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.
Virtual
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 Virtual 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 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 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 Rift, which was purchased by social media giant Facebook
in 2014 for the staggering 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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