Class Notes – VR Theory

VR theory

Class Notes 

How old is VR?

stereoscopes – 1838
3D Movies – 1950’s  (use of polarisation)

1980’s and 90s – HMD and CAVEs
Virtual Boy
Nasa VR kit

Vr Developments –
Oculus and Valve worked together until facebook. 
improved  latency and frame rate herts 
Using black frames- 
Needs small latency (low latency between )
Low persistence lighting

Augmented reality – 
Use to be that it needed lots of processing power 
Uses AR markers to distinct pictures and recognises the distance for the camera
Object recognition takes this one step further and recognises and replaces entire objects
Position based AR uses the decides sensors like GPS (Pokemon go, MineCraft Earth)
AR has been round since 1960’, implemented in 2009

Augmented reality market?
Phone based and HMD
Apple ARKit, Google ARCore, Vuforia lead the phone based charge
Magic Leap, Microsoft Hololens

Technology Behind it?
Numerous different ways of doing things
Sensors track head movement and position
Either external tracking (Only oculus rift) weakness amount of data that has to be transported, 6 gigabits per second. Others just capture the relevant data to the position, constantly recording 
Internal Tracking (Htc vive) infra trackers placed round the room track the position of the controllers and the, emits light and captures the infra light of the controllers.
Couple with a low persistence display 

Risk and health issue? 
Age restrictions – not invested too much
Motion Sickness and building a tolerance(can be helped with tunnel vision blurring and more)
Disconnect between the world (bumping into things, objects around to bump into)
locomotion (why alot of games uses teleports)
Real World injuries as a result of loss of awareness and surroundings 
Difficulties in interaction/ replicating interaction

Market size?
Virtual reality hardware market size 2020 5.2 b dollars
Virtual reality software market size 2020 24.5 b dollars
Vr head mounted display shipments worldwide 2016 1.43m
Samsung gear vr device unit sales 2016 5m 
Share of people who are very interested in virtual reality 44 percent
Number of active virtual reality users worldwide 2016 43 m
Have used a VR headset at a convention or somewhere else 26 percent

Top of VR market?
1) Education and training
2) medicine
3) Marketing
4) Gaming!?

Task

Investigate the uses of VR and AR technologies outside gaming
What is the use? How is it used? Examples?
How big are they (Number of people, worth?)
Why is AR and VR being used for that sector?
Which technologies are being used?
What are some of the future changes that might come in?

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