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		<id>https://vrarwiki.com/index.php?title=Augmented_Reality&amp;diff=34330</id>
		<title>Augmented Reality</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Augmented_Reality&amp;diff=34330"/>
		<updated>2025-04-15T03:00:18Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
&#039;&#039;&#039;Augmented reality&#039;&#039;&#039; (&#039;&#039;&#039;AR&#039;&#039;&#039;) is a dynamic computer generated experience that enables a user to interact with and view spatially registered overlays of virtual content onto parts of the real world. It can be displayed using a [[head mounted display]] or a [[smartphone]].&lt;br /&gt;
&lt;br /&gt;
The goal of AR devices is to supplement the real world with virtual objects by overlaying digital imageries and information on top of physical objects and enabling the users of the devices to seamlessly interact with the digital content. Through the use of [[computer vision]] and [[object recognition]], digital information about the real world around us can not only be viewed but also manipulated in real-time &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In general, the technology combines real and virtual objects, aligns real and virtual objects with each other, and runs interactively in real-time. Furthermore, it is not restricted to a specific type of display technology, like an HMD, and can potentially be applied to other senses beside sight &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In the [[mixed reality]] spectrum, AR is closer to a real environment. Therefore, unlike Virtual Reality, Augmented Reality does not replace the real world with a virtual one. AR simply enhances and modifies the real world &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In 2007, MIT recognized AR as one of ten emerging technologies, reporting that this type of human-computer interaction is on the verge of major adoption &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Technologies==&lt;br /&gt;
===Optical head-mounted display===&lt;br /&gt;
Augmented Reality devices are transparent glasses-like wearables called [[optical head-mounted display]]s ([[OHMD]]s). These devices have displays with small projectors that create digital information and rendered images on top of objects in the physical world. These devices have built-in cameras that uses [[computer vision]] and [[object recognition]] to identify objects and decipher the physical environment around the devices. Information and data about the surroundings can be streamed into the display in real time. Users can interact and manipulate the information through various input methods such as voice commands, hand and body gestures, touchpads and more.&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
&#039;&#039;&#039;[[visionOS]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Windows Mixed Reality]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SmartEyeglass]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Leap]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Snap]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Devices==&lt;br /&gt;
&#039;&#039;&#039;[[Xreal Air 2 Pro]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Leap One]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Meta 2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Google Glass]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[castAR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SmartEyeglass Developer Edition SED-E1|SmartEyeglass Developer Edition]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Impression Pi]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[R-7 Smartglasses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atheer One]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atheer AiR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[R-8 Smartglasses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[R-9 Smartglasses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Snap Spectacles 3]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vuzix M100]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vuzix M300]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ORA-1]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ORA-X]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Recon Jet]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[AR Apps]]&lt;br /&gt;
&lt;br /&gt;
[[Pokemon Go]] - first smash hit mobile place-based AR app.&lt;br /&gt;
&lt;br /&gt;
Ikea Places - placing furniture into your own living room&lt;br /&gt;
&lt;br /&gt;
Our SolAR - exploring our solar system under the ceiling of your bedroom&lt;br /&gt;
&lt;br /&gt;
The Machines - AR tower defense&lt;br /&gt;
&lt;br /&gt;
Playground AR - virtual blocks and simple animations. Good physics!&lt;br /&gt;
&lt;br /&gt;
Air Measure / Measure Kit - replaces your folding rule&lt;br /&gt;
&lt;br /&gt;
Tunnel AR - an AR-enriched Video(game) of famous a German Rap/HipHop group &amp;quot;Die Fantastischen Vier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dumb Ways to Die 3: World Tour - a 2017 app game that also allows AR on many Apple devices!&lt;br /&gt;
&lt;br /&gt;
==Developer Resources==&lt;br /&gt;
===Developer APIs===&lt;br /&gt;
[[ARKit]] - [[Apple]]&#039;s AR API that allows developers to create AR apps for [[iOS]] devices.&lt;br /&gt;
&lt;br /&gt;
[[ARCore]] - [[Google]]&#039;s AR API that allows developers to create AR apps for [[Android]] devices.&lt;br /&gt;
&lt;br /&gt;
==Use Cases==&lt;br /&gt;
{{see also|Augmented Reality Use Cases}}&lt;br /&gt;
{{:Augmented Reality Use Cases}}&lt;br /&gt;
&lt;br /&gt;
==Augmented Reality history timeline==&lt;br /&gt;
[[File:Augmented Reality Medical.jpg|thumb|1. Medical AR application (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality Studierstube.jpg|thumb|2. Studierstube (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality Touring Machine.jpg|thumb|3. Touring Machine (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality ARQuake.jpg|thumb|4. ARQuake (Image: www.informit.com)]]&lt;br /&gt;
[[File:Augmented Reality Invisible Train.jpg|thumb|5. The Invisible Train (Image: www.informit.com)]]&lt;br /&gt;
&lt;br /&gt;
The historical development of AR technologies intersects with that of virtual reality. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between the two &amp;lt;ref name=”1”&amp;gt; The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1901- A Concept of AR===&lt;br /&gt;
Frank L Baum writes a novel in which there is a concept that can be equated to AR: a set of electronic glasses called “character marker” that were used to map data onto people &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1957 - The Sensorama===&lt;br /&gt;
The cinematographer Morton Heilig invented the Sensorama. This machine delivered visuals, sound, vibration, and smell to the viewer. It was not controlled by a computer but, nevertheless, it was an attempt at adding additional data to an experience. The machine was patented in 1961, and it looked like an arcade machine &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Sawers, P. (2011). Augmented reality: The past, present and future. Retrieved from https://thenextweb.com/insider/2011/07/03/augmented-reality-the-past-present-and-future/#.tnw_tfKQ6SY7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1968 - The Sword of Damocles HMD===&lt;br /&gt;
Ivan Sutherland and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The device presented simple wireframe graphics, used see-through optics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in 1965 and would have a great impact in the VR and AR fields of study &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt; Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1975 - Videoplace===&lt;br /&gt;
The videoplace was developed by the American computer artist Myron Krueger. It was an interface that allowed users to manipulate and interact with virtual objects in real-time. It combined projectors, video-cameras and special purpose hardware, as well as onscreen silhouettes of the users &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1980 - Wearable computing===&lt;br /&gt;
The computational photography researcher Steve Mann creates the first example of wearable computing &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1990 - Augmented Reality===&lt;br /&gt;
Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircrafts &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1992 - Virtual Fixtures===&lt;br /&gt;
Virtual Fixtures is developed at USAF Armstrong’s Research Lab by Louis Rosenberg. According to some sources, it can be considered the first properly functioning AR system. It was a system that overlaid sensory information on a workspace to improve human productivity &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1993 - KARMA===&lt;br /&gt;
Feiner and colleagues introduced KARMA - Knowledge-based augmented reality for maintenance assistance. KARMA was capable of inferring instructions sequences for repair and maintenance procedures &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1994 - Medical AR===&lt;br /&gt;
At the University of North Carolina, State and colleagues presented a medical AR application. It was capable of allowing a physician to observe a fetus directly within a pregnant woman (Figure 1) &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1995 - NaviCam===&lt;br /&gt;
Rekimoto and Nagao developed a true handheld AR display, although it was still tethered to a workstation. The NaviCam had a forward-facing camera, and from its video feed it could detect color-coded markers, displaying information on a video see-through view &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1996 -  Studierstube===&lt;br /&gt;
The first collaborative AR system is developed by Schmalstieg and colleagues. The Studierstube allowed for multiple users to experience virtual objects in the same shared space through the use of HMDs. Each user from their individual viewpoint could see an image in correct perspective &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1997 - The Touring Machine===&lt;br /&gt;
Feiner and colleagues create the first outdoor AR system, at Columbia University. The Touring Machine (Figure 3) had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and an earlier version of a tablet computer for input &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2000 - ARQuake===&lt;br /&gt;
The AR version of the Quake game is developed by Bruce Thomas, at the University of South Australia (Figure 4). It was an outdoor mobile version of the game developed by Id Software &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2003 - First autonomous handheld AR system===&lt;br /&gt;
Wagner and Schmalstieg presented a precursor to the current smartphones - a handheld AR system that ran autonomously on a “personal digital assistant.” In 2004, a multiplayer handheld AR game called Invisible Train (Figure 5) was shown at the SIGGRAPH Emerging Technologies show floor &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2008 - A commercial AR application===&lt;br /&gt;
The first commercial AR application is developed by German agencies in Munich for advertising. It consisted of a printed magazine ad of a model BMW mini. When held in front of a computer’s camera, a user could manipulate the virtual car on the screen and move it around to view different angles &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt; History Hole (2016). The history of augmented reality. Retrieved from http://historyhole.com/history-augmented-reality&amp;lt;/ref&amp;gt;.&lt;br /&gt;
During the same year, the Wikitude AR Travel Guide was released for the G1 Android phone &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2009 - ARToolkit===&lt;br /&gt;
A design tool, ARToolkit, is made available in Adobe Flash &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2013 - Google Glass===&lt;br /&gt;
The open beta of Google Glass is announced &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2015 - HoloLens===&lt;br /&gt;
Microsoft announced AR support for the company’s AR headset HoloLens &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===2016 - Pokémon Go===&lt;br /&gt;
Pokémon Go is released and becomes a major success. It is considered an achievement for the AR industry. The game hit its peak in August 2016 with almost 46 million users. While the game has failed to maintain high levels of engagement, it showed the potential of AR &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Within&amp;diff=34329</id>
		<title>Within</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Within&amp;diff=34329"/>
		<updated>2025-04-15T02:59:32Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{App Infobox&lt;br /&gt;
|image=[[file:within1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Within Unlimited, Inc.]]&lt;br /&gt;
|Publisher=[[Within Unlimited, Inc.]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]], [[Oculus Rift (Platform)]]&lt;br /&gt;
|Device=[[HTC Vive]], [[Oculus Rift CV1]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Utilities]], [[VR]]&lt;br /&gt;
|Input Device=[[Tracked motion controllers]], [[Gamepad]], [[Keyboard / Mouse]]&lt;br /&gt;
|Play Area=[[Seated]]&lt;br /&gt;
|Game Mode=&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Review=Mixed&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=Jun 16, 2016&lt;br /&gt;
|Price=Free&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://with.in&lt;br /&gt;
|Infobox Updated=09/15/2016&lt;br /&gt;
}}&lt;br /&gt;
[[Within]] is a [[VR App]].&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;br&amp;gt;*Watch popular content like Catatonic, a terrifying immersive experience in which you’re trapped in an insane asylum, and the Mr. Robot Virtual Reality Experience, which brings you inside a key moment in the history of the hit show’s main character&lt;br /&gt;
*Supports HTC Vive and Oculus Rift headsets&lt;br /&gt;
*Minimum internet speed: 3Mbps; recommended internet speed: 15Mbps or more&lt;br /&gt;
*Features industry-leading 3D video and binaural spatial VR sound&lt;br /&gt;
*Experience innovative, entertaining, and informative content from partners including Apple, The New York Times, NBC, Vice Media, the United Nations, musical acts like U2, Annapurna Pictures, and more&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Full controller support]]&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: Windows 7 SP1 or newer&lt;br /&gt;
*Processor: Intel i5-4590 / AMD FX 8350 equivalent or greater&lt;br /&gt;
*Memory: 4 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater&lt;br /&gt;
*Storage: 125 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: Windows 7 SP1 or newer&lt;br /&gt;
*Processor: Intel i5-4590 / AMD FX 8350 equivalent or greater&lt;br /&gt;
*Memory: 4 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater&lt;br /&gt;
*Storage: 125 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Oculus Rift Apps]] [[Category:Utilities]] [[Category:VR]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HP_VR&amp;diff=34328</id>
		<title>HP VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HP_VR&amp;diff=34328"/>
		<updated>2025-04-15T02:51:50Z</updated>

		<summary type="html">&lt;p&gt;Acro: No it&amp;#039;s not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No it&#039;s not.&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Virtual_Reality&amp;diff=34323</id>
		<title>Virtual Reality</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Virtual_Reality&amp;diff=34323"/>
		<updated>2025-04-15T02:44:34Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtual reality (VR)&#039;&#039;&#039; is the experience of having a computer generated environment immerse the user. It involves technology that uses computer-generated environments to simulate a physical presence in a virtual world. The system uses position-tracking and responds to the user’s inputs.&lt;br /&gt;
&lt;br /&gt;
Virtual Reality is an interactive and immersive medium that can be used to create unique experiences that are unattainable elsewhere. VR has the power to transform [[games]], [[films]] and other forms of media. Some enthusiasts call VR the &amp;quot;ultimate input/output device&amp;quot; or the &amp;quot;last medium&amp;quot; because any subsequent medium can be created within VR, using only software. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
While [[Augmented Reality]] enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Main characteristics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interactive -&#039;&#039;&#039; The user’s input controls the system and guides the behavior of the VR experience, while also modifying the virtual environment. This type of interaction engages the user, connecting him to the application in a more natural way since the environment responds directly to the stimuli. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immersive -&#039;&#039;&#039; An immersive experience has to provide a sense of presence as well as a sense of engagement. Immersion can be divided into three different aspects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; According to Bierbaum (2000), “For a VR application to be immersive, it must be perceptually immersive by providing ‘the presentation of sensory cues that convey perceptually to users that they’re surrounded by the computer-generated environment.’” Therefore, the VR must provide the user with an all-encompassing sensory input. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; The second aspect of immersion is the sense of presence. This implies that the VR experience must give the user the sense they are “in” the virtual world. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; The final aspect is engagement. It is the degree “to which the user has a sense they are deeply involved in the environment.” &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multisensory -&#039;&#039;&#039; providing a virtual experience that uses multiple human sensory systems increases the level of immersion. While current VR systems cannot provide a full range of stimuli to all human senses, it is expected that in the future this problem will be solved and the VR experience will be completely or almost indistinguishable from reality. The more senses are involved in the VR experience, the higher the degree of engagement and, consequently, this results in a greater sense of presence. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synthetic -&#039;&#039;&#039; The environment is artificial, created by a computer in real-time. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware Technologies==&lt;br /&gt;
===Head-mounted Display===&lt;br /&gt;
VR is created by &#039;&#039;&#039;[[head-mounted display]]s&#039;&#039;&#039; (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world. &lt;br /&gt;
&lt;br /&gt;
To create the illusion of depth, a display is placed very close to the users&#039; eyes, covering their entire field of view. Two images that are very similar but have different perspectives are channeled into each eye to create [[parallax]], the visual phenomenon where our brains perceive depth based on the difference in the apparent position of objects.&lt;br /&gt;
&lt;br /&gt;
Specialized lenses are placed between the display and our eyes. The lenses allow our eyes to focus on the images on the display, even though the display is only a few inches in front of our faces. Without lenses, our entire VR world would become blurry because human eyes have trouble focusing on things that are very close.&amp;lt;ref&amp;gt;http://doc-ok.org/?p=1360&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset tracks the movement of your head and changes the images shown on the display based on it. This process creates the sensation that users are located within the virtual environment. Users of these devices are not only able to experience the computer-simulated environments but also interact with them. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.&lt;br /&gt;
&lt;br /&gt;
===Motion Tracking===&lt;br /&gt;
A HMD [[tracking|tracks]] the movement of the user&#039;s head and updates the rendered scene based on its position and orientation. This process is similar to how we look around in real life. There are 2 types of tracking: [[rotational|rotational tracking]] and [[positional tracking|positional]]. &lt;br /&gt;
&lt;br /&gt;
[[Rotational tracking]] tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by [[IMUs]] such as [[accelerometer]]s, [[gyroscope]]s and [[magnetometer]]s. &lt;br /&gt;
&lt;br /&gt;
[[Positional tracking]] tracks the 3 translational movements: forward/back, up/down and left/right. Positional tracking is usually more difficult than rotational tracking and is accomplished through different [[Positional tracking#Types|Types]] and [[Positional tracking#Systems|Systems]].&lt;br /&gt;
&lt;br /&gt;
Motion tracking is not only used to track your head in HMDs but also used to track your hands and rest of your body through various [[Input Devices|input devices]].&lt;br /&gt;
&lt;br /&gt;
===Input Devices===&lt;br /&gt;
[[Input Devices]] allow the users to influence and manipulate the virtual realm they are in. These devices include traditional input methods such as gamepad, mouse and keyboard and novel devices that track the position and orientation of your [[:Category:Hands/Fingers Tracking|hands]], [[:Category:Hands/Fingers Tracking|fingers]], [[:Category:Feet Tracking|feet]] and other [[:Category:Body Tracking|body parts]].&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
&#039;&#039;&#039;[[visionOS]]&#039;&#039;&#039; - &#039;&#039;&#039;[[Apple Vision Pro]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift (Platform)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest (Platform)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[PlayStation VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Daydream]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OSVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[WebVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Windows 10 VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pico VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vive]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Additional Information===&lt;br /&gt;
