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?
Enabling Social Experiences Using Mixed Reality and the Open Web Today, Mozilla is sharing an early preview of an experiment we are calling “Hubs by Mozilla”. Hubs is an immersive social experience that is delivered through the browser. You simply click on a web link to begin interacting with others inside virtual reality. Late last year we announced the creation of a team focused on enabling social experiences using Mixed Reality and the open web. This is one of many experiments we’ll be sharing from that work. Using the web as a platform provides people with better choices and greater access. There are other teams and companies out there that are building social VR experiences. Built for the Browser When we announced Firefox Reality earlier this month, we reinforced our stance that the web provides the best future for virtual and augmented reality (or “Mixed Reality”). With Hubs, you can create a room with a single click. Built for Every Device Built for Privacy Built for Scaling Try Hubs – a WebVR experiment from Mozilla Mixed Reality
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
O1 Visa, O2 Visa: visas for artists, athletes, entertainers. The O visa category is suitable for highly talented or acclaimed foreign nationals and their support staff. The O visa classification is especially helpful to artists, athletes, entertainers, chefs, and business people lacking professional degrees. O-1 Visas (Individuals of Extraordinary Ability or Achievement): An O-1 visa beneficiary must have extraordinary ability "demonstrated by sustained national or international acclaim." Only alien scientists, educators, business persons, and athletes who can document the required level of ability will be admitted in the O-1 category, provided they seek entry in the United States to continue work in their area of expertise. O-2 Visas (Support Staff for O-1 Visa Holders): The O-2 visa category is suitable for aliens seeking to accompany O-1 visa holders in the arts, motion picture, television productions, and athletics as essential support staff. The LL.M. The LL.M. Please refer to the LL.M. The LL.M.
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]
Unity’s XR Toolkit Aims to Improve VR Development Later this Year The Unite Europe 2017 conference is well underway in Amsterdam, Netherlands, with plenty of sessions focused on virtual reality (VR), augmented reality (AR) and mixed reality (MR) development. VRFocus is at the event bringing you all the latest news and interviews, and caught up with Unity’s XR Evangelist Sarah Stumbo who revealed the company’s upcoming XR Foundation Toolkit should be ready later this year. Earlier this year Unity unveiled the XR Foundation Toolkit (XRFT) during the Game Developers Conference (GDC) 2017, a piece of software designed as ‘a framework for XR developers that allows anyone – not just programmers – but artists, and directors, random people who want to get into immersive design.’ The premise behind it is to speed up development of immersive content enabling more people to dive into the industry. And while no release date has been confirmed just yet, it’s not too far away. “XR Toolkit is something that we’re working on right now.
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]