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Virtual reality (VR)
is a technology that allows users to interact with a computer-simulated environment (computer-simulated evnvironment), an actual environment that is imitated or truly an environment that is only in imagination. The latest virtual reality environments generally present visual experiences, which are displayed on a computer screen or through a stereocopic viewer, but some simulations include additional sensing information, such as sound through speakers or headphones. Virtual reality is one example of new technologies created by experts to help activities carried out by humans so that these activities become easier. Virtual Reality devices are able to bring the atmosphere in the real world to the world into a virtual world. Where we can do something unique, maybe even nothing in the real world.
Virtual Reality Elements appeared in the early 1860s. The director of the French avant-garde Antonin Artaud took the view that fiction was no different from reality, he advocated that the audience in a drama must delay distrust and regard the drama on stage as reality. In the 1950s, Morton Heilig wrote a "Theater of Experience" that could cover all the senses in an effective way, attracting viewers into on-screen activities. He built a prototype dubbed Sensorama in 1962. Sensorama was a mechanical device, Heilig also developed the Telesphere Mask which was patented in 1960. The application gives the audience a complete sensation of reality, which moves a three-dimensional image that may be colored, broad vision, sound, aroma and breeze. Around the same time, Douglas Engelbart used computer screens both as input and output devices. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what was considered the first virtual reality and head-mounted display (HMD). The HMD that the user will use is so heavy that it must be strengthened from the ceiling. The graph consists of a virtual environment of simple line model space. The appearance of this amazing device is dubbed the Sword of Damocles. In 1978 made Aspen Movie Map. This program is a virtual simulation where users can roam the streets in one of three modes: Summer, Winter, and Polygon. Summer and winter are based on photos from researchers. The photo actually portrays every possible movement through the city street grid, and polygons are the basic 3D city models. Atari established a research laboratory for virtual reality in 1982, but the laboratory was closed after two years due to a 1983 North American video game accident. However, employees employed, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, continued to conduct research. and technology development related to VR. In the 1980s the term virtual reality was popularized by Jaron Lanier, one of the pioneers of the modern field. Lanier has founded VPL Research company in 1985.
VPL Research has developed several VR devices such as Data Glove, Eye Phone and Audio Sphere. In 1991, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive space, it involved a multi-environment projection, similar to a holodeck, which allows people to see their own bodies in relation to others indoors. In 1991, Sega announced Sega VR headsets for arcade games and Mega Drive consoles. It uses an LCD display in the visor, stereo headphones, and inertial sensors that allow the system to track and react to user head movement. That same year, Virtuality was launched and later became a mass-produced multiplayer VR entertainment system. This game was released in many countries, including a special VR arcade at Embarcadero Center in San Francisco. In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on other virtual reality shell headsets, this prototype is only capable of tracking rotations. However, he boasted a 90-degree field of view that had not previously been seen in the consumer market at that time. This initial design then serves as the basis from which the next design will come. By 2013, Valve finds and freely shares its low display breakthroughs that make the display lag-free and free of VR payload. On March 25, 2014, Facebook bought Oculus VR. In the same month, Sony announced Project Morpheus), a virtual reality headset for PlayStation 4 video game consoles. Google announced Cardboard, a do-it-yourself stereoscopic viewer for smartphones. Users place their smartphone in a cardboard holder, which they wear on their heads. In 2016 there were at least 230 companies developing VR related products. Facebook has 400 employees who focus on VR development; Google, Apple, Amazon, Microsoft, Sony and Samsung have all dedicated AR and VR groups.