[[VR Headset Demo Locations]]&lt;br /&gt;
&lt;br /&gt;
==Devices==&lt;br /&gt;
{{see also|Virtual Reality Devices}}&lt;br /&gt;
{{:Virtual Reality Devices}}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[VR Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Developer Resources==&lt;br /&gt;
===Game Engines===&lt;br /&gt;
[[Unity]]&lt;br /&gt;
&lt;br /&gt;
[[Unreal Engine]]&lt;br /&gt;
&lt;br /&gt;
===WebVR===&lt;br /&gt;
&lt;br /&gt;
==Use Cases==&lt;br /&gt;
{{see also|Virtual Reality Use Cases}}&lt;br /&gt;
{{:Virtual Reality Use Cases}}&lt;br /&gt;
&lt;br /&gt;
==Virtual Reality History timeline==&lt;br /&gt;
&lt;br /&gt;
[[File:Stereoscopic images.png|thumb|Figure 1. Stereoscopic images (Image: www.vrs.org.uk)]]&lt;br /&gt;
[[File:Link trainer.png|thumb|Figure 2. Link Trainer (Image: www.vrs.org.uk)]]&lt;br /&gt;
[[File:Sensorama.png|thumb|Figure 3. Sensorama (Image: www.vrs.org.uk)]]&lt;br /&gt;
[[File:VR Nasa.png|thumb|Figure 4. Virtual Environment Reality workstation technology (Image: www.sciencefocus.com)]]&lt;br /&gt;
[[File:VR arcade.png|thumb|Figure 5. VR Arcade Machines (Image: www.vrs.org.uk)]]&lt;br /&gt;
&lt;br /&gt;
Virtual reality has a long history of development. While the main advancements happened after the introduction of electronics and computer technology, there are precursors to the ideas and implementation of VR that date as far back as the 1800s. For example, focusing solely on VR as a means of creating the illusion of being someplace else, then the earliest attempts at virtual reality could be considered the panoramic murals (or 360-degree murals). These would fill the viewer’s field of vision with the intention of making them feel a sense of presence at a certain historical event or scene &amp;lt;ref name=”1”&amp;gt; Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; The Franklin Institute. History of Virtual Reality. Retrieved from https://www.fi.edu/virtual-reality/history-of-virtual-reality&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
What follows is a timeline of the main historical dates and events in the development of VR.&lt;br /&gt;
&lt;br /&gt;
===1838 - Stereoscopic viewers and photos===&lt;br /&gt;
&lt;br /&gt;
Charles Wheatstone demonstrated that the brain processes different two-dimensional images for each eye into a single three dimensional object (Figure 1). The stereoscope was invented in the same year and used twin mirrors to project a single image. When viewing two side by side stereoscopic images through a stereoscope, it gave the sense of depth and immersion &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Gemsense. Virtual Reality: History, projections and developments. Retrieved from http://gemsense.cool/virtual-reality-developments/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In 1839, William Gruber also patented the View-Master stereoscope which was used for “virtual tourism” and still is produced today. The design principles of the stereoscope can still be found in the Google Cardboard and low-budget VR headsets for smartphones &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It could be argued that since the creation of stereoscopic images, people have been interested in making images more three dimensional to enrich its experience &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1929 - Link Trainer===&lt;br /&gt;
&lt;br /&gt;
Edward Link creates the first commercial flight simulator - the Link Trainer (Figure 2). It was entirely electromechanical, “controlled by motors that linked to the rudder and steering column to modify the pitch and roll.” It had a small motor-driven device that simulated turbulence and other disturbances. These flight simulators were used by over 500,000 pilots during World War II for initial training and improving skills &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1936 - Pygmalion’s Spectacles===&lt;br /&gt;
&lt;br /&gt;
Science fiction writer Stanley G. Weinbaum wrote a short story - Pygmalion’s Spectacles - that had the idea of a pair of goggles that allowed the user to experience a different world through holographic recordings, smell, taste, and touch. This concept can be easily equated to the VR devices that are currently available or under development &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt; Evenden, I. (2016). The history of virtual reality. Retrieved from http://www.sciencefocus.com/article/history-of-virtual-reality&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1956 - The Sensorama===&lt;br /&gt;
&lt;br /&gt;
Cinematographer Morton Heilig develops the Sensorama, which was patented only in 1962 and might be considered the first true VR system. It was an arcade-style cabinet that stimulated all the senses. It had a stereoscopic 3D display, stereo speakers, vibrating seat, fans, and a scent producer. It was intended to fully immerse the person in a film. Heilig created six short films for his invention titled Motorcycle, Belly Dancer, Dune Buggy, Helicopter, A date with Sabina and I’m a coca cola bottle! Heilig intended the Sensorama to be one in a line of products for the “cinema of the future”. Unable to secure financial backing, his vision never became reality &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Robertson, A. and Zelenko, M. Voices from a virtual past. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Mazuryk, T. and Gervautz, M. (1996). Virtual Reality - History, applications, technology and Future (Technical Report). Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1960 - First VR Head-Mounted Display===&lt;br /&gt;
&lt;br /&gt;
After the Sensorama, Morton Heilig invented the first example of a virtual reality headset - the Telesphere Mask. It only worked with non-interactive films and didn’t have motion tracking. Nevertheless, the headset provided stereoscopic 3D and wide vision with stereo sound &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1961 - First motion tracking HMD===&lt;br /&gt;
&lt;br /&gt;
The true precursor of the HMDs available today was developed by two Philco Corporation engineers, Comeau and Bryan. It was called Headsight and it incorporated a video screen for each eye and a magnetic motion tracking system. This system was linked to a closed circuit camera. The device wasn’t developed for virtual reality applications. Instead, its goal was to allow immersive remote viewing of dangerous situations by the military. The head movements of the used would be replicated by a remote camera, allowing him to look around the environment. While the Headsight was a step in the evolution of the virtual reality headset, it lacked the integration of a computer and image generation &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1965 - The Ultimate Display===&lt;br /&gt;
&lt;br /&gt;
Ivan Sutherland developed the concept of the “Ultimate Display”. This device could simulate the natural world so realistically that a user could not tell the difference between actual reality and virtual reality. The concept comprised of a virtual world viewed through an HMD and had augmented 3D sound and tactile feedback; computer hardware that created the virtual environment and maintained it in real time; and interactivity between users and objects from the VR world in a realistic way. Sutherland suggested that the device would serve as a “windows into a virtual world”, and his idea would become a core blueprint for the concepts that encompass current VR &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1968 - Sword of Damocles===&lt;br /&gt;
&lt;br /&gt;
Ivan Sutherland and Bob Sproull created the Sword of Damocles, an HMD that was held by a mechanical arm mounted on a ceiling. The device was connected to a computer and displayed simple wireframe graphics to the user. The arm tracked the user’s head movements but was difficult to use. The contraption was also too heavy and bulky for comfortable use &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1969 - Artificial Reality===&lt;br /&gt;
&lt;br /&gt;
Myron Kruegere developed a series of experiences called “Artificial Reality”. He developed computer-generated environments that responded to the people in it. He created several projects such as Glowflow, Metaplay, and Psychic Space leading to the development of the Videoplace technology. This enabled communication between people at a distance in a responsive computer-generated environment &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1975 - Videoplace===&lt;br /&gt;
&lt;br /&gt;
Myron Kruegere created the Videoplace, which was the first interactive VR platform. The virtual reality surrounded the user and responded to movements and actions without the use of goggles or gloves. The Videoplace was a mix of several other artificial reality systems that he had developed &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt; Freefly VR. Time travel through virtual reality. Retrieved from https://freeflyvr.com/time-travel-through-virtual-reality/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1982 - Sayre gloves===&lt;br /&gt;
&lt;br /&gt;
The Sayre glove was the first wired glove. It was invented by Daniel J. Sandin and Thomas Defanti from an idea by Richard Sayre. Both scientists were from the Electronic Visualization Laboratory at the University of Illinois, Chicago. The glove used light emitters and photocells in the fingers. When flexed, the quantity of light reaching the photocell changed, translating the finger movements into electrical signals &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1985 - NASA project===&lt;br /&gt;
&lt;br /&gt;
The Virtual Environment Workstation Project at NASA’s Ames Research Center in Mountain View, California, was founded with the purpose of producing a VR system that allowed astronauts to control robots outside a space station (Figure 4). The HMD that was developed had super-wide optics (almost an 180-degree field of view) &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1987 - The “Virtual Reality” name is coined===&lt;br /&gt;
&lt;br /&gt;
Before this date, even though there had been developments in VR, there wasn’t a term to describe the field. In 1987, Jaron Lanier (founder of the Visual Programming Lab, VPL) finally coined the term “virtual reality”. Lanier, through his company, developed a range of VR gear like the Dataglove and the EyePhone headset. The company also made the first surgical simulator, the first vehicle prototyping simulator, and the first architecture simulators &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1991 - Virtuality Group===&lt;br /&gt;
&lt;br /&gt;
By this time, VR devices started to be available to the public (although owning cutting-edge VR was still out of reach). The Virtuality Group launched several arcade games and machines in which players would use a set of VR goggles (Figure 5). The machines had immersive stereoscopic 3D visuals, handheld joysticks, and some unit were networked together for multiplayer gaming. There were some discussions about bringing Virtuality to Atari’s Jaguar console, but the idea was abandoned &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1993 - Sega’s virtual reality headset===&lt;br /&gt;
&lt;br /&gt;
At the Consumer Electronics Show in 1993, Sega announced a virtual reality headset for the Sega Genesis console. The prototype had head tracking, stereo sound and LCD screens in the visor. The company intended to have a general release of the product but technical difficulties stopped that from happening and the headset would remain in the prototype phase &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1995 - Nintendo Virtual Boy===&lt;br /&gt;
&lt;br /&gt;
The Virtual Boy was a 3D gaming console, marketed as the first portable console that could display 3D graphics. It was released in Japan and North America, and it was a commercial failure for the Japanese company. Some of the reasons for the failure were the lack of color in graphics (only red and black), lack of software support, and difficulty in using the console in a comfortable position. Production of the console was halted in 1996 &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Virtual reality in the 21st century===&lt;br /&gt;
&lt;br /&gt;
After 1997, the public interest in VR saw a decrease. Nevertheless, the first fifteen years of the 21st century had several advancements in the field of virtual reality. Computer technology, including small and powerful mobile technologies, increased in power while prices were getting more accessible &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
The interest in VR regained momentum after Palmer Luckey created the first prototype of the Oculus Rift, in 2011, and launched a kickstarter campaign for its development in 2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality blew up, with multiple companies investing in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Creative Commons text attribution notice|cc=zero|url=https://www.xvrwiki.org/wiki/Virtual_reality}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Virtual_Reality&amp;diff=34322</id>
		<title>Virtual Reality</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Virtual_Reality&amp;diff=34322"/>
		<updated>2025-04-15T02:44:14Z</updated>

		<summary type="html">&lt;p&gt;Acro: Undo revision 34314 by Xinreality (talk) Better before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtual reality (VR)&#039;&#039;&#039; is the experience of having a computer generated environment immerse the user. It involves technology that uses computer-generated environments to simulate a physical presence in a virtual world. The system uses position-tracking and responds to the user’s inputs.&lt;br /&gt;
&lt;br /&gt;
Virtual Reality is an interactive and immersive medium that can be used to create unique experiences that are unattainable elsewhere. VR has the power to transform [[games]], [[films]] and other forms of media. Some enthusiasts call VR the &amp;quot;ultimate input/output device&amp;quot; or the &amp;quot;last medium&amp;quot; because any subsequent medium can be created within VR, using only software. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
While [[Augmented Reality]] enhances the real world with digital content, Virtual Reality completely replaces the real world with a virtual one, creating a brand new digital environment for the users to explore. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creative Commons text attribution notice|cc=zero|url=https://www.xvrwiki.org/wiki/Virtual_reality}}&lt;br /&gt;
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==Main characteristics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interactive -&#039;&#039;&#039; The user’s input controls the system and guides the behavior of the VR experience, while also modifying the virtual environment. This type of interaction engages the user, connecting him to the application in a more natural way since the environment responds directly to the stimuli. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immersive -&#039;&#039;&#039; An immersive experience has to provide a sense of presence as well as a sense of engagement. Immersion can be divided into three different aspects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; According to Bierbaum (2000), “For a VR application to be immersive, it must be perceptually immersive by providing ‘the presentation of sensory cues that convey perceptually to users that they’re surrounded by the computer-generated environment.’” Therefore, the VR must provide the user with an all-encompassing sensory input. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; The second aspect of immersion is the sense of presence. This implies that the VR experience must give the user the sense they are “in” the virtual world. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; The final aspect is engagement. It is the degree “to which the user has a sense they are deeply involved in the environment.” &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multisensory -&#039;&#039;&#039; providing a virtual experience that uses multiple human sensory systems increases the level of immersion. While current VR systems cannot provide a full range of stimuli to all human senses, it is expected that in the future this problem will be solved and the VR experience will be completely or almost indistinguishable from reality. The more senses are involved in the VR experience, the higher the degree of engagement and, consequently, this results in a greater sense of presence. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synthetic -&#039;&#039;&#039; The environment is artificial, created by a computer in real-time. &amp;lt;ref name=”0”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware Technologies==&lt;br /&gt;
===Head-mounted Display===&lt;br /&gt;
VR is created by &#039;&#039;&#039;[[head-mounted display]]s&#039;&#039;&#039; (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world. &lt;br /&gt;
&lt;br /&gt;
To create the illusion of depth, a display is placed very close to the users&#039; eyes, covering their entire field of view. Two images that are very similar but have different perspectives are channeled into each eye to create [[parallax]], the visual phenomenon where our brains perceive depth based on the difference in the apparent position of objects.&lt;br /&gt;
&lt;br /&gt;
Specialized lenses are placed between the display and our eyes. The lenses allow our eyes to focus on the images on the display, even though the display is only a few inches in front of our faces. Without lenses, our entire VR world would become blurry because human eyes have trouble focusing on things that are very close.&amp;lt;ref&amp;gt;http://doc-ok.org/?p=1360&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset tracks the movement of your head and changes the images shown on the display based on it. This process creates the sensation that users are located within the virtual environment. Users of these devices are not only able to experience the computer-simulated environments but also interact with them. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.&lt;br /&gt;
&lt;br /&gt;
===Motion Tracking===&lt;br /&gt;
A HMD [[tracking|tracks]] the movement of the user&#039;s head and updates the rendered scene based on its position and orientation. This process is similar to how we look around in real life. There are 2 types of tracking: [[rotational|rotational tracking]] and [[positional tracking|positional]]. &lt;br /&gt;
&lt;br /&gt;
[[Rotational tracking]] tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by [[IMUs]] such as [[accelerometer]]s, [[gyroscope]]s and [[magnetometer]]s. &lt;br /&gt;
&lt;br /&gt;
[[Positional tracking]] tracks the 3 translational movements: forward/back, up/down and left/right. Positional tracking is usually more difficult than rotational tracking and is accomplished through different [[Positional tracking#Types|Types]] and [[Positional tracking#Systems|Systems]].&lt;br /&gt;
&lt;br /&gt;
Motion tracking is not only used to track your head in HMDs but also used to track your hands and rest of your body through various [[Input Devices|input devices]].&lt;br /&gt;
&lt;br /&gt;
===Input Devices===&lt;br /&gt;
[[Input Devices]] allow the users to influence and manipulate the virtual realm they are in. These devices include traditional input methods such as gamepad, mouse and keyboard and novel devices that track the position and orientation of your [[:Category:Hands/Fingers Tracking|hands]], [[:Category:Hands/Fingers Tracking|fingers]], [[:Category:Feet Tracking|feet]] and other [[:Category:Body Tracking|body parts]].&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
&#039;&#039;&#039;[[visionOS]]&#039;&#039;&#039; - &#039;&#039;&#039;[[Apple Vision Pro]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift (Platform)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest (Platform)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[PlayStation VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Daydream]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OSVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[WebVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Windows 10 VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pico VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vive]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Additional Information===&lt;br /&gt;
[[VR Headset Demo Locations]]&lt;br /&gt;
&lt;br /&gt;
==Devices==&lt;br /&gt;
{{see also|Virtual Reality Devices}}&lt;br /&gt;
{{:Virtual Reality Devices}}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[VR Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Developer Resources==&lt;br /&gt;
===Game Engines===&lt;br /&gt;
[[Unity]]&lt;br /&gt;
&lt;br /&gt;
[[Unreal Engine]]&lt;br /&gt;
&lt;br /&gt;
===WebVR===&lt;br /&gt;
&lt;br /&gt;
==Use Cases==&lt;br /&gt;
{{see also|Virtual Reality Use Cases}}&lt;br /&gt;
{{:Virtual Reality Use Cases}}&lt;br /&gt;
&lt;br /&gt;
==Virtual Reality History timeline==&lt;br /&gt;
&lt;br /&gt;
[[File:Stereoscopic images.png|thumb|Figure 1. Stereoscopic images (Image: www.vrs.org.uk)]]&lt;br /&gt;
[[File:Link trainer.png|thumb|Figure 2. Link Trainer (Image: www.vrs.org.uk)]]&lt;br /&gt;
[[File:Sensorama.png|thumb|Figure 3. Sensorama (Image: www.vrs.org.uk)]]&lt;br /&gt;
[[File:VR Nasa.png|thumb|Figure 4. Virtual Environment Reality workstation technology (Image: www.sciencefocus.com)]]&lt;br /&gt;
[[File:VR arcade.png|thumb|Figure 5. VR Arcade Machines (Image: www.vrs.org.uk)]]&lt;br /&gt;
&lt;br /&gt;
Virtual reality has a long history of development. While the main advancements happened after the introduction of electronics and computer technology, there are precursors to the ideas and implementation of VR that date as far back as the 1800s. For example, focusing solely on VR as a means of creating the illusion of being someplace else, then the earliest attempts at virtual reality could be considered the panoramic murals (or 360-degree murals). These would fill the viewer’s field of vision with the intention of making them feel a sense of presence at a certain historical event or scene &amp;lt;ref name=”1”&amp;gt; Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; The Franklin Institute. History of Virtual Reality. Retrieved from https://www.fi.edu/virtual-reality/history-of-virtual-reality&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
