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Image Credit: Sony. Virtual reality patents protect virtual reality (VR), an artificial simulation of the real world that has been designed by computer programs. Regarding inclusivity, on April 4, 2019, the USPTO published a new patent for Sony that was filed in December 2017. Image Credit: Sony/USPTO. THE MAJOR PLAYERS.
The leading producers of VR headsets like Sony, Oculus, Google, HTC, and Samsung, mainly focus on creating cost-effective devices. Sony, Nintendo, and Microsoft are expected to reduce the prices for their game products in the coming years. The VR head-mounteddisplays were initially created focusing on games mainly.
Sony is about to bring the third weapon to the high-end VR fight, and it could have a major impact on the market. The device enables you to enter simulated worlds in games like Batman: Arkham VR , Rigs , Driveclub VR , Until Dawn: Rush of Blood , and SuperHyperCube. What It Means For Sony. VR for Everyone.
Another important consideration for simulator motion platform users is that motion compensation works really well on the lighthouse SteamVR tracking system, allowing for precise tracking without strange drifting or other motion-platform-related tracking errors creeping in. Super impressive stuff.
Spatial audio sound systems simulate real-world sound waves with precise realism. These devices incorporate spatial audio for collaborative tools, simulations, and gaming to deliver key sound and feedback for users. For example, those using a flight simulator can use 3D sound to locate a fault signal or briefing intercom.
Currently, the AVR market in Japan is taking a turn from gaming giants (like SONY for hardware and GREE for software) to move towards education and enterprise markets. Air Force defense simulations for in-flight and maintenance training. Safety and compliance training (such as line worker training at meat processing plants).
Beijing-based research organization recently released a study named “Experiment Report on the Impact of Long-Term Use of Virtual Reality (VR) Head-MountedDisplays on the Vision of Pre-teen Users” (PDF download).
Interestingly, the virtual image of the screen (see Head-mountedDisplays and Lenses ) becomes larger as eye relief increases from 0mm to 10mm, and then becomes smaller again as more parts of the screen become occluded by the rim of the lens. Figure 7: View through PSVR’s right lens at 30mm eye relief.
In 1968, Ivan Sutherland and Bob Sproull created the first head-mounteddisplay (HMD) system for immersive simulation applications. From the 1970s to the 1990s, the VR industry mainly provided devices for medical, flight simulation, automobile industry design, and military training purposes.
This technology could be in the form of a headmounteddisplay, motion tracking, haptic systems in gloves or suits, locomotion, consoles or image capture. Headmounteddisplay (start of film) : Prototype model that appears to be a maskless football helmet with an array of sensors and circuitry strewn around the head.
As a side note, I’m so glad we collectively stuck with calling it head-mounteddisplays, and not something like “VR Helmet”, “VR Glasses”, or any of the other many attempts to call it something else. Don’t have one yet? Just go to your local hardware store, pay as little as $5, et voilá!
While Sony’s PSVR 2 headset doesn’t have the same range or brightness attributes as Meta’s demo from last year, Sony’s headset is also VR’s first consumer HDR head-mounteddisplay. Comments on our reporting of Meta’s research device last year considered HDR’s potential use for simulated flash bangs.
And what’s happened is connectivity, digital entertainment and interactivity have become understandable, controllable and repeatable to the point — courtesy of the consumer game, mobile phones, courtesy of digital entertainment and simulation and training — and all of this technology has now switched together., Kevin: Yes!
And what’s happened is connectivity, digital entertainment and interactivity have become understandable, controllable and repeatable to the point — courtesy of the consumer game, mobile phones, courtesy of digital entertainment and simulation and training — and all of this technology has now switched together., Kevin: Yes!
And what's happened is connectivity, digital entertainment and interactivity have become understandable, controllable and repeatable to the point -- courtesy of the consumer game, mobile phones, courtesy of digital entertainment and simulation and training -- and all of this technology has now switched together., Kevin: Yes! Kevin: Yeah.
One day, we will all regularly consume media through headmounteddisplays, just as we all watch television today. And to explain at least a small portion of this sudden success, I’m going to look at another piece of technology at the time, Sony’s Playstation 2. VR, of course, is a different beast, or so I tell myself.
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