Saturday, June 18, 2016

virtual reality



INTRODUCTION
Virtual reality has beginnings that proceeded the time that the concept was coined and formalized. In this detailed history of virtual reality we look at how technology has evolved and how key pioneers have paved the path for virtual reality as we know it today.
 Virtuality Group
We began to see virtual reality devices to which the public had access, although household ownership of cutting edge virtual reality was still far out of reach. The Virtuality Group launched a range of arcade games and machines. Players would wear a set of VR goggles and play on gaming machines with real time (less than 50ms latency) immersive stereoscopic 3D visuals. Some units were also networked together for a multi-player gaming experience.
Virtual reality in the 21st century
The first fifteen years of the 21st century has seen major, rapid advancement in the development of virtual reality. Computer technology,  especially small and powerful mobile technologies, have exploded while prices are constantly driven down. The rise of smartphones with high-density displays and 3D graphics capabilities has enabled a generation of lightweight and practical virtual reality devices. The video game industry has continued to drive the development of consumer virtual reality unabated. Depth sensing cameras sensor suites, motion controllers and natural human interfaces are already a part of daily human computing tasks.
Recently companies like Google have released interim virtual reality products such as the Google Cardboard, a DIY headset that uses a smartphone to drive it. Companies like Samsung have taken this concept further with products such as the Galaxy Gear, which is mass produced and contains “smart” features such as gesture control.
Developer versions of final consumer products have also been available for a few years, so there has been a steady stream of software projects creating content for the immanent market entrance of modern virtual reality.
It seems clear that 2016 will be a key year in the virtual reality industry. Multiple consumer devices that seem to finally answer the unfulfilled   promises made by virtual reality in the 1990s will come to market at that time. These include the pioneering Oculus Rift, which was purchased by social media giant Facebook in 2014 for the staggering sum of $2BN. An incredible vote of confidence in where the industry is set to go. When the Oculus Rift releases in 2016 it will be competing with products from Valve Corporation and HTC, Microsoft as well as Sony Computer Entertainment. These heavyweights are sure to be followed by many other enterprises, should the market take off as expected.
Conclusion;
Today, virtual reality is poised to change the way we interact with and control computers. Like the introduction of computers more than 50 years ago, its impacts are unknown. Will there be VR in every house, classroom, and office? Will immersing oneself i n a computer-generated world be as commonplace as watching a movie?
About the only thing that does seem certain about VR is that it will grow and develop. And as the technology matures, it will become better, cheaper, and more accessible. Furthermore, the networks that link computers will expand, making it possible for VR to weave its way into our daily lives.
Clearly, the future of VR is limited only by our imaginations.
BY MDODO REBECCA J
BAPRM-42614

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