What follows is a timeline of the main historical dates and events in the development of VR.&lt;br /&gt;
&lt;br /&gt;
===1838 - Stereoscopic viewers and photos===&lt;br /&gt;
&lt;br /&gt;
Charles Wheatstone demonstrated that the brain processes different two-dimensional images for each eye into a single three dimensional object (Figure 1). The stereoscope was invented in the same year and used twin mirrors to project a single image. When viewing two side by side stereoscopic images through a stereoscope, it gave the sense of depth and immersion &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Gemsense. Virtual Reality: History, projections and developments. Retrieved from http://gemsense.cool/virtual-reality-developments/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In 1839, William Gruber also patented the View-Master stereoscope which was used for “virtual tourism” and still is produced today. The design principles of the stereoscope can still be found in the Google Cardboard and low-budget VR headsets for smartphones &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It could be argued that since the creation of stereoscopic images, people have been interested in making images more three dimensional to enrich its experience &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1929 - Link Trainer===&lt;br /&gt;
&lt;br /&gt;
Edward Link creates the first commercial flight simulator - the Link Trainer (Figure 2). It was entirely electromechanical, “controlled by motors that linked to the rudder and steering column to modify the pitch and roll.” It had a small motor-driven device that simulated turbulence and other disturbances. These flight simulators were used by over 500,000 pilots during World War II for initial training and improving skills &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1936 - Pygmalion’s Spectacles===&lt;br /&gt;
&lt;br /&gt;
Science fiction writer Stanley G. Weinbaum wrote a short story - Pygmalion’s Spectacles - that had the idea of a pair of goggles that allowed the user to experience a different world through holographic recordings, smell, taste, and touch. This concept can be easily equated to the VR devices that are currently available or under development &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt; Evenden, I. (2016). The history of virtual reality. Retrieved from http://www.sciencefocus.com/article/history-of-virtual-reality&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1956 - The Sensorama===&lt;br /&gt;
&lt;br /&gt;
Cinematographer Morton Heilig develops the Sensorama, which was patented only in 1962 and might be considered the first true VR system. It was an arcade-style cabinet that stimulated all the senses. It had a stereoscopic 3D display, stereo speakers, vibrating seat, fans, and a scent producer. It was intended to fully immerse the person in a film. Heilig created six short films for his invention titled Motorcycle, Belly Dancer, Dune Buggy, Helicopter, A date with Sabina and I’m a coca cola bottle! Heilig intended the Sensorama to be one in a line of products for the “cinema of the future”. Unable to secure financial backing, his vision never became reality &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Robertson, A. and Zelenko, M. Voices from a virtual past. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Mazuryk, T. and Gervautz, M. (1996). Virtual Reality - History, applications, technology and Future (Technical Report). Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1960 - First VR Head-Mounted Display===&lt;br /&gt;
&lt;br /&gt;
After the Sensorama, Morton Heilig invented the first example of a virtual reality headset - the Telesphere Mask. It only worked with non-interactive films and didn’t have motion tracking. Nevertheless, the headset provided stereoscopic 3D and wide vision with stereo sound &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1961 - First motion tracking HMD===&lt;br /&gt;
&lt;br /&gt;
The true precursor of the HMDs available today was developed by two Philco Corporation engineers, Comeau and Bryan. It was called Headsight and it incorporated a video screen for each eye and a magnetic motion tracking system. This system was linked to a closed circuit camera. The device wasn’t developed for virtual reality applications. Instead, its goal was to allow immersive remote viewing of dangerous situations by the military. The head movements of the used would be replicated by a remote camera, allowing him to look around the environment. While the Headsight was a step in the evolution of the virtual reality headset, it lacked the integration of a computer and image generation &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1965 - The Ultimate Display===&lt;br /&gt;
&lt;br /&gt;
Ivan Sutherland developed the concept of the “Ultimate Display”. This device could simulate the natural world so realistically that a user could not tell the difference between actual reality and virtual reality. The concept comprised of a virtual world viewed through an HMD and had augmented 3D sound and tactile feedback; computer hardware that created the virtual environment and maintained it in real time; and interactivity between users and objects from the VR world in a realistic way. Sutherland suggested that the device would serve as a “windows into a virtual world”, and his idea would become a core blueprint for the concepts that encompass current VR &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1968 - Sword of Damocles===&lt;br /&gt;
&lt;br /&gt;
Ivan Sutherland and Bob Sproull created the Sword of Damocles, an HMD that was held by a mechanical arm mounted on a ceiling. The device was connected to a computer and displayed simple wireframe graphics to the user. The arm tracked the user’s head movements but was difficult to use. The contraption was also too heavy and bulky for comfortable use &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1969 - Artificial Reality===&lt;br /&gt;
&lt;br /&gt;
Myron Kruegere developed a series of experiences called “Artificial Reality”. He developed computer-generated environments that responded to the people in it. He created several projects such as Glowflow, Metaplay, and Psychic Space leading to the development of the Videoplace technology. This enabled communication between people at a distance in a responsive computer-generated environment &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1975 - Videoplace===&lt;br /&gt;
&lt;br /&gt;
Myron Kruegere created the Videoplace, which was the first interactive VR platform. The virtual reality surrounded the user and responded to movements and actions without the use of goggles or gloves. The Videoplace was a mix of several other artificial reality systems that he had developed &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt; Freefly VR. Time travel through virtual reality. Retrieved from https://freeflyvr.com/time-travel-through-virtual-reality/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1982 - Sayre gloves===&lt;br /&gt;
&lt;br /&gt;
The Sayre glove was the first wired glove. It was invented by Daniel J. Sandin and Thomas Defanti from an idea by Richard Sayre. Both scientists were from the Electronic Visualization Laboratory at the University of Illinois, Chicago. The glove used light emitters and photocells in the fingers. When flexed, the quantity of light reaching the photocell changed, translating the finger movements into electrical signals &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1985 - NASA project===&lt;br /&gt;
&lt;br /&gt;
The Virtual Environment Workstation Project at NASA’s Ames Research Center in Mountain View, California, was founded with the purpose of producing a VR system that allowed astronauts to control robots outside a space station (Figure 4). The HMD that was developed had super-wide optics (almost an 180-degree field of view) &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1987 - The “Virtual Reality” name is coined===&lt;br /&gt;
&lt;br /&gt;
Before this date, even though there had been developments in VR, there wasn’t a term to describe the field. In 1987, Jaron Lanier (founder of the Visual Programming Lab, VPL) finally coined the term “virtual reality”. Lanier, through his company, developed a range of VR gear like the Dataglove and the EyePhone headset. The company also made the first surgical simulator, the first vehicle prototyping simulator, and the first architecture simulators &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1991 - Virtuality Group===&lt;br /&gt;
&lt;br /&gt;
By this time, VR devices started to be available to the public (although owning cutting-edge VR was still out of reach). The Virtuality Group launched several arcade games and machines in which players would use a set of VR goggles (Figure 5). The machines had immersive stereoscopic 3D visuals, handheld joysticks, and some unit were networked together for multiplayer gaming. There were some discussions about bringing Virtuality to Atari’s Jaguar console, but the idea was abandoned &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1993 - Sega’s virtual reality headset===&lt;br /&gt;
&lt;br /&gt;
At the Consumer Electronics Show in 1993, Sega announced a virtual reality headset for the Sega Genesis console. The prototype had head tracking, stereo sound and LCD screens in the visor. The company intended to have a general release of the product but technical difficulties stopped that from happening and the headset would remain in the prototype phase &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===1995 - Nintendo Virtual Boy===&lt;br /&gt;
&lt;br /&gt;
The Virtual Boy was a 3D gaming console, marketed as the first portable console that could display 3D graphics. It was released in Japan and North America, and it was a commercial failure for the Japanese company. Some of the reasons for the failure were the lack of color in graphics (only red and black), lack of software support, and difficulty in using the console in a comfortable position. Production of the console was halted in 1996 &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Virtual reality in the 21st century===&lt;br /&gt;
&lt;br /&gt;
After 1997, the public interest in VR saw a decrease. Nevertheless, the first fifteen years of the 21st century had several advancements in the field of virtual reality. Computer technology, including small and powerful mobile technologies, increased in power while prices were getting more accessible &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
The interest in VR regained momentum after Palmer Luckey created the first prototype of the Oculus Rift, in 2011, and launched a kickstarter campaign for its development in 2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality blew up, with multiple companies investing in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Template:Device_Infobox&amp;diff=34321</id>
		<title>Template:Device Infobox</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Template:Device_Infobox&amp;diff=34321"/>
		<updated>2025-04-15T02:43:33Z</updated>

		<summary type="html">&lt;p&gt;Acro: Undo revision 33034 by Xinreality (talk) Better without cruft&lt;/p&gt;
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&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;font-size:89%; width:21em; -moz-border-radius: .2em; -webkit-border-radius: .2em;display:inline-table!important;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
{{#if: {{{CPU|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;CPU&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{CPU|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{GPU|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;GPU&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{GPU|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Display|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Display&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Display|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Resolution|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
{{#if: {{{Refresh Rate|}}}|&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #BDBDBD; color: #000000; padding:0em;&amp;quot; | Image&lt;br /&gt;
|-&lt;br /&gt;
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{{!}} &#039;&#039;&#039;Field of View&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Field of View|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Horizontal FoV|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Horizontal FoV&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Horizontal FoV|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Vertical FoV|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Vertical FoV&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Vertical FoV|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Visible FoV|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Visible FoV&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Visible FoV|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Rendered FoV|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Rendered FoV&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Rendered FoV|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Binocular Overlap|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Binocular Overlap&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Binocular Overlap|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Average Pixel Density|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Average Pixel Density&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Average Pixel Density|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Peak Pixel Density|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Peak Pixel Density&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Peak Pixel Density|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Foveated Rendering|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Foveated Rendering&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Foveated Rendering|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #BDBDBD; color: #000000; padding:0em;&amp;quot; | Optics&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Optics|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Optics&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Optics|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Ocularity|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Ocularity&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Ocularity|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{IPD Range|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;IPD Range&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{IPD Range|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Adjustable Diopter|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Adjustable Diopter&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Adjustable Diopter|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Passthrough|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Passthrough&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Passthrough|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Tracking Frequency|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Tracking Frequency&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Tracking Frequency|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Base Stations|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Base Stations&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Base Stations|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Eye Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Eye Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Eye Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Face Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Face Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Face Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Hand Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Hand Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Hand Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Body Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Body Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Body Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Rotational Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Rotational Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Rotational Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Positional Tracking|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Positional Tracking&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Positional Tracking|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Update Rate|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Update Rate&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Update Rate|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Tracking Volume|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Tracking Volume&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Tracking Volume|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Latency|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Latency&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Latency|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Audio|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Audio&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Audio|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Microphone|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Microphone&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Microphone|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{3.5mm Audio Jack|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;3.5mm Audio Jack&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{3.5mm Audio Jack|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Camera|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Camera&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Camera|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Connectivity|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Connectivity&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Connectivity|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Ports|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Ports&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Ports|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Wired Video|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Wired Video&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Wired Video|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Wireless Video|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Wireless Video&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Wireless Video|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{WiFi|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;WiFi&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{WiFi|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Bluetooth|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Bluetooth&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Bluetooth|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Power|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Power|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Battery Capacity|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Battery Capacity&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Battery Capacity|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Battery Life|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Battery Life&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Battery Life|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Charge Time|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Charge Time&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Charge Time|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Material|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Material&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Material|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Headstrap|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Headstrap&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Headstrap|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Haptics|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Haptics&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Haptics|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Color|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Color&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Color|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Sensors|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Sensors&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Sensors|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Input|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Input&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Input|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Size|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Size&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Size|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Cable Length|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Cable Length&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{Cable Length|}}} }}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:Devices|{{PAGENAME}}]] {{#set:VR/AR={{{VR/AR|}}} |+sep}} {{#set:Type={{{Type|}}} |+sep}} {{#set:Subtype={{{Subtype|}}} |+sep}} {{#set:Platform={{{Platform|}}} |+sep}} {{#set:Creator={{{Creator|}}} |+sep}} {{#set:Developer={{{Developer|}}} |+sep}} {{#set:Manufacturer={{{Manufacturer|}}} |+sep}} {{#set:Announcement Date={{{Announcement Date|}}} |+sep}} {{#set:Release Date={{{Release Date|}}} |+sep}} {{#set:Price={{{Price|}}} |+sep}} {{#set:Website={{{Website|}}} |+sep}} {{#set:Versions={{{Versions|}}} |+sep}} {{#set:Requires={{{Requires|}}} |+sep}} {{#set:Predecessor={{{Predecessor|}}} |+sep}} {{#set:Successor={{{Successor|}}} |+sep}} {{#set:Operating System={{{Operating System|}}} |+sep}} {{#set:Chipset={{{Chipset|}}} |+sep}} {{#set:CPU={{{CPU|}}} |+sep}} {{#set:GPU={{{GPU|}}} |+sep}} {{#set:HPU={{{HPU|}}} |+sep}} {{#set:Storage={{{Storage|}}} |+sep}} {{#set:Memory={{{Memory|}}} |+sep}} {{#set:SD Card Slot={{{SD Card Slot|}}} |+sep}} {{#set:Display={{{Display|}}} |+sep}} {{#set:Subpixel Layout={{{Subpixel Layout|}}} |+sep}} {{#set:Peak Brightness={{{Peak Brightness|}}} |+sep}} {{#set:Resolution={{{Resolution|}}} |+sep}} {{#set:Refresh Rate={{{Refresh Rate|}}} |+sep}} {{#set:Pixel Density={{{Pixel Density|}}} |+sep}} {{#set:Persistence={{{Persistence|}}} |+sep}} {{#set:Precision={{{Precision|}}} |+sep}} {{#set:Field of View={{{Field of View|}}} |+sep}} {{#set:Horizontal FoV={{{Horizontal FoV|}}} |+sep}} {{#set:Vertical FoV={{{Vertical FoV|}}} |+sep}} {{#set:Visible FoV={{{Visible FoV|}}} |+sep}} {{#set:Rendered FoV={{{Rendered FoV|}}} |+sep}} {{#set:Binocular Overlap={{{Binocular Overlap|}}} |+sep}} {{#set:Average Pixel Density={{{Average Pixel Density|}}} |+sep}} {{#set:Peak Pixel Density={{{Peak Pixel Density|}}} |+sep}} {{#set:Foveated Rendering={{{Foveated Rendering|}}} |+sep}} {{#set:Optics={{{Optics|}}} |+sep}} {{#set:Ocularity={{{Ocularity|}}} |+sep}} {{#set:IPD Range={{{IPD Range|}}} |+sep}} {{#set:Adjustable Diopter={{{Adjustable Diopter|}}} |+sep}} {{#set:Passthrough={{{Passthrough|}}} |+sep}} {{#set:Tracking={{{Tracking|}}} |+sep}} {{#set:Tracking Frequency={{{Tracking Frequency|}}} |+sep}} {{#set:Base Stations={{{Base Stations|}}} |+sep}} {{#set:Eye Tracking={{{Eye Tracking|}}} |+sep}} {{#set:Face Tracking={{{Face Tracking|}}} |+sep}} {{#set:Hand Tracking={{{Hand Tracking|}}} |+sep}} {{#set:Body Tracking={{{Body Tracking|}}} |+sep}} {{#set:Rotational Tracking={{{Rotational Tracking|}}} |+sep}} {{#set:Positional Tracking={{{Positional Tracking|}}} |+sep}} {{#set:Update Rate={{{Update Rate|}}} |+sep}} {{#set:Tracking Volume={{{Tracking Volume|}}} |+sep}} {{#set:Play Space={{{Play Space|}}} |+sep}} {{#set:Latency={{{Latency|}}} |+sep}} {{#set:Audio={{{Audio|}}} |+sep}} {{#set:Microphone={{{Microphone|}}} |+sep}} {{#set:3.5mm Audio Jack={{{3.5mm Audio Jack|}}} |+sep}} {{#set:Camera={{{Camera|}}} |+sep}} {{#set:Connectivity={{{Connectivity|}}} |+sep}} {{#set:Ports={{{Ports|}}} |+sep}} {{#set:Wired Video={{{Wired Video|}}} |+sep}} {{#set:Wireless Video={{{Wireless Video|}}} |+sep}} {{#set:WiFi={{{WiFi|}}} |+sep}} {{#set:Bluetooth={{{Bluetooth|}}} |+sep}} {{#set:Power={{{Power|}}} |+sep}} {{#set:Battery Capacity={{{Battery Capacity|}}} |+sep}} {{#set:Battery Life={{{Battery Life|}}} |+sep}} {{#set:Charge Time={{{Charge Time|}}} |+sep}} {{#set:Dimensions={{{Dimensions|}}} |+sep}} {{#set:Weight={{{Weight|}}} |+sep}} {{#set:Material={{{Material|}}} |+sep}} {{#set:Headstrap={{{Headstrap|}}} |+sep}} {{#set:Haptics={{{Haptics|}}} |+sep}} {{#set:Color={{{Color|}}} |+sep}} {{#set:Sensors={{{Sensors|}}} |+sep}} {{#set:Input={{{Input|}}} |+sep}} {{#set:Compliance={{{Compliance|}}} |+sep}} {{#set:Size={{{Size|}}} |+sep}} {{#set:Cable Length={{{Cable Length|}}} |+sep}} {{#set:ASIN={{{ASIN|}}} }}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Designed for use on [[Devices]] pages.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image =&lt;br /&gt;
|VR/AR =&lt;br /&gt;
|Type =&lt;br /&gt;
|Subtype =&lt;br /&gt;
|Platform =&lt;br /&gt;
|Creator =&lt;br /&gt;
|Developer =&lt;br /&gt;
|Manufacturer =&lt;br /&gt;
|Announcement Date =&lt;br /&gt;
|Release Date =&lt;br /&gt;
|Price =&lt;br /&gt;
|Website =&lt;br /&gt;
|Versions =&lt;br /&gt;
|Requires =&lt;br /&gt;
|Predecessor =&lt;br /&gt;
|Successor =&lt;br /&gt;
|Operating System =&lt;br /&gt;
|Chipset =&lt;br /&gt;
|CPU =&lt;br /&gt;
|GPU =&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage =&lt;br /&gt;
|Memory =&lt;br /&gt;
|SD Card Slot =&lt;br /&gt;
|Display =&lt;br /&gt;
|Subpixel Layout =&lt;br /&gt;
|Peak Brightness =&lt;br /&gt;
|Resolution =&lt;br /&gt;
|Refresh Rate =&lt;br /&gt;
|Pixel Density =&lt;br /&gt;
|Persistence =&lt;br /&gt;
|Precision =&lt;br /&gt;
|Field of View =&lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV =&lt;br /&gt;
|Rendered FoV =&lt;br /&gt;
|Binocular Overlap =&lt;br /&gt;
|Average Pixel Density =&lt;br /&gt;
|Peak Pixel Density =&lt;br /&gt;
|Foveated Rendering =&lt;br /&gt;
|Optics =&lt;br /&gt;
|Ocularity =&lt;br /&gt;
|IPD Range =&lt;br /&gt;
|Adjustable Diopter =&lt;br /&gt;
|Passthrough =&lt;br /&gt;
|Tracking =&lt;br /&gt;
|Tracking Frequency =&lt;br /&gt;
|Base Stations =&lt;br /&gt;
|Eye Tracking =&lt;br /&gt;
|Face Tracking =&lt;br /&gt;
|Hand Tracking =&lt;br /&gt;
|Body Tracking =&lt;br /&gt;
|Rotational Tracking =&lt;br /&gt;
|Positional Tracking =&lt;br /&gt;
|Update Rate =&lt;br /&gt;
|Tracking Volume =&lt;br /&gt;
|Play Space =&lt;br /&gt;
|Latency =&lt;br /&gt;
|Audio =&lt;br /&gt;
|Microphone =&lt;br /&gt;
|3.5mm Audio Jack =&lt;br /&gt;
|Camera =&lt;br /&gt;
|Connectivity =&lt;br /&gt;
|Ports =&lt;br /&gt;
|Wired Video =&lt;br /&gt;
|Wireless Video =&lt;br /&gt;
|WiFi =&lt;br /&gt;
|Bluetooth =&lt;br /&gt;
|Power =&lt;br /&gt;
|Battery Capacity =&lt;br /&gt;
|Battery Life =&lt;br /&gt;
|Charge Time =&lt;br /&gt;
|Dimensions =&lt;br /&gt;
|Weight =&lt;br /&gt;
|Material =&lt;br /&gt;
|Headstrap =&lt;br /&gt;
|Haptics =&lt;br /&gt;
|Color =&lt;br /&gt;
|Sensors =&lt;br /&gt;
|Input =&lt;br /&gt;
|Compliance =&lt;br /&gt;
|Size =&lt;br /&gt;
|Cable Length =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|image=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Image of instance in normal &amp;lt;nowiki&amp;gt;[[file:name|size]]&amp;lt;/nowiki&amp;gt; format.&lt;br /&gt;
: E.g. [[]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|VR/AR=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Virtual Reality]], [[Augmented Reality]] and/or [[Mixed Reality]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Type=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Type of device such as [[Head-mounted display]], [[Input Device]], [[Camera]], [[Accessory]], [[Gesture Tracker]], [[Motion Tracker]], [[Computer vision]] etc.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Subtype=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Subtype of device such as [[Slide-on HMD]], [[Discrete HMD]], [[Integrated HMD]], [[360° Camera]], [[Virtual Reality Camera]], [[3D Camera]], [[Feet Tracking]], [[Locomotion]], [[Hands/Fingers Tracking]], [[Haptics]], [[Body Tracking]], [[Computer vision]], [[Tactile Feedback]] etc.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Platform=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Platform of the device. For example: [[Oculus Rift]], [[SteamVR]], [[OSVR]] etc.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Creator=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Person(s) that created the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Developer=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Developer of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Manufacturer=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Manufacturer of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Operating System=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Operating System(s) the device runs on. For example: [[Windows]], [[Mac]], [[Linux]], [[iOS]], [[Android]] etc.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Versions=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Versions of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Requires=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Additional hardware required for the device. For example, [[Oculus Rift]] requires PC, [[Google Cardboard]] requires a smartphone, [[Samsung Gear VR]] requires [[Galaxy Note 4]].&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Predecessor=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Previous version of the device.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Successor=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Next version of the device.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|CPU=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: CPU of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|GPU=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: GPU of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|HPU=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: HPU of the device, &amp;quot;holographic processing unit&amp;quot;, coined by [[Microsoft HoloLens]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Memory=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Memory of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Storage=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Storage of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Display=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Display&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Resolution=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Resolution]] of the display&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Pixel Density=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Pixel density]] of the display, measured in [[PPI]].&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Refresh Rate=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Refresh rate]] of the display, measured in Hz&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Persistence=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Persistence]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Precision=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Precision&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Field of View=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Field of view]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Optics=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Optics - type of lenses used&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Ocularity=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Ocularity&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|IPD Range=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[IPD]] range and how it is adjusted&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Adjustable Diopter=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Adjustable Diopter&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Passthrough=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Passthrough&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Tracking=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Tracking&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Rotational Tracking=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Rotational Tracking]] of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Positional Tracking=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Positional Tracking]] of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Update Rate=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Update Rate of the rotational and positional tracking, measured in Hz&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Tracking Volume=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Tracking volume]] - tracking volume of the positional tracking.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Play Space=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Play Space]] - recommended area for roomscale VR experience&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Latency=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: [[Latency]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;||Audio=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Audio&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;||Camera=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Camera&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Sensors=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Sensors&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Input=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Input&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Connectivity=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Connectivity&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Power=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Power&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Battery Life=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Battery Life&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Weight=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Weight of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Size=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Size of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Cable Length=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Length of the cable from the PC to the HMD.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Announcement Date=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Announcement Date of the Device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Release Date=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Release Date of the Device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Price=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Price of the device&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|Website=&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Device Website&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=VIO&amp;diff=31077</id>
		<title>VIO</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=VIO&amp;diff=31077"/>
		<updated>2025-03-18T06:57:11Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Visual-inertial odometry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Visual-inertial odometry]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Visual_Inertial_Odometry&amp;diff=31076</id>
		<title>Visual Inertial Odometry</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Visual_Inertial_Odometry&amp;diff=31076"/>
		<updated>2025-03-18T06:57:09Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Visual-inertial odometry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Visual-inertial odometry]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Visual_inertial_odometry&amp;diff=31075</id>
		<title>Visual inertial odometry</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Visual_inertial_odometry&amp;diff=31075"/>
		<updated>2025-03-18T06:56:47Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Visual-inertial odometry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Visual-inertial odometry]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SLAM&amp;diff=31074</id>
		<title>SLAM</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SLAM&amp;diff=31074"/>
		<updated>2025-03-18T06:56:39Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SLAM (Simultaneous Localization And Mapping) is a method of inside-out 3D tracking based on optical data of an environment that does not require any additional hardware other than the device being tracked. It is similar to [[visual inertial odometry]] (VIO).&lt;br /&gt;
&lt;br /&gt;
One method of SLAM is ORB_SLAM2. Another method is ORB_SLAM3. Another SLAM-like method is RTAB-Map.&lt;br /&gt;
&lt;br /&gt;
The [[HoloLens|Hololens 1]] and the [[Magic Leap 1]] both use a SLAM-type system for their 3D tracking.&lt;br /&gt;
&lt;br /&gt;
The [[Oculus Quest 2]] uses a tracking system that is some variant of SLAM or VIO.&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Visual-inertial_odometry&amp;diff=31073</id>
		<title>Visual-inertial odometry</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Visual-inertial_odometry&amp;diff=31073"/>
		<updated>2025-03-18T06:56:10Z</updated>

		<summary type="html">&lt;p&gt;Acro: https://www.xvrwiki.org/wiki/Visual-inertial_odometry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Visual inertial odometry&#039;&#039;&#039; is a method used in 3D tracking. It is a method by which a camera-connected computer system can use visual data from the camera to determine how the camera moves. It involves estimating the [[position]] and [[orientation]] of a moving sensor, often a camera, by combining visual data from the camera with inertial measurements from an [[inertial measurement unit]] (IMU).&lt;br /&gt;
&lt;br /&gt;
It is related to [[SLAM]].&lt;br /&gt;
&lt;br /&gt;
==Implementations==&lt;br /&gt;
* [[Basalt]]&amp;lt;ref name=&amp;quot;i845&amp;quot;&amp;gt;{{cite web | title=Visual-inertial tracking for Monado | website=Collabora | date=2022-04-05 | url=https://www.collabora.com/news-and-blog/blog/2022/04/05/visual-inertial-tracking-support-for-monado-openxr/ | access-date=2024-08-15}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;e287&amp;quot;&amp;gt;{{cite web | title=Vladyslav Usenko / basalt · GitLab | website=GitLab | date=2024-08-15 | url=https://gitlab.com/VladyslavUsenko/basalt | access-date=2024-08-15}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Position and orientation tracking]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Insight&amp;diff=31072</id>
		<title>Oculus Insight</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Insight&amp;diff=31072"/>
		<updated>2025-03-18T06:54:36Z</updated>

		<summary type="html">&lt;p&gt;Acro: https://www.xvrwiki.org/wiki/Oculus_Insight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Oculus Insight&#039;&#039;&#039; is a SLAM tracking system that is used in [[Oculus Quest]] headsets and controllers.&amp;lt;ref&amp;gt;https://www.uploadvr.com/oculus-insight-details-quest/ Accessed May 16, 2024&amp;lt;/ref&amp;gt; It is an untethered 6DOF tracking system. The tracking works for a headset and for wireless controllers at the same time.&amp;lt;ref name=&amp;quot;g244&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also present for the [[Rift S]].&amp;lt;ref name=&amp;quot;g244&amp;quot;&amp;gt;{{cite web | title=Powered by AI: Oculus Insight | website=AI at Meta | date=2019-03-15 | url=https://ai.meta.com/blog/powered-by-ai-oculus-insight/ | access-date=2024-09-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was announced at [[Oculus Connect 5]].&lt;br /&gt;
&lt;br /&gt;
It uses [[SLAM]], which is based on [[VIO]].&amp;lt;ref name=&amp;quot;g244&amp;quot;/&amp;gt; It uses SLAM to track the headset position, and [[constellation tracking]] to track the controller positions, meaning there is no [[map sharing]].&amp;lt;ref name=&amp;quot;g244&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A similar system is used on the [[Quest Pro]], but the controllers are self-tracking. They have cameras built in, meaning they do not use the constellation system.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Position and orientation tracking]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=31071</id>
		<title>Oculus Rift S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=31071"/>
		<updated>2025-03-18T06:54:00Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:Meta_Rift_S_PC-Powered_VR_Gaming_Headset_image1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=Oculus VR &amp;amp; Lenovo&lt;br /&gt;
|Operating System= Windows 10&lt;br /&gt;
|Predecessor=[[Oculus Rift CV1]]&lt;br /&gt;
|Successor=Rift line discontinued&lt;br /&gt;
|Display=LCD&lt;br /&gt;
|Resolution=1280×1440 per eye&lt;br /&gt;
|Refresh Rate=80Hz&lt;br /&gt;
|IPD Range=No mechanics&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Positional Tracking=Oculus Insight&lt;br /&gt;
|Play Space=9ft x 9ft&lt;br /&gt;
|Audio=strap audio&lt;br /&gt;
|Sensors=5&lt;br /&gt;
|Input=[[Oculus Touch]]&lt;br /&gt;
|Connectivity=Headset cable required&lt;br /&gt;
|Size=10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Release Date=May 21, 2019&lt;br /&gt;
|Release Price=$399&lt;br /&gt;
|Website=https://www.oculus.com/rift-s/&lt;br /&gt;
}}&lt;br /&gt;
The [[Oculus Rift S]] is a [[VR headset]] from [[Oculus VR]] in partnership with [[Lenovo]] to improve design and speed up manufacturing. The new design included a halo headband and fit wheel, room-scale tracking with no external sensors (which were required for the [[Rift]]), and a higher resolution compared to the Rift.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift S was released at the same time as [[Oculus Quest]]. Their similarities are plentiful&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* inside-out tracking: [[Oculus Insight]]&lt;br /&gt;
* [[Oculus Touch]] controllers&lt;br /&gt;
* integrated audio system&lt;br /&gt;
* shared gaming library&lt;br /&gt;
&lt;br /&gt;
While the Rift S and Quest came with many of the same features, they differed in one significant way: the Rift S requires a PC connection, and the Quest did not. The main thing to consider when purchasing Rift S was whether you had a computer that met the recommended specs for game play and/or you wanted to/could afford to purchase a gaming computer.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other differences between Rift S and Quest included: Passthrough support and sensors. The Rift S had an enhanced version of Passthrough - Passthrough+ which supported Asynchronous Spacewarp (ASW).&amp;lt;ref name=&amp;quot;two&amp;quot;&amp;gt;https://www.oculus.com/blog/announcing-oculus-rift-s-our-new-pc-vr-headset-launching-spring-2019/&amp;lt;/ref&amp;gt; The Rift S also had a fifth sensor to support this enhanced Passthrough experience.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
Oculus Rift S was released on May 21, 2019 for $399. Two games were released exclusively for Rift S: Asgard&#039;s Wrath and Stormland.&amp;lt;ref name=&amp;quot;three&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Oculus Rift S came with two Touch controllers + AA batteries, optical cable for connecting the headset to PC, and a video output adapter.&lt;br /&gt;
&lt;br /&gt;
Unlike the Rift, the Rift S did not come with adjustable, IPD mechanics; you could adjust some of the settings through the software, but could not adjust the center of the lenses.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Requirements==&lt;br /&gt;
===Recommended&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;===&lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; NVIDIA GTX 1060 / AMD Radeon RX 480 or greater, NVIDIA GTX 970 / AMD Radeon R9 290 or greater&lt;br /&gt;
* &#039;&#039;&#039;CPU:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
* &#039;&#039;&#039;Memory:&#039;&#039;&#039; 8GB+ RAM&lt;br /&gt;
* &#039;&#039;&#039;Video Outputs:&#039;&#039;&#039; DisplayPortTM 1.2 / Mini DisplayPort&lt;br /&gt;
* &#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB 3.0 port&lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
# Download the VR software from Oculus.&lt;br /&gt;
# Connect your PC and Rift S headset using the provided DisplayPort cable.&lt;br /&gt;
# Browse the Rift library for games through your desktop, Oculus mobile app, or within virtual reality.&lt;br /&gt;
&amp;lt;ref name=&amp;quot;six&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&lt;br /&gt;
[[Oculus Touch]] controllers&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
===Prescription Lenses===&lt;br /&gt;
You can purchase prescription-strength VirtuClear® Lens Inserts for your Oculus Rift S. They are 1.60 Hi Index Essilor lenses with anti-reflective coating meant to make your VR experience clearer. You can purchase through Frames Direct and will be asked for a valid prescription. The prescription range is SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Store===&lt;br /&gt;
You can purchase games from the Oculus Rift store on PC, mobile app, or from within the Store while wearing your headset. You can also play Oculus Quest games on Rift S.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Visit [[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus rift s6.png&lt;br /&gt;
File:oculus rift s5.png&lt;br /&gt;
File:oculus rift s4.png&lt;br /&gt;
File:oculus rift s3.png&lt;br /&gt;
File:oculus rift s2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* &#039;&#039;&#039;Release:&#039;&#039;&#039; May 21, 2019&lt;br /&gt;
* &#039;&#039;&#039;Discontinued:&#039;&#039;&#039; April 2021 in favor of [[Meta Quest 2]], which can be connected to PC&lt;br /&gt;
* &#039;&#039;&#039;2023:&#039;&#039;&#039; Rift S users will need to use Facebook account to sign in &amp;lt;ref name=&amp;quot;eight&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=VRTGO_2015&amp;diff=31052</id>
		<title>VRTGO 2015</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=VRTGO_2015&amp;diff=31052"/>
		<updated>2025-03-18T06:49:09Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Spam Hole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Spam Hole]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=AWE_2015&amp;diff=31051</id>
		<title>AWE 2015</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=AWE_2015&amp;diff=31051"/>
		<updated>2025-03-18T06:49:03Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Spam Hole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Spam Hole]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SVVR_2015&amp;diff=31050</id>
		<title>SVVR 2015</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SVVR_2015&amp;diff=31050"/>
		<updated>2025-03-18T06:48:58Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Spam Hole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Spam Hole]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SVVR_2016&amp;diff=31049</id>
		<title>SVVR 2016</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SVVR_2016&amp;diff=31049"/>
		<updated>2025-03-18T06:48:51Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Spam Hole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Spam Hole]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Lytro_(1st_generation)&amp;diff=31047</id>
		<title>Lytro (1st generation)</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Lytro_(1st_generation)&amp;diff=31047"/>
		<updated>2025-03-18T06:46:55Z</updated>

		<summary type="html">&lt;p&gt;Acro: https://www.xvrwiki.org/wiki/Lytro_(1st_generation)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lytro light field camera - front.jpg|thumb|An original Lytro camera in red]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lytro (1st generation)&#039;&#039;&#039; is a [[lightfield camera]] from [[Lytro]].&lt;br /&gt;
&lt;br /&gt;
It stores light field data in a .lfp file.&amp;lt;ref&amp;gt;http://lightfield-forum.com/lytro/lytro-lightfield-camera/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Multiple different colors were made. There was an initial release in February 2012. Then there was a release of more colors in October 2012. There was a release of more colors in November 2013.&amp;lt;ref name=&amp;quot;d698&amp;quot;&amp;gt;{{cite web | title=the camera – LYTRO meltdown | website=optics.miloush.net | date=2012-03-01 | url=http://optics.miloush.net/lytro/TheCamera.aspx | access-date=2024-07-13}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
It uses a CMOS sensor with a [[microlens array]]. The microlenses are arranged hexagonally.&amp;lt;ref name=&amp;quot;d698&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the microlenses are the same focal length. The pitch is 13.89 microns. They are placed at 25 microns in front of the CMOS sensor. The MLA is not parallel to the sensor edge.&amp;lt;ref name=&amp;quot;d698&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The CMOS sensor is an Aptina MT9F002, which has a 1.4 micron pixel size.&amp;lt;ref name=&amp;quot;d698&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The screen resolution is 128 x 128 pixels.&amp;lt;ref&amp;gt;https://www.ephotozine.com/article/lytro-light-field-camera-review-20354&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Light field cameras]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Events&amp;diff=31046</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Events&amp;diff=31046"/>
		<updated>2025-03-18T06:46:03Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Spam Hole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Spam Hole]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Destinations&amp;diff=31044</id>
		<title>Destinations</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Destinations&amp;diff=31044"/>
		<updated>2025-03-18T06:44:08Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Spam Hole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Spam Hole]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Wanted_pages&amp;diff=31043</id>
		<title>Wanted pages</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Wanted_pages&amp;diff=31043"/>
		<updated>2025-03-18T06:43:41Z</updated>

		<summary type="html">&lt;p&gt;Acro: Acro moved page Wanted pages to Virtual Reality Augmented Reality Wiki:Wanted pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Virtual Reality Augmented Reality Wiki:Wanted pages]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=31030</id>
		<title>Oculus Rift S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=31030"/>
		<updated>2025-03-18T06:39:14Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:Meta_Rift_S_PC-Powered_VR_Gaming_Headset_image1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=Oculus VR &amp;amp; Lenovo&lt;br /&gt;
|Operating System= Windows 10&lt;br /&gt;
|Predecessor=[[Oculus Rift CV1]]&lt;br /&gt;
|Successor=Rift line discontinued&lt;br /&gt;
|Display=LCD&lt;br /&gt;
|Resolution=1280×1440 per eye&lt;br /&gt;
|Refresh Rate=80Hz&lt;br /&gt;
|IPD Range=No mechanics&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Positional Tracking=Oculus Insight&lt;br /&gt;
|Play Space=9ft x 9ft&lt;br /&gt;
|Audio=strap audio&lt;br /&gt;
|Sensors=5&lt;br /&gt;
|Input=[[Oculus Touch]]&lt;br /&gt;
|Connectivity=Headset cable required&lt;br /&gt;
|Size=10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Release Date=May 21, 2019&lt;br /&gt;
|Release Price=$399&lt;br /&gt;
|Website=https://www.oculus.com/rift-s/&lt;br /&gt;
}}&lt;br /&gt;
The [[Oculus Rift S]] is a [[VR headset]] from [[Oculus VR]] in partnership with [[Lenovo]] to improve design and speed up manufacturing. The new design included a halo headband and fit wheel, room-scale tracking with no external sensors (which were required for the [[Rift]]), and a higher resolution compared to the Rift.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift S was released at the same time as [[Oculus Quest]]. Their similarities were plentiful&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* launch price point ($399)&lt;br /&gt;
* inside-out tracking: Oculus Insight&lt;br /&gt;
* [[Oculus Touch]] controllers&lt;br /&gt;
* integrated audio system&lt;br /&gt;
* shared gaming library&lt;br /&gt;
&lt;br /&gt;
While the Rift S and Quest came with many of the same features, they differed in one significant way: the Rift S requires a PC connection, and the Quest did not. The main thing to consider when purchasing Rift S was whether you had a computer that met the recommended specs for game play and/or you wanted to/could afford to purchase a gaming computer.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other differences between Rift S and Quest included: Passthrough support and sensors. The Rift S had an enhanced version of Passthrough - Passthrough+ which supported Asynchronous Spacewarp (ASW).&amp;lt;ref name=&amp;quot;two&amp;quot;&amp;gt;https://www.oculus.com/blog/announcing-oculus-rift-s-our-new-pc-vr-headset-launching-spring-2019/&amp;lt;/ref&amp;gt; The Rift S also had a fifth sensor to support this enhanced Passthrough experience.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
Oculus Rift S was released on May 21, 2019 for $399. Two games were released exclusively for Rift S: Asgard&#039;s Wrath and Stormland.&amp;lt;ref name=&amp;quot;three&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Oculus Rift S came with two Touch controllers + AA batteries, optical cable for connecting the headset to PC, and a video output adapter.&lt;br /&gt;
&lt;br /&gt;
Unlike the Rift, the Rift S did not come with adjustable, IPD mechanics; you could adjust some of the settings through the software, but could not adjust the center of the lenses.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Requirements==&lt;br /&gt;
===Recommended&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;===&lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; NVIDIA GTX 1060 / AMD Radeon RX 480 or greater, NVIDIA GTX 970 / AMD Radeon R9 290 or greater&lt;br /&gt;
* &#039;&#039;&#039;CPU:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
* &#039;&#039;&#039;Memory:&#039;&#039;&#039; 8GB+ RAM&lt;br /&gt;
* &#039;&#039;&#039;Video Outputs:&#039;&#039;&#039; DisplayPortTM 1.2 / Mini DisplayPort&lt;br /&gt;
* &#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB 3.0 port&lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
# Download the VR software from Oculus.&lt;br /&gt;
# Connect your PC and Rift S headset using the provided DisplayPort cable.&lt;br /&gt;
# Browse the Rift library for games through your desktop, Oculus mobile app, or within virtual reality.&lt;br /&gt;
&amp;lt;ref name=&amp;quot;six&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&lt;br /&gt;
[[Oculus Touch]] controllers&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
===Prescription Lenses===&lt;br /&gt;
You can purchase prescription-strength VirtuClear® Lens Inserts for your Oculus Rift S. They are 1.60 Hi Index Essilor lenses with anti-reflective coating meant to make your VR experience clearer. You can purchase through Frames Direct and will be asked for a valid prescription. The prescription range is SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Store===&lt;br /&gt;
You can purchase games from the Oculus Rift store on PC, mobile app, or from within the Store while wearing your headset. You can also play Oculus Quest games on Rift S.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Visit [[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus rift s6.png&lt;br /&gt;
File:oculus rift s5.png&lt;br /&gt;
File:oculus rift s4.png&lt;br /&gt;
File:oculus rift s3.png&lt;br /&gt;
File:oculus rift s2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* &#039;&#039;&#039;Release:&#039;&#039;&#039; May 21, 2019&lt;br /&gt;
* &#039;&#039;&#039;Discontinued:&#039;&#039;&#039; April 2021 in favor of [[Meta Quest 2]], which can be connected to PC&lt;br /&gt;
* &#039;&#039;&#039;2023:&#039;&#039;&#039; Rift S users will need to use Facebook account to sign in &amp;lt;ref name=&amp;quot;eight&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=31029</id>
		<title>Oculus Rift S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=31029"/>
		<updated>2025-03-18T06:38:16Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:Meta_Rift_S_PC-Powered_VR_Gaming_Headset_image1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=Oculus VR &amp;amp; Lenovo&lt;br /&gt;
|Operating System= Windows 10&lt;br /&gt;
|Predecessor=[[Oculus Rift CV1]]&lt;br /&gt;
|Successor=Rift line discontinued&lt;br /&gt;
|Display=LCD&lt;br /&gt;
|Resolution=1280×1440 per eye&lt;br /&gt;
|Refresh Rate=80Hz&lt;br /&gt;
|IPD Range=No mechanics&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Positional Tracking=Oculus Insight&lt;br /&gt;
|Play Space=9ft x 9ft&lt;br /&gt;
|Audio=strap audio&lt;br /&gt;
|Sensors=5&lt;br /&gt;
|Input=[[Oculus Touch]]&lt;br /&gt;
|Connectivity=Headset cable required&lt;br /&gt;
|Size=10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Release Date=May 21, 2019&lt;br /&gt;
|Release Price=$399&lt;br /&gt;
|Website=https://www.oculus.com/rift-s/&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The [[Oculus Rift S]] is a [[Discrete HMD]] built by [[Oculus VR]] in partnership with [[Lenovo]] to improve design and speed up manufacturing. The new design included a halo headband and fit wheel, room-scale tracking with no external sensors (which were required for the [[Rift]]), and a higher resolution compared to the Rift.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift S was released at the same time as [[Oculus Quest]]. Their similarities were plentiful&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* launch price point ($399)&lt;br /&gt;
* inside-out tracking: Oculus Insight&lt;br /&gt;
* [[Oculus Touch]] controllers&lt;br /&gt;
* integrated audio system&lt;br /&gt;
* shared gaming library&lt;br /&gt;
&lt;br /&gt;
While they came with many of the same features, they differed in one significant way: the Rift S required a PC connection, the Quest did not. The main thing to consider when purchasing Rift S was whether you had a computer that met the recommended specs for game play and/or you wanted to/could afford to purchase a gaming computer.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other differences between Rift S and Quest included: Passthrough support and sensors. The Rift S had an enhanced version of Passthrough - Passthrough+ which supported Asynchronous Spacewarp (ASW).&amp;lt;ref name=&amp;quot;two&amp;quot;&amp;gt;https://www.oculus.com/blog/announcing-oculus-rift-s-our-new-pc-vr-headset-launching-spring-2019/&amp;lt;/ref&amp;gt; The Rift S also had a fifth sensor to support this enhanced Passthrough experience.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
&lt;br /&gt;
Oculus Rift S was released on May 21, 2019 for $399. Two games were released exclusively for Rift S: Asgard&#039;s Wrath and Stormland.&amp;lt;ref name=&amp;quot;three&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
Oculus Rift S came with a HMD, two Touch controllers + AA batteries, optical cable for connecting the headset to PC, and a video output adapter.&lt;br /&gt;
&lt;br /&gt;
Unlike the Rift, the Rift S did not come with adjustable, IPD mechanics; you could adjust some of the settings through the software, but could not adjust the center of the lenses.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Requirements==&lt;br /&gt;
===Recommended&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;===&lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; NVIDIA GTX 1060 / AMD Radeon RX 480 or greater, NVIDIA GTX 970 / AMD Radeon R9 290 or greater&lt;br /&gt;
* &#039;&#039;&#039;CPU:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
* &#039;&#039;&#039;Memory:&#039;&#039;&#039; 8GB+ RAM&lt;br /&gt;
* &#039;&#039;&#039;Video Outputs:&#039;&#039;&#039; DisplayPortTM 1.2 / Mini DisplayPort&lt;br /&gt;
* &#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB 3.0 port&lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
# Download the VR software from Oculus.&lt;br /&gt;
# Connect your PC and Rift S headset using the provided DisplayPort cable.&lt;br /&gt;
# Browse the Rift library for games through your desktop, Oculus mobile app, or within virtual reality.&lt;br /&gt;
&amp;lt;ref name=&amp;quot;six&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&lt;br /&gt;
[[Oculus Touch]] controllers&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
===Prescription Lenses===&lt;br /&gt;
You can purchase prescription-strength VirtuClear® Lens Inserts for your Oculus Rift S. They are 1.60 Hi Index Essilor lenses with anti-reflective coating meant to make your VR experience clearer. You can purchase through Frames Direct and will be asked for a valid prescription. The prescription range is SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Store===&lt;br /&gt;
You can purchase games from the Oculus Rift store on PC, mobile app, or from within the Store while wearing your headset. You can also play Oculus Quest games on Rift S.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Visit [[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus rift s6.png&lt;br /&gt;
File:oculus rift s5.png&lt;br /&gt;
File:oculus rift s4.png&lt;br /&gt;
File:oculus rift s3.png&lt;br /&gt;
File:oculus rift s2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* &#039;&#039;&#039;Release:&#039;&#039;&#039; May 21, 2019&lt;br /&gt;
* &#039;&#039;&#039;Discontinued:&#039;&#039;&#039; April 2021 in favor of [[Meta Quest 2]], which can be connected to PC&lt;br /&gt;
* &#039;&#039;&#039;2023:&#039;&#039;&#039; Rift S users will need to use Facebook account to sign in &amp;lt;ref name=&amp;quot;eight&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=31021</id>
		<title>Field of view</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=31021"/>
		<updated>2025-03-18T06:34:51Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Using Subtle Dynamic FOV to Combat Simulator Sickness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Field of view&#039;&#039;&#039; (&#039;&#039;&#039;FOV&#039;&#039;&#039;) is the extent of the observable world at any given moment. Field of view is usually measured in degrees. Humans have 180 degrees FOV when looking directly in front and 270 degrees with eye rotation. The higher an [[HMD]]&#039;s FOV is, the further the virtual world will extend to your edge of vision. You generally want an HMD with at least 90 degrees FOV.&lt;br /&gt;
&lt;br /&gt;
In [[VR]], there are two types of FOVs: [[#Display FOV|Display FOV]] or dFOV and [[#Camera FOV|Camera FOV]] or cFOV.&lt;br /&gt;
&lt;br /&gt;
==Display FOV==&lt;br /&gt;
Display FOV (dFOV) is the FOV of your [[HMD]]. &lt;br /&gt;
&lt;br /&gt;
Wide dFOV can increase [[immersion]] and induce [[presence]], but can cause [[simulator sickness]] for some people. Large dFOV can cause discomfort due to 2 reasons. First, humans are more sensible to the flickers and movements of images in the peripheries of their visual systems. Second, large dFOV means provides more overall visual input when compared to small dFOV. Too much visual input can cause conflicts with vestibular and proprioceptive system.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Camera FOV==&lt;br /&gt;
Camera FOV or cFOV is the FOV of the virtual environment rendered by the graphical engine. &lt;br /&gt;
&lt;br /&gt;
Changing cFOV can lead to unnatural movement of the virtual environment in response to head movements. For example moving your head for 7 degrees in real time creates 11 degrees of movement in VR. This can lead to discomfort and a maladaptive condition called vestibular-ocular reflex gain adaptation.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Subtle Dynamic FOV to fight simulator sickness==&lt;br /&gt;
{{#ev:youtube|lHzCmfuJYa4|350|right}}&lt;br /&gt;
Researchers from Columbia Engineering have used to changes in FOV to combat [[simulator sickness]]. Researchers subtly decreased the users&#039; FOV while they are moving in VR. They restored the users&#039; FOV while they are standing still in VR. Researchers found that they were able to reduce discomfort while maintaining [[presence]]. &amp;lt;ref&amp;gt;http://ieeexplore.ieee.org/xpl/login.jsp?tp=&amp;amp;arnumber=7460053&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=31020</id>
		<title>Field of view</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=31020"/>
		<updated>2025-03-18T06:34:30Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Display FOV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Field of view&#039;&#039;&#039; (&#039;&#039;&#039;FOV&#039;&#039;&#039;) is the extent of the observable world at any given moment. Field of view is usually measured in degrees. Humans have 180 degrees FOV when looking directly in front and 270 degrees with eye rotation. The higher an [[HMD]]&#039;s FOV is, the further the virtual world will extend to your edge of vision. You generally want an HMD with at least 90 degrees FOV.&lt;br /&gt;
&lt;br /&gt;
In [[VR]], there are two types of FOVs: [[#Display FOV|Display FOV]] or dFOV and [[#Camera FOV|Camera FOV]] or cFOV.&lt;br /&gt;
&lt;br /&gt;
==Display FOV==&lt;br /&gt;
Display FOV (dFOV) is the FOV of your [[HMD]]. &lt;br /&gt;
&lt;br /&gt;
Wide dFOV can increase [[immersion]] and induce [[presence]], but can cause [[simulator sickness]] for some people. Large dFOV can cause discomfort due to 2 reasons. First, humans are more sensible to the flickers and movements of images in the peripheries of their visual systems. Second, large dFOV means provides more overall visual input when compared to small dFOV. Too much visual input can cause conflicts with vestibular and proprioceptive system.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Camera FOV==&lt;br /&gt;
Camera FOV or cFOV is the FOV of the virtual environment rendered by the graphical engine. &lt;br /&gt;
&lt;br /&gt;
Changing cFOV can lead to unnatural movement of the virtual environment in response to head movements. For example moving your head for 7 degrees in real time creates 11 degrees of movement in VR. This can lead to discomfort and a maladaptive condition called vestibular-ocular reflex gain adaptation.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Subtle Dynamic FOV to Combat Simulator Sickness==&lt;br /&gt;
{{#ev:youtube|lHzCmfuJYa4|350|right}}&lt;br /&gt;
Researchers from Columbia Engineering have used to changes in FOV to combat [[Simulator sickness]]. Researchers subtly decreased the users&#039; FOV while they are moving in VR. They restored the users&#039; FOV while they are standing still in VR. Researchers found that they were able to reduce discomfort while maintaining [[presence]]. &amp;lt;ref&amp;gt;http://ieeexplore.ieee.org/xpl/login.jsp?tp=&amp;amp;arnumber=7460053&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_3&amp;diff=31000</id>
		<title>Meta Quest 3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_3&amp;diff=31000"/>
		<updated>2025-03-18T06:29:37Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Performance and Hardware */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:meta quest 31.jpg|350px]]&lt;br /&gt;
|VR/AR = [[VR]]&lt;br /&gt;
|Type = [[head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Meta Quest]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = &lt;br /&gt;
|Manufacturer = [[Meta Platforms]]&lt;br /&gt;
|Announcement Date = June 1, 2023&lt;br /&gt;
|Release Date = October 10, 2023&lt;br /&gt;
|Price = $499&lt;br /&gt;
|Website = meta.com &lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = &lt;br /&gt;
|Predecessor = [[Meta Quest 2]]&lt;br /&gt;
|Successor = [[Meta Quest 4]]&lt;br /&gt;
|Operating System = [[Android]]&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2 Gen 2]]&lt;br /&gt;
|CPU = Octa-core Kryo (1 x 3.19 GHz, 4 x 2.8 GHz, 3 x 2.0 GHz)&lt;br /&gt;
|GPU = Adreno 740&lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = 128 GB&lt;br /&gt;
|Memory = 8 GB &lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = 2 x LCD&lt;br /&gt;
|Subpixel Layout = [[RGB stripe]]&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2064x2208 per-eye&lt;br /&gt;
|Refresh Rate = 120 Hz&lt;br /&gt;
|Pixel Density = 1218 PPI per eye&lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = 110°&lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = 110° (horizontal), 96° (vertical)&lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = 25 PPD&lt;br /&gt;
|Foveated Rendering = &lt;br /&gt;
|Optics = [[Pancake lenses]]&lt;br /&gt;
|Ocularity =  Binocular&lt;br /&gt;
|IPD Range = 58-71 mm&lt;br /&gt;
|Adjustable Diopter = &lt;br /&gt;
|Passthrough = Dual 18 PPD color passthrough cameras&lt;br /&gt;
|Tracking = 6 DoF Inside-out via 4 integrated cameras&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = No&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Yes&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = &lt;br /&gt;
|Positional Tracking = &lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated stereo speakers&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = &lt;br /&gt;
|Connectivity = &lt;br /&gt;
|Ports = USB Type-C, charging contacts&lt;br /&gt;
|Wired Video = USB Type-C&lt;br /&gt;
|Wireless Video = WiFi streaming&lt;br /&gt;
|WiFi = WiFi 6E&lt;br /&gt;
|Bluetooth = Bluetooth&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = 2.2 hours&lt;br /&gt;
|Charge Time = 2.3 hours&lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 515g (with headstrap)&lt;br /&gt;
|Material = Plastic, foam facial interface&lt;br /&gt;
|Headstrap = Flexible fabric strap&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = White&lt;br /&gt;
|Sensors = &lt;br /&gt;
|Input = 2 x Meta Quest Touch Plus Controllers  &lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Meta Quest 3]] is a [[virtual reality headset]] developed and manufactured by [[Meta Platforms]]. It was released in October 2023, following its announcement in June 2023. It is a successor to the [[Meta Quest 2]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
=== Display and Optics ===&lt;br /&gt;
* &#039;&#039;&#039;[[Resolution]]:&#039;&#039;&#039; Each eye of the [[Meta Quest 3]] is treated to a resolution of 2064x2208, amounting to a total of approximately 9.11 million pixels.&lt;br /&gt;
* &#039;&#039;&#039;[[Field of View]]:&#039;&#039;&#039; The headset provides an estimated 110° horizontal and 96° vertical field of view.&lt;br /&gt;
* &#039;&#039;&#039;[[Refresh Rate]]:&#039;&#039;&#039; A high refresh rate of 120 Hz enhances the smoothness of visual experiences.&lt;br /&gt;
* &#039;&#039;&#039;[[Optics]]:&#039;&#039;&#039; Utilizing [[pancake lenses]], the Meta Quest 3 offers improved visual clarity and user comfort.&lt;br /&gt;
&lt;br /&gt;
=== Build and Design ===&lt;br /&gt;
* &#039;&#039;&#039;[[Weight]]:&#039;&#039;&#039; The headset weighs 515 grams, including the [[headstrap]].&lt;br /&gt;
* &#039;&#039;&#039;[[Materials]]:&#039;&#039;&#039; Constructed with [[plastic]] and a [[foam facial interface]], the design focuses on user comfort.&lt;br /&gt;
* &#039;&#039;&#039;[[Headstrap]]:&#039;&#039;&#039; A flexible [[fabric strap]] is included for secure and comfortable fitting.&lt;br /&gt;
&lt;br /&gt;
=== Performance and Hardware ===&lt;br /&gt;
* &#039;&#039;&#039;[[Chipset]]:&#039;&#039;&#039; Powered by the [[Qualcomm Snapdragon XR2 Gen 2]], the Meta Quest 3 offers robust performance.&lt;br /&gt;
* &#039;&#039;&#039;Memory and Storage:&#039;&#039;&#039; It comes with 8 GB of memory and options for 128 GB or 512 GB of storage.&lt;br /&gt;
* &#039;&#039;&#039;Battery Life:&#039;&#039;&#039; The device offers up to 2.2 hours of battery life with a charge time of 2.3 hours.&lt;br /&gt;
* &#039;&#039;&#039;[[Tracking]]:&#039;&#039;&#039; [[6DoF inside-out tracking]] is enabled via four integrated [[cameras]], alongside [[hand tracking capabilities]].&lt;br /&gt;
&lt;br /&gt;
=== Controllers ===&lt;br /&gt;
* &#039;&#039;&#039;[[Meta Quest Touch Plus Controllers]]:&#039;&#039;&#039; Two [[6DoF controllers]] are included, featuring [[capacitive buttons]], [[joysticks]], and [[touchpads]] for immersive interaction.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Quest 3]] presents itself as a next-generation [[VR headset]], particularly in terms of hardware. Priced at $500, it is a substantial improvement over its predecessor, [[Quest 2]], which was priced at $300. The Quest 3 boasts impressive hardware, comparable to a cheaper version of the [[Quest Pro]], albeit without [[eye-tracking]] and [[face-tracking]] features. Despite these omissions, Quest 3 remains a favorable choice even if priced similarly to the Quest Pro.&lt;br /&gt;
&lt;br /&gt;
=== Key Improvements in Hardware ===&lt;br /&gt;
The Quest 3 showcases several advancements in its hardware:&lt;br /&gt;
* &#039;&#039;&#039;[[Lenses]]:&#039;&#039;&#039; A significant improvement over the Quest 2, offering wider [[field-of-view]] and reduced glare.&lt;br /&gt;
* &#039;&#039;&#039;[[Resolution]] and [[Clarity]]:&#039;&#039;&#039; Though not massively higher than Quest 2, the Quest 3 provides improved clarity and a reduction in screen-door effect.&lt;br /&gt;
* &#039;&#039;&#039;[[Ergonomics]]:&#039;&#039;&#039; Despite minimal ergonomic advancements, the adaptability of the headset for individual users is enhanced.&lt;br /&gt;
* &#039;&#039;&#039;[[Field-of-View]]:&#039;&#039;&#039; Improved eye-relief settings contribute to a wider field-of-view.&lt;br /&gt;
* &#039;&#039;&#039;[[Audio]]:&#039;&#039;&#039; The built-in audio quality and volume have been notably improved.&lt;br /&gt;
&lt;br /&gt;
=== Controllers and Processor ===&lt;br /&gt;
* &#039;&#039;&#039;[[Controllers]]:&#039;&#039;&#039; The new [[Touch Plus controllers]] offer better haptics and an improved form-factor.&lt;br /&gt;
* &#039;&#039;&#039;[[Processor]]:&#039;&#039;&#039; The [[Snapdragon XR2 Gen 2 chip]] provides a significant leap in graphical horsepower, with 2.6x the capability of its predecessor and 33% more CPU power.&lt;br /&gt;
&lt;br /&gt;
== Software Potential ==&lt;br /&gt;
While the hardware of Quest 3 is commendable, its software is yet to fully leverage the headset&#039;s capabilities. The transition for developers from targeting [[Quest 2]]’s hardware to optimizing for Quest 3 will take time. The launch of the headset did not coincide with a substantial amount of content specifically enhanced for Quest 3, leading to a gap in experiencing the full potential of the hardware.&lt;br /&gt;
&lt;br /&gt;
=== [[Passthrough]] and [[Mixed Reality]] ===&lt;br /&gt;
Quest 3&#039;s passthrough view has improved but still faces limitations, particularly in terms of motion blur and depth cues. The lack of occlusion support further detracts from the immersive experience. The mixed reality capabilities, though still in early stages, show promise with features like room scanning and the ability to suggest playspace boundaries.&lt;br /&gt;
&lt;br /&gt;
== Market Position and Recommendation ==&lt;br /&gt;
Despite its shortcomings at launch, the Quest 3 stands out as the best standalone headset currently available. Its potential for growth and improvement, similar to the enhancements seen in Quest 2 over its lifetime, makes it a recommendable option over its predecessor. The Quest 3 is expected to significantly evolve in terms of software and mixed reality experiences within a year of its release.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:meta_quest_31.jpg&lt;br /&gt;
File:meta_quest_32.jpg&lt;br /&gt;
File:meta_quest_33.jpg&lt;br /&gt;
File:meta_quest_34.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Eye-tracking&amp;diff=30999</id>
		<title>Eye-tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Eye-tracking&amp;diff=30999"/>
		<updated>2025-03-18T06:29:17Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Eye tracking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Eye tracking]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Quest_3&amp;diff=30998</id>
		<title>Oculus Quest 3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Quest_3&amp;diff=30998"/>
		<updated>2025-03-18T06:28:41Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Meta Quest 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Meta Quest 3]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_2&amp;diff=30997</id>
		<title>Meta Quest 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_2&amp;diff=30997"/>
		<updated>2025-03-18T06:28:13Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus quest 24.png|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Integrated HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR/Meta]]&lt;br /&gt;
|Operating System=[[Oculus Mobile]], [[Windows]]&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=[[Oculus Quest]]&lt;br /&gt;
|Successor=[[Oculus Quest 3]]&lt;br /&gt;
|CPU=[[Qualcomm Snapdragon XR2]]&lt;br /&gt;
|GPU=[[Adreno 650]]&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=6 GB&lt;br /&gt;
|Storage=64GB, 128GB,  256GB&lt;br /&gt;
|Display=IPS LCD&lt;br /&gt;
|Resolution=1832 x 1920 per eye&lt;br /&gt;
|Pixel Density=773 PPI per eye&lt;br /&gt;
|Refresh Rate=72Hz, 90 Hz&lt;br /&gt;
|Persistence=?.?ms&lt;br /&gt;
|Field of View=90° (estimated)&lt;br /&gt;
|Optics=[[Fresnel lens]]&lt;br /&gt;
|IPD Range=58mm or 63mm or 68mm&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]]&lt;br /&gt;
|Positional Tracking=[[Oculus Insight]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=??&lt;br /&gt;
|Play Space=20m x 20m&lt;br /&gt;
|Latency=Motion to Photon: less than 5ms&lt;br /&gt;
|Audio=built-in headphones, built-in microphone, 3.5mm audio jack&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=[[Redesigned Oculus Touch]]&lt;br /&gt;
|Connectivity=[[Oculus Link]], USB-C&lt;br /&gt;
|Power=3,640 mAh lithium-ion battery&lt;br /&gt;
|Battery Life=2 to 3 hours&lt;br /&gt;
|Weight=503g&lt;br /&gt;
|Size=191.5mm x 102mm x 142.5mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=October 13, 2020&lt;br /&gt;
|Price=$299 (128GB), $399 (256GB)&lt;br /&gt;
|Website=https://www.oculus.com/quest-2/&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Meta Quest 2&#039;&#039;&#039; (Also known as Oculus Quest 2) is a [[virtual reality headset]] created by [[Oculus VR]]. It is a mass-market VR device that is a successor to the original [[Oculus Quest]]. Compared to the Quest 1, the Quest 2 has 50% more pixels, better battery life, faster processing, and more memory. The headset is 10% lighter, though the controllers are slightly larger. Add-ons like the [[Elite Strap]] and [[Fit Pack]] are intended to improve ergonomics for players with differently-sized facial features.&amp;lt;ref name=”one”&amp;gt;https://about.fb.com/news/2020/09/introducing-oculus-quest-2-the-next-generation-of-all-in-one-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Oculus Quest 2 is the first of the [[Oculus]] [[headsets]] to experiment with multi-user support and app sharing. You can share your apps with 3 accounts beyond your own. Each user must log in to their own [[Facebook]] account to play. App sharing is not automatically possible for all games made before this feature was deployed.&amp;lt;ref name=”two”&amp;gt;https://about.fb.com/news/2021/02/share-your-oculus-quest/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
The Oculus Quest 2 started shipping in October 2020. It is available worldwide through global and regional companies. For the first time, you can purchase a Quest product from Japan, too. This will soon be the only Oculus headset available for purchase; Facebook announced they will focus on stand-alone VR headsets moving forward. Facebook will stop selling the Oculus Rift S as well as Quest in 2021 but will continue to support their platforms.&amp;lt;ref name=”one”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s been noted that the distrust of Facebook&#039;s data practices could negatively impact the sale of Quest 2, now that you must log in with a Facebook account and as it becomes the sole headset available from Oculus.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;https://www.polygon.com/reviews/2020/9/16/21437762/oculus-quest-2-review-virtual-reality-vr-facebook-oculus-power-resolution-tracking&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In October of 2021, Facebook rebranded to Meta, and in March of 2022, starting in Japan, Oculus Quest 2s were silently rebranded as Meta Quest 2s in their box branding along with branding on the hardware itself. Oculus branded Quests have no difference to Meta branded Quests other than the branding itself.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Oculus Quest 2 comes with a wireless HMD, built-in speakers, two Touch controllers, USB-C charging cable, power adapter, and spacer for glasses. Depending on the version you purchase, you can store 64 GB or 256 GB on your device. The Quest 2 uses the Qualcomm® Snapdragon™ XR2 Platform which enables a more expansive virtual world along with high-fidelity sound. The Touch controllers may last up to 4 times the battery life of the previous generation.&amp;lt;ref name=”one”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=&amp;quot;three&amp;quot;&amp;gt;https://www.oculus.com/quest-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Oculus Quest 2 comes with a head strap, softer than the plastic band of the Quest. This makes the headset more comfortable.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It comes with 4 cameras, like the Quest, as well as comparable hand-tracking capabilities.&amp;lt;ref name=&amp;quot;six&amp;quot;&amp;gt;https://www.roadtovr.com/oculus-quest-2-review-better-in-almost-every-way/2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
While Quest 2 is an [[integrated HMD]], it can also run as a [[discrete HMD]] by connecting to a PC with a [[Oculus Link]]. By connecting to the PC, you&#039;ll be able to play games from [[Oculus PC]] or [[SteamVR]]. Your PC needs to meet certain requirements in order for the Oculus Link to work.&lt;br /&gt;
&lt;br /&gt;
===PC Requirements for Oculus Link===&lt;br /&gt;
&#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Memory:&#039;&#039;&#039; 8 GB+ RAM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB port&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphics:&#039;&#039;&#039; &lt;br /&gt;
*NVIDIA Titan X&lt;br /&gt;
*NVIDIA GeForce GTX 970&lt;br /&gt;
*NVIDIA GeForce GTX 1060 Desktop, 6 GB&lt;br /&gt;
*NVIDIA GeForce GTX 1070 (all)&lt;br /&gt;
*NVIDIA GeForce GTX 1080 (all)&lt;br /&gt;
*NVIDIA GeForce GTX 1660&lt;br /&gt;
*NVIDIA GeForce GTX 1650 Super&lt;br /&gt;
*NVIDIA GeForce GTX 1660 TI&lt;br /&gt;
*NVIDIA GeForce RTX 20 Series (all)&lt;br /&gt;
*AMD 400 Series&lt;br /&gt;
*AMD 500 Series&lt;br /&gt;
*AMD 5000 Series&lt;br /&gt;
*AMD Vega Series&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
You can adjust the IPD of the lenses with 3 built-in settings.&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;https://uploadvr.com/oculus-quest-2-specs/&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Quest 2 comes with what Facebook calls Guardian and Passthrough. The Guardian enables you to draw borders for your play zone while the Passthrough alerts you when you have done just that, passed through your boundary.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://www.oculus.com/quest-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[Redesigned Touch Controllers]] - one for each hand, similar to previous Touch controllers with haptic feedback&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
===Elite Strap===&lt;br /&gt;
The Elite Strap is a head strap you can use instead of the factory default. It provides additional comfort and allows you to twist a wheel to secure your fit. The Elite Strap with Battery extends your play time, in addition to improving ergonomics.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elite Strap can even withstand a more passionate playing session.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logitech Headphones===&lt;br /&gt;
Facebook partnered with Logitech to make headphones better suited for VR, an alternative to the Oculus Quest 2&#039;s built-in speakers. Logitech produced two models with shorter auxiliary cables for a less clunky play, compared to standard headsets. One model is Logitech G333 VR In-Ear Headphones, and the other is Logitech G PRO VR, over-ear headphones.&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oculus Link===&lt;br /&gt;
No longer in beta, the [[Oculus Link]] enables you to connect the Quest 2 to your PC to stream VR games.&lt;br /&gt;
&lt;br /&gt;
===Face Fit Masks===&lt;br /&gt;
You can purchase masks to improve the fit of your headset. Facebook&#039;s Fit Pack is intended for players with nose bridges or cheekbones that don&#039;t fit as well in the standard set up.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;eight&amp;quot;&amp;gt;https://www.oculus.com/accessories/quest-2-fit-pack/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Oculus Quest Store===&lt;br /&gt;
You can purchase games from the Oculus Quest store on PC, mobile app, or from within the Store while wearing your headset.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Visit [[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
If using Roomscale, players should have at least 6.5 x 6.5 ft (2m x 2m) of free space. &amp;lt;ref name=&amp;quot;nine&amp;quot;&amp;gt;https://support.oculus.com/277256989868300/&amp;lt;/ref&amp;gt; Use the Quest 2 Guardian and mobile app to set up your play area.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus quest 25.jpeg&lt;br /&gt;
File:oculus quest 24.png&lt;br /&gt;
File:oculus quest 23.png&lt;br /&gt;
File:oculus quest 22.jpeg&lt;br /&gt;
File:oculus quest 21.jpeg&lt;br /&gt;
File:User oculuswebsite.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Sept 16, 2020: Quest 2 unveiled.&lt;br /&gt;
*Oct 13, 2020: Shipping began for Quest 2.&lt;br /&gt;
*Feb 28, 2021: Facebook announced multi-user support and app sharing.&lt;br /&gt;
*~March-April 2022: Oculus Quest 2 rebranded to Meta Quest 2&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Field-of-View&amp;diff=30996</id>
		<title>Field-of-View</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Field-of-View&amp;diff=30996"/>
		<updated>2025-03-18T06:26:54Z</updated>

		<summary type="html">&lt;p&gt;Acro: Redirected page to Field of view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Field of view]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=30995</id>
		<title>Field of view</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=30995"/>
		<updated>2025-03-18T06:26:47Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Field of view&#039;&#039;&#039; (&#039;&#039;&#039;FOV&#039;&#039;&#039;) is the extent of the observable world at any given moment. Field of view is usually measured in degrees. Humans have 180 degrees FOV when looking directly in front and 270 degrees with eye rotation. The higher an [[HMD]]&#039;s FOV is, the further the virtual world will extend to your edge of vision. You generally want an HMD with at least 90 degrees FOV.&lt;br /&gt;
&lt;br /&gt;
In [[VR]], there are two types of FOVs: [[#Display FOV|Display FOV]] or dFOV and [[#Camera FOV|Camera FOV]] or cFOV.&lt;br /&gt;
&lt;br /&gt;
==Display FOV==&lt;br /&gt;
Display FOV or dFOV is the FOV of your [[HMD]]. &lt;br /&gt;
&lt;br /&gt;
While wide dFOV can increase [[immersion]] and induce [[presence]], it can cause [[simulator sickness]] in certain individuals. Large dFOV can cause discomfort due to 2 reasons. First, humans are more sensible to the flickers and movements of images in the peripheries of their visual systems. Second, large dFOV means provides more overall visual input when compared to small dFOV. Too much visual input can cause conflicts with vestibular and proprioceptive system.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Camera FOV==&lt;br /&gt;
Camera FOV or cFOV is the FOV of the virtual environment rendered by the graphical engine. &lt;br /&gt;
&lt;br /&gt;
Changing cFOV can lead to unnatural movement of the virtual environment in response to head movements. For example moving your head for 7 degrees in real time creates 11 degrees of movement in VR. This can lead to discomfort and a maladaptive condition called vestibular-ocular reflex gain adaptation.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Subtle Dynamic FOV to Combat Simulator Sickness==&lt;br /&gt;
{{#ev:youtube|lHzCmfuJYa4|350|right}}&lt;br /&gt;
Researchers from Columbia Engineering have used to changes in FOV to combat [[Simulator sickness]]. Researchers subtly decreased the users&#039; FOV while they are moving in VR. They restored the users&#039; FOV while they are standing still in VR. Researchers found that they were able to reduce discomfort while maintaining [[presence]]. &amp;lt;ref&amp;gt;http://ieeexplore.ieee.org/xpl/login.jsp?tp=&amp;amp;arnumber=7460053&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=30994</id>
		<title>Field of view</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Field_of_view&amp;diff=30994"/>
		<updated>2025-03-18T06:26:37Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Field of view&#039;&#039;&#039; (&#039;&#039;&#039;FOV&#039;&#039;&#039;) is the extent of observable world at any given moment. Field of view is usually measured in degrees. Humans have 180 degrees FOV when looking directly in front and 270 degrees with eye rotation. The higher an [[HMD]]&#039;s FOV is, the further the virtual world will extend to your edge of vision. You generally want an HMD with at least 90 degrees FOV.&lt;br /&gt;
&lt;br /&gt;
In [[VR]], there are two types of FOVs: [[#Display FOV|Display FOV]] or dFOV and [[#Camera FOV|Camera FOV]] or cFOV.&lt;br /&gt;
&lt;br /&gt;
==Display FOV==&lt;br /&gt;
Display FOV or dFOV is the FOV of your [[HMD]]. &lt;br /&gt;
&lt;br /&gt;
While wide dFOV can increase [[immersion]] and induce [[presence]], it can cause [[simulator sickness]] in certain individuals. Large dFOV can cause discomfort due to 2 reasons. First, humans are more sensible to the flickers and movements of images in the peripheries of their visual systems. Second, large dFOV means provides more overall visual input when compared to small dFOV. Too much visual input can cause conflicts with vestibular and proprioceptive system.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Camera FOV==&lt;br /&gt;
Camera FOV or cFOV is the FOV of the virtual environment rendered by the graphical engine. &lt;br /&gt;
&lt;br /&gt;
Changing cFOV can lead to unnatural movement of the virtual environment in response to head movements. For example moving your head for 7 degrees in real time creates 11 degrees of movement in VR. This can lead to discomfort and a maladaptive condition called vestibular-ocular reflex gain adaptation.&amp;lt;ref name=&amp;quot;oculus_best_practices&amp;quot;&amp;gt;https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Subtle Dynamic FOV to Combat Simulator Sickness==&lt;br /&gt;
{{#ev:youtube|lHzCmfuJYa4|350|right}}&lt;br /&gt;
Researchers from Columbia Engineering have used to changes in FOV to combat [[Simulator sickness]]. Researchers subtly decreased the users&#039; FOV while they are moving in VR. They restored the users&#039; FOV while they are standing still in VR. Researchers found that they were able to reduce discomfort while maintaining [[presence]]. &amp;lt;ref&amp;gt;http://ieeexplore.ieee.org/xpl/login.jsp?tp=&amp;amp;arnumber=7460053&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=User:Acro&amp;diff=30993</id>
		<title>User:Acro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=User:Acro&amp;diff=30993"/>
		<updated>2025-03-18T06:25:35Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acro, hailing from [https://xvrwiki.org XVRWiki.org]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=30984</id>
		<title>Oculus Rift S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=30984"/>
		<updated>2024-10-05T12:37:05Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus rift s1.png|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=Oculus VR &amp;amp; Lenovo&lt;br /&gt;
|Operating System= Windows 10&lt;br /&gt;
|Predecessor=[[Oculus Rift CV1]]&lt;br /&gt;
|Successor=Rift line discontinued&lt;br /&gt;
|Display=LCD&lt;br /&gt;
|Resolution=1280×1440 per eye&lt;br /&gt;
|Refresh Rate=80Hz&lt;br /&gt;
|IPD Range=No mechanics&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Positional Tracking=Oculus Insight&lt;br /&gt;
|Play Space=9ft x 9ft&lt;br /&gt;
|Audio=strap audio&lt;br /&gt;
|Sensors=5&lt;br /&gt;
|Input=[[Oculus Touch]]&lt;br /&gt;
|Connectivity=Headset cable required&lt;br /&gt;
|Size=10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Release Date=May 21, 2019&lt;br /&gt;
|Release Price=$399&lt;br /&gt;
|Website=https://www.oculus.com/rift-s/&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The [[Oculus Rift S]] is a [[Discrete HMD]] built by [[Oculus VR]] in partnership with [[Lenovo]] to improve design and speed up manufacturing. The new design included a halo headband and fit wheel, room-scale tracking with no external sensors (which were required for the [[Rift]]), and a higher resolution compared to the Rift.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift S was released at the same time as [[Oculus Quest]]. Their similarities were plentiful&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* launch price point ($399)&lt;br /&gt;
* inside-out tracking: Oculus Insight&lt;br /&gt;
* [[Oculus Touch]] controllers&lt;br /&gt;
* integrated audio system&lt;br /&gt;
* shared gaming library&lt;br /&gt;
&lt;br /&gt;
While they came with many of the same features, they differed in one significant way: the Rift S required a PC connection, the Quest did not. The main thing to consider when purchasing Rift S was whether you had a computer that met the recommended specs for game play and/or you wanted to/could afford to purchase a gaming computer.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other differences between Rift S and Quest included: Passthrough support and sensors. The Rift S had an enhanced version of Passthrough - Passthrough+ which supported Asynchronous Spacewarp (ASW).&amp;lt;ref name=&amp;quot;two&amp;quot;&amp;gt;https://www.oculus.com/blog/announcing-oculus-rift-s-our-new-pc-vr-headset-launching-spring-2019/&amp;lt;/ref&amp;gt; The Rift S also had a fifth sensor to support this enhanced Passthrough experience.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
&lt;br /&gt;
Oculus Rift S was released on May 21, 2019 for $399. Two games were released exclusively for Rift S: Asgard&#039;s Wrath and Stormland.&amp;lt;ref name=&amp;quot;three&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
Oculus Rift S came with a HMD, two Touch controllers + AA batteries, optical cable for connecting the headset to PC, and a video output adapter.&lt;br /&gt;
&lt;br /&gt;
Unlike the Rift, the Rift S did not come with adjustable, IPD mechanics; you could adjust some of the settings through the software, but could not adjust the center of the lenses.&amp;lt;ref name=&amp;quot;one&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Requirements==&lt;br /&gt;
===Recommended&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;===&lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; NVIDIA GTX 1060 / AMD Radeon RX 480 or greater, NVIDIA GTX 970 / AMD Radeon R9 290 or greater&lt;br /&gt;
* &#039;&#039;&#039;CPU:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
* &#039;&#039;&#039;Memory:&#039;&#039;&#039; 8GB+ RAM&lt;br /&gt;
* &#039;&#039;&#039;Video Outputs:&#039;&#039;&#039; DisplayPortTM 1.2 / Mini DisplayPort&lt;br /&gt;
* &#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB 3.0 port&lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
# Download the VR software from Oculus.&lt;br /&gt;
# Connect your PC and Rift S headset using the provided DisplayPort cable.&lt;br /&gt;
# Browse the Rift library for games through your desktop, Oculus mobile app, or within virtual reality.&lt;br /&gt;
&amp;lt;ref name=&amp;quot;six&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&lt;br /&gt;
[[Oculus Touch]] controllers&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
===Prescription Lenses===&lt;br /&gt;
You can purchase prescription-strength VirtuClear® Lens Inserts for your Oculus Rift S. They are 1.60 Hi Index Essilor lenses with anti-reflective coating meant to make your VR experience clearer. You can purchase through Frames Direct and will be asked for a valid prescription. The prescription range is SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Store===&lt;br /&gt;
You can purchase games from the Oculus Rift store on PC, mobile app, or from within the Store while wearing your headset. You can also play Oculus Quest games on Rift S.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Visit [[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus rift s6.png&lt;br /&gt;
File:oculus rift s5.png&lt;br /&gt;
File:oculus rift s4.png&lt;br /&gt;
File:oculus rift s3.png&lt;br /&gt;
File:oculus rift s2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* &#039;&#039;&#039;Release:&#039;&#039;&#039; May 21, 2019&lt;br /&gt;
* &#039;&#039;&#039;Discontinued:&#039;&#039;&#039; April 2021 in favor of [[Meta Quest 2]], which can be connected to PC&lt;br /&gt;
* &#039;&#039;&#039;2023:&#039;&#039;&#039; Rift S users will need to use Facebook account to sign in &amp;lt;ref name=&amp;quot;eight&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30983</id>
		<title>Inside-out tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30983"/>
		<updated>2024-10-05T12:34:43Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Devices using Inside-out tracking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Markerless inside-out tracking‎|Positional tracking}}&lt;br /&gt;
[[File:F2Ak4iE.jpg|thumbnail|Figure 2. Early [[Lighthouse]] prototype, an inside-out tracking system with 2-dimensional barcodes as [[fiducial markers]].]]&lt;br /&gt;
[[File:Acer mixed reality headset inside-out.png|thumb|Figure 3. Inside-out tracking HMD (image: www.wareable.com)]]&lt;br /&gt;
&#039;&#039;&#039;Inside-out tracking&#039;&#039;&#039; is a method of [[positional tracking]] commonly used in [[virtual reality]] (VR) technologies, specifically for tracking the position of [[head-mounted display|head-mounted displays]] (HMDs) and motion controller accessories.&lt;br /&gt;
&lt;br /&gt;
It is egocentric. It usually involves [[SLAM]] or [[VIO]] for markerless tracking.&amp;lt;ref name=&amp;quot;m249&amp;quot;&amp;gt;{{cite web | title=Inside-out tracking | website=XVRWiki | date=2024-09-30 | url=https://www.xvrwiki.org/wiki/Inside-out_tracking | access-date=2024-10-05}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It differentiates itself from [[outside-in tracking]] by the location of the cameras or other sensors that are used to determine the object’s position in space (Figure 1). In inside-out positional tracking, the camera or sensors are located on the device being tracked (e.g. HMD) while in outside-in the sensors are placed in a stationary location. &amp;lt;ref name=”1”&amp;gt; Ribo, M., Pinz, A. and Fuhrmann, A.L. (2001). A new optical tracking system for virtual and augmented reality applications. Instrumentation and Measurement Technology Conference Proceedings&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Boger, Y. (2014). Positional tracking: &amp;quot;Outside-in&amp;quot; vs. &amp;quot;Inside-out.” Retrieved from http://vrguy.blogspot.pt/2014/08/positional-tracking-outside-in-vs.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Ishii, K. (2010). Augmented Reality: Fundamentals and nuclear related applications. Nuclear Safety and Simulation, 1(1)&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A VR device using inside-out tracking looks out to determine how its position changes in relation to the environment. When the headset moves, the sensors readjusts its place in the room and the virtual environment responds accordingly in real time. This type of positional tracking can be achieved with or without markers placed in the environment. The latter is called [[markerless inside-out tracking]]. &amp;lt;ref name=”4”&amp;gt; Langley, H. (2017). Inside-out v Outside-in: How VR tracking works, and how it&#039;s going to change. Retrieved from https://www.wareable.com/vr/inside-out-vs-outside-in-vr-tracking-343&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cameras (or any other optical sensors) that are placed on the HMD observe features of the surrounding environment. When using markers, these are designed to be easily detected by the tracking system and placed in a specific area. These [[fiducial markers]] include primitive shapes like points, squares, and circles (Figure 2). QR codes are an example of positional markers that can be placed in the outside world to serve as reference points for the tracking camera. Inside-out positional tracking can also be achieved using infra-red (IR) markers and a camera that is sensitive to this type of light. In case of using markers, the inside-out system works only as long as it can detect the markers. If these are out of its field of view, positional tracking will be affected. &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Mehling, M. (2006). Implementation of a Low Cost Marker Based Infrared Optical Tracking System. PhD thesis, Fachhochschule Stuttgart&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With markerless inside-out tracking - a method based on natural features - uses distinctive characteristics that originally exist in the environment to determine position and orientation. The system’s algorithms identify specific images or shapes and uses them to calculate the device’s position in space. Data from accelerometers and gyroscopes can also be used to increase the precision of positional tracking. &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Boger, Y. (2014). Overview of positional tracking technologies for virtual reality. Retrieved from http://www.roadtovr.com/overview-of-positional-tracking-technologies-virtual-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Devices using Inside-out tracking==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless inside-out tracking Devices|Devices using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive]] (including [[HTC Vive Developer Editions|developer editions]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Remote]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samsung HMD Odyssey]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest]]&#039;&#039;&#039; &amp;lt;ref name=”7”&amp;gt; AR/VR Tips (2020). VR Headset Comparison. Retrieved from https://arvrtips.com/vr-headset-comparison-tool/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift S]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP Reverb G1 &amp;amp; G2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inside-out tracking systems==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless, inside-out tracking Systems|Systems using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lighthouse]] - [[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Sensor Bar]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NMERSO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30982</id>
		<title>Inside-out tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30982"/>
		<updated>2024-10-05T12:34:24Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Markerless inside-out tracking‎|Positional tracking}}&lt;br /&gt;
[[File:F2Ak4iE.jpg|thumbnail|Figure 2. Early [[Lighthouse]] prototype, an inside-out tracking system with 2-dimensional barcodes as [[fiducial markers]].]]&lt;br /&gt;
[[File:Acer mixed reality headset inside-out.png|thumb|Figure 3. Inside-out tracking HMD (image: www.wareable.com)]]&lt;br /&gt;
&#039;&#039;&#039;Inside-out tracking&#039;&#039;&#039; is a method of [[positional tracking]] commonly used in [[virtual reality]] (VR) technologies, specifically for tracking the position of [[head-mounted display|head-mounted displays]] (HMDs) and motion controller accessories.&lt;br /&gt;
&lt;br /&gt;
It is egocentric. It usually involves [[SLAM]] or [[VIO]] for markerless tracking.&amp;lt;ref name=&amp;quot;m249&amp;quot;&amp;gt;{{cite web | title=Inside-out tracking | website=XVRWiki | date=2024-09-30 | url=https://www.xvrwiki.org/wiki/Inside-out_tracking | access-date=2024-10-05}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It differentiates itself from [[outside-in tracking]] by the location of the cameras or other sensors that are used to determine the object’s position in space (Figure 1). In inside-out positional tracking, the camera or sensors are located on the device being tracked (e.g. HMD) while in outside-in the sensors are placed in a stationary location. &amp;lt;ref name=”1”&amp;gt; Ribo, M., Pinz, A. and Fuhrmann, A.L. (2001). A new optical tracking system for virtual and augmented reality applications. Instrumentation and Measurement Technology Conference Proceedings&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Boger, Y. (2014). Positional tracking: &amp;quot;Outside-in&amp;quot; vs. &amp;quot;Inside-out.” Retrieved from http://vrguy.blogspot.pt/2014/08/positional-tracking-outside-in-vs.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Ishii, K. (2010). Augmented Reality: Fundamentals and nuclear related applications. Nuclear Safety and Simulation, 1(1)&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A VR device using inside-out tracking looks out to determine how its position changes in relation to the environment. When the headset moves, the sensors readjusts its place in the room and the virtual environment responds accordingly in real time. This type of positional tracking can be achieved with or without markers placed in the environment. The latter is called [[markerless inside-out tracking]]. &amp;lt;ref name=”4”&amp;gt; Langley, H. (2017). Inside-out v Outside-in: How VR tracking works, and how it&#039;s going to change. Retrieved from https://www.wareable.com/vr/inside-out-vs-outside-in-vr-tracking-343&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cameras (or any other optical sensors) that are placed on the HMD observe features of the surrounding environment. When using markers, these are designed to be easily detected by the tracking system and placed in a specific area. These [[fiducial markers]] include primitive shapes like points, squares, and circles (Figure 2). QR codes are an example of positional markers that can be placed in the outside world to serve as reference points for the tracking camera. Inside-out positional tracking can also be achieved using infra-red (IR) markers and a camera that is sensitive to this type of light. In case of using markers, the inside-out system works only as long as it can detect the markers. If these are out of its field of view, positional tracking will be affected. &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Mehling, M. (2006). Implementation of a Low Cost Marker Based Infrared Optical Tracking System. PhD thesis, Fachhochschule Stuttgart&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With markerless inside-out tracking - a method based on natural features - uses distinctive characteristics that originally exist in the environment to determine position and orientation. The system’s algorithms identify specific images or shapes and uses them to calculate the device’s position in space. Data from accelerometers and gyroscopes can also be used to increase the precision of positional tracking. &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Boger, Y. (2014). Overview of positional tracking technologies for virtual reality. Retrieved from http://www.roadtovr.com/overview-of-positional-tracking-technologies-virtual-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Devices using Inside-out tracking==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless inside-out tracking Devices|Devices using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive]] (including [[HTC Vive Developer Editions|developer editions]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Remote]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samsung HMD Odyssey]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest]]&#039;&#039;&#039; &amp;lt;ref name=”7”&amp;gt; AR/VR Tips (2020). VR Headset Comparison. Retrieved from https://arvrtips.com/vr-headset-comparison-tool/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift St]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP Reverb G1 &amp;amp; G2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inside-out tracking systems==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless, inside-out tracking Systems|Systems using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lighthouse]] - [[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Sensor Bar]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NMERSO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30981</id>
		<title>Inside-out tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30981"/>
		<updated>2024-10-05T12:33:30Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Markerless inside-out tracking‎|Positional tracking}}&lt;br /&gt;
[[File:F2Ak4iE.jpg|thumbnail|Figure 2. Early [[Lighthouse]] prototype, an inside-out tracking system with 2-dimensional barcodes as [[fiducial markers]].]]&lt;br /&gt;
[[File:Acer mixed reality headset inside-out.png|thumb|Figure 3. Inside-out tracking HMD (image: www.wareable.com)]]&lt;br /&gt;
&#039;&#039;&#039;Inside-out tracking&#039;&#039;&#039; is a method of [[positional tracking]] commonly used in [[virtual reality]] (VR) technologies, specifically for tracking the position of [[head-mounted display|head-mounted displays]] (HMDs) and motion controller accessories.&lt;br /&gt;
&lt;br /&gt;
It differentiates itself from [[outside-in tracking]] by the location of the cameras or other sensors that are used to determine the object’s position in space (Figure 1). In inside-out positional tracking, the camera or sensors are located on the device being tracked (e.g. HMD) while in outside-in the sensors are placed in a stationary location. &amp;lt;ref name=”1”&amp;gt; Ribo, M., Pinz, A. and Fuhrmann, A.L. (2001). A new optical tracking system for virtual and augmented reality applications. Instrumentation and Measurement Technology Conference Proceedings&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Boger, Y. (2014). Positional tracking: &amp;quot;Outside-in&amp;quot; vs. &amp;quot;Inside-out.” Retrieved from http://vrguy.blogspot.pt/2014/08/positional-tracking-outside-in-vs.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Ishii, K. (2010). Augmented Reality: Fundamentals and nuclear related applications. Nuclear Safety and Simulation, 1(1)&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A VR device using inside-out tracking looks out to determine how its position changes in relation to the environment. When the headset moves, the sensors readjusts its place in the room and the virtual environment responds accordingly in real time. This type of positional tracking can be achieved with or without markers placed in the environment. The latter is called [[markerless inside-out tracking]]. &amp;lt;ref name=”4”&amp;gt; Langley, H. (2017). Inside-out v Outside-in: How VR tracking works, and how it&#039;s going to change. Retrieved from https://www.wareable.com/vr/inside-out-vs-outside-in-vr-tracking-343&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cameras (or any other optical sensors) that are placed on the HMD observe features of the surrounding environment. When using markers, these are designed to be easily detected by the tracking system and placed in a specific area. These [[fiducial markers]] include primitive shapes like points, squares, and circles (Figure 2). QR codes are an example of positional markers that can be placed in the outside world to serve as reference points for the tracking camera. Inside-out positional tracking can also be achieved using infra-red (IR) markers and a camera that is sensitive to this type of light. In case of using markers, the inside-out system works only as long as it can detect the markers. If these are out of its field of view, positional tracking will be affected. &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Mehling, M. (2006). Implementation of a Low Cost Marker Based Infrared Optical Tracking System. PhD thesis, Fachhochschule Stuttgart&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With markerless inside-out tracking - a method based on natural features - uses distinctive characteristics that originally exist in the environment to determine position and orientation. The system’s algorithms identify specific images or shapes and uses them to calculate the device’s position in space. Data from accelerometers and gyroscopes can also be used to increase the precision of positional tracking. &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Boger, Y. (2014). Overview of positional tracking technologies for virtual reality. Retrieved from http://www.roadtovr.com/overview-of-positional-tracking-technologies-virtual-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Devices using Inside-out tracking==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless inside-out tracking Devices|Devices using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive]] (including [[HTC Vive Developer Editions|developer editions]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Remote]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samsung HMD Odyssey]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest]]&#039;&#039;&#039; &amp;lt;ref name=”7”&amp;gt; AR/VR Tips (2020). VR Headset Comparison. Retrieved from https://arvrtips.com/vr-headset-comparison-tool/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift St]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP Reverb G1 &amp;amp; G2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inside-out tracking systems==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless, inside-out tracking Systems|Systems using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lighthouse]] - [[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Sensor Bar]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NMERSO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30980</id>
		<title>Inside-out tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30980"/>
		<updated>2024-10-05T12:33:01Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Markerless inside-out tracking‎|Positional tracking}}&lt;br /&gt;
[[File:Inside out vs. outside in tracking.png|thumb|Figure 1. Inside-out vs. outside-in tracking (Image: Ishii, 2010)]]&lt;br /&gt;
[[File:F2Ak4iE.jpg|thumbnail|Figure 2. Early [[Lighthouse]] prototype, an inside-out tracking system with 2-dimensional barcodes as [[fiducial markers]].]]&lt;br /&gt;
[[File:Acer mixed reality headset inside-out.png|thumb|Figure 3. Inside-out tracking HMD (image: www.wareable.com)]]&lt;br /&gt;
&#039;&#039;&#039;Inside-out tracking&#039;&#039;&#039; is a method of [[positional tracking]] commonly used in [[virtual reality]] (VR) technologies, specifically for tracking the position of [[head-mounted display|head-mounted displays]] (HMDs) and motion controller accessories.&lt;br /&gt;
&lt;br /&gt;
It differentiates itself from [[outside-in tracking]] by the location of the cameras or other sensors that are used to determine the object’s position in space (Figure 1). In inside-out positional tracking, the camera or sensors are located on the device being tracked (e.g. HMD) while in outside-in the sensors are placed in a stationary location. &amp;lt;ref name=”1”&amp;gt; Ribo, M., Pinz, A. and Fuhrmann, A.L. (2001). A new optical tracking system for virtual and augmented reality applications. Instrumentation and Measurement Technology Conference Proceedings&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Boger, Y. (2014). Positional tracking: &amp;quot;Outside-in&amp;quot; vs. &amp;quot;Inside-out.” Retrieved from http://vrguy.blogspot.pt/2014/08/positional-tracking-outside-in-vs.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Ishii, K. (2010). Augmented Reality: Fundamentals and nuclear related applications. Nuclear Safety and Simulation, 1(1)&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A VR device using inside-out tracking looks out to determine how its position changes in relation to the environment. When the headset moves, the sensors readjusts its place in the room and the virtual environment responds accordingly in real time. This type of positional tracking can be achieved with or without markers placed in the environment. The latter is called [[markerless inside-out tracking]]. &amp;lt;ref name=”4”&amp;gt; Langley, H. (2017). Inside-out v Outside-in: How VR tracking works, and how it&#039;s going to change. Retrieved from https://www.wareable.com/vr/inside-out-vs-outside-in-vr-tracking-343&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cameras (or any other optical sensors) that are placed on the HMD observe features of the surrounding environment. When using markers, these are designed to be easily detected by the tracking system and placed in a specific area. These [[fiducial markers]] include primitive shapes like points, squares, and circles (Figure 2). QR codes are an example of positional markers that can be placed in the outside world to serve as reference points for the tracking camera. Inside-out positional tracking can also be achieved using infra-red (IR) markers and a camera that is sensitive to this type of light. In case of using markers, the inside-out system works only as long as it can detect the markers. If these are out of its field of view, positional tracking will be affected. &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Mehling, M. (2006). Implementation of a Low Cost Marker Based Infrared Optical Tracking System. PhD thesis, Fachhochschule Stuttgart&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With markerless inside-out tracking - a method based on natural features - uses distinctive characteristics that originally exist in the environment to determine position and orientation. The system’s algorithms identify specific images or shapes and uses them to calculate the device’s position in space. Data from accelerometers and gyroscopes can also be used to increase the precision of positional tracking. &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Boger, Y. (2014). Overview of positional tracking technologies for virtual reality. Retrieved from http://www.roadtovr.com/overview-of-positional-tracking-technologies-virtual-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Devices using Inside-out tracking==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless inside-out tracking Devices|Devices using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive]] (including [[HTC Vive Developer Editions|developer editions]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Remote]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samsung HMD Odyssey]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest]]&#039;&#039;&#039; &amp;lt;ref name=”7”&amp;gt; AR/VR Tips (2020). VR Headset Comparison. Retrieved from https://arvrtips.com/vr-headset-comparison-tool/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift St]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP Reverb G1 &amp;amp; G2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inside-out tracking systems==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless, inside-out tracking Systems|Systems using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lighthouse]] - [[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Sensor Bar]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NMERSO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30979</id>
		<title>Inside-out tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30979"/>
		<updated>2024-10-05T12:32:23Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Markerless inside-out tracking‎|Positional tracking}}&lt;br /&gt;
[[File:Inside out vs. outside in tracking.png|thumb|Figure 1. Inside-out vs. outside-in tracking (Image: Ishii, 2010)]]&lt;br /&gt;
[[File:F2Ak4iE.jpg|thumbnail|Figure 2. Early [[Lighthouse]] prototype, an inside-out tracking system with 2-dimensional barcodes as [[fiducial markers]].]]&lt;br /&gt;
[[File:Acer mixed reality headset inside-out.png|thumb|Figure 3. Inside-out tracking HMD (image: www.wareable.com)]]&lt;br /&gt;
&#039;&#039;&#039;Inside-out tracking&#039;&#039;&#039; is a method of [[positional tracking]] commonly used in [[virtual reality]] (VR) technologies, specifically for tracking the position of [[head-mounted display|head-mounted displays]] (HMDs) and motion controller accessories. It differentiates itself from [[outside-in tracking]] by the location of the cameras or other sensors that are used to determine the object’s position in space (Figure 1). In inside-out positional tracking, the camera or sensors are located on the device being tracked (e.g. HMD) while in outside-in the sensors are placed in a stationary location. &amp;lt;ref name=”1”&amp;gt; Ribo, M., Pinz, A. and Fuhrmann, A.L. (2001). A new optical tracking system for virtual and augmented reality applications. Instrumentation and Measurement Technology Conference Proceedings&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Boger, Y. (2014). Positional tracking: &amp;quot;Outside-in&amp;quot; vs. &amp;quot;Inside-out.” Retrieved from http://vrguy.blogspot.pt/2014/08/positional-tracking-outside-in-vs.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Ishii, K. (2010). Augmented Reality: Fundamentals and nuclear related applications. Nuclear Safety and Simulation, 1(1)&amp;lt;/ref&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A VR device using inside-out tracking looks out to determine how its position changes in relation to the environment. When the headset moves, the sensors readjusts its place in the room and the virtual environment responds accordingly in real time. This type of positional tracking can be achieved with or without markers placed in the environment. The latter is called [[markerless inside-out tracking]]. &amp;lt;ref name=”4”&amp;gt; Langley, H. (2017). Inside-out v Outside-in: How VR tracking works, and how it&#039;s going to change. Retrieved from https://www.wareable.com/vr/inside-out-vs-outside-in-vr-tracking-343&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cameras (or any other optical sensors) that are placed on the HMD observe features of the surrounding environment. When using markers, these are designed to be easily detected by the tracking system and placed in a specific area. These [[fiducial markers]] include primitive shapes like points, squares, and circles (Figure 2). QR codes are an example of positional markers that can be placed in the outside world to serve as reference points for the tracking camera. Inside-out positional tracking can also be achieved using infra-red (IR) markers and a camera that is sensitive to this type of light. In case of using markers, the inside-out system works only as long as it can detect the markers. If these are out of its field of view, positional tracking will be affected. &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Mehling, M. (2006). Implementation of a Low Cost Marker Based Infrared Optical Tracking System. PhD thesis, Fachhochschule Stuttgart&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With markerless inside-out tracking - a method based on natural features - uses distinctive characteristics that originally exist in the environment to determine position and orientation. The system’s algorithms identify specific images or shapes and uses them to calculate the device’s position in space. Data from accelerometers and gyroscopes can also be used to increase the precision of positional tracking. &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Boger, Y. (2014). Overview of positional tracking technologies for virtual reality. Retrieved from http://www.roadtovr.com/overview-of-positional-tracking-technologies-virtual-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Devices using Inside-out tracking==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless inside-out tracking Devices|Devices using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive]] (including [[HTC Vive Developer Editions|developer editions]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Remote]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samsung HMD Odyssey]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest]]&#039;&#039;&#039; &amp;lt;ref name=”7”&amp;gt; AR/VR Tips (2020). VR Headset Comparison. Retrieved from https://arvrtips.com/vr-headset-comparison-tool/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift St]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP Reverb G1 &amp;amp; G2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inside-out tracking systems==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless, inside-out tracking Systems|Systems using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lighthouse]] - [[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Sensor Bar]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NMERSO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30978</id>
		<title>Inside-out tracking</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Inside-out_tracking&amp;diff=30978"/>
		<updated>2024-10-05T12:32:03Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Markerless inside-out tracking‎|Positional tracking}}&lt;br /&gt;
[[File:Inside out vs. outside in tracking.png|thumb|Figure 1. Inside-out vs. outside-in tracking (Image: Ishii, 2010)]]&lt;br /&gt;
[[File:F2Ak4iE.jpg|thumbnail|Figure 2. Early [[Lighthouse]] prototype, an inside-out tracking system with 2-dimensional barcodes as [[fiducial markers]].]]&lt;br /&gt;
[[File:Acer mixed reality headset inside-out.png|thumb|Figure 3. Inside-out tracking HMD (image: www.wareable.com)]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Inside-out tracking is a method of [[positional tracking]] commonly used in [[virtual reality]] (VR) technologies, specifically for tracking the position of [[head-mounted display|head-mounted displays]] (HMDs) and motion controller accessories. It differentiates itself from [[outside-in tracking]] by the location of the cameras or other sensors that are used to determine the object’s position in space (Figure 1). In inside-out positional tracking, the camera or sensors are located on the device being tracked (e.g. HMD) while in outside-in the sensors are placed in a stationary location. &amp;lt;ref name=”1”&amp;gt; Ribo, M., Pinz, A. and Fuhrmann, A.L. (2001). A new optical tracking system for virtual and augmented reality applications. Instrumentation and Measurement Technology Conference Proceedings&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; Boger, Y. (2014). Positional tracking: &amp;quot;Outside-in&amp;quot; vs. &amp;quot;Inside-out.” Retrieved from http://vrguy.blogspot.pt/2014/08/positional-tracking-outside-in-vs.html&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Ishii, K. (2010). Augmented Reality: Fundamentals and nuclear related applications. Nuclear Safety and Simulation, 1(1)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A VR device using inside-out tracking looks out to determine how its position changes in relation to the environment. When the headset moves, the sensors readjusts its place in the room and the virtual environment responds accordingly in real time. This type of positional tracking can be achieved with or without markers placed in the environment. The latter is called [[markerless inside-out tracking]]. &amp;lt;ref name=”4”&amp;gt; Langley, H. (2017). Inside-out v Outside-in: How VR tracking works, and how it&#039;s going to change. Retrieved from https://www.wareable.com/vr/inside-out-vs-outside-in-vr-tracking-343&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cameras (or any other optical sensors) that are placed on the HMD observe features of the surrounding environment. When using markers, these are designed to be easily detected by the tracking system and placed in a specific area. These [[fiducial markers]] include primitive shapes like points, squares, and circles (Figure 2). QR codes are an example of positional markers that can be placed in the outside world to serve as reference points for the tracking camera. Inside-out positional tracking can also be achieved using infra-red (IR) markers and a camera that is sensitive to this type of light. In case of using markers, the inside-out system works only as long as it can detect the markers. If these are out of its field of view, positional tracking will be affected. &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Mehling, M. (2006). Implementation of a Low Cost Marker Based Infrared Optical Tracking System. PhD thesis, Fachhochschule Stuttgart&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With markerless inside-out tracking - a method based on natural features - uses distinctive characteristics that originally exist in the environment to determine position and orientation. The system’s algorithms identify specific images or shapes and uses them to calculate the device’s position in space. Data from accelerometers and gyroscopes can also be used to increase the precision of positional tracking. &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Boger, Y. (2014). Overview of positional tracking technologies for virtual reality. Retrieved from http://www.roadtovr.com/overview-of-positional-tracking-technologies-virtual-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Devices using Inside-out tracking==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless inside-out tracking Devices|Devices using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive]] (including [[HTC Vive Developer Editions|developer editions]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Microsoft HoloLens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Remote]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samsung HMD Odyssey]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Quest]]&#039;&#039;&#039; &amp;lt;ref name=”7”&amp;gt; AR/VR Tips (2020). VR Headset Comparison. Retrieved from https://arvrtips.com/vr-headset-comparison-tool/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift St]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[HP Reverb G1 &amp;amp; G2]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inside-out tracking systems==&lt;br /&gt;
* &#039;&#039;See also: [[Markerless, inside-out tracking#Markerless, inside-out tracking Systems|Systems using markerless inside-out tracking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lighthouse]] - [[SteamVR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nintendo Wii Sensor Bar]] (not officially used for VR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NMERSO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:Technical Terms]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Apple_Vision_Pro&amp;diff=30970</id>
		<title>Apple Vision Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Apple_Vision_Pro&amp;diff=30970"/>
		<updated>2024-10-01T05:12:00Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|VR/AR=[[Virtual Reality]], [[Augmented Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Integrated HMD]]&lt;br /&gt;
|Platform=[[visionOS]]&lt;br /&gt;
|Creator=[[Apple]]&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[visionOS]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=5nm SoC&lt;br /&gt;
|GPU=5nm SoC&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=5nm SoC&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=Dual Micro OLED&lt;br /&gt;
|Resolution=4k per eye&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=120 degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|IPD Range=Automatic&lt;br /&gt;
|Tracking=Hands, Eyes, Face, Legs?&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Play Space=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=LiDAR&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Waist-mounted battery&lt;br /&gt;
|Battery Life=2 Hours&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Apple Vision Pro&#039;&#039;&#039; is a headