates the effectiveness of human social models in influencing another to change behaviours, beliefs or attitudes, as well as social and cognitive functioning (e.g. The focus in this paper is on the motivational (e.g. self-efficacy beliefs, attitude, interest) and affective (e.g. feelings of connection, relief of frustration) changes that result from observing or socially interacting with anthropomorphic agents that are instantiated in the role of social models. Further, there are several advantages to implementing anthropomorphic agents as social models. The advantages of accessibility in real time and customization are significant, but not if considerable time is required to construct these personalized agent social models. 2. Figure 1. Figure 2. Figure 3.
Google Glass Optical head-mounted computer glasses Google Glass, or simply Glass, is a brand of smart glasses developed and sold by Google. It was developed by X (previously Google X),[9] with the mission of producing a ubiquitous computer.[1] Google Glass displays information to the wearer using a head-up display.[10] Wearers communicate with the Internet via natural language voice commands.[11][12] Google started selling a prototype of Google Glass to qualified "Glass Explorers" in the US on April 15, 2013, for a limited period for $1,500, before it became available to the public on May 15, 2014.[13] It had an integral 5 megapixel still/720p video camera. On January 15, 2015, Google announced that it would stop producing the Google Glass prototype.[15] The prototype was succeeded by two Enterprise Editions,[16][17] whose sales were suspended on March 15, 2023.[18] Development[edit] In April 2013, the Explorer Edition was made available to Google I/O developers in the United States for $1,500.[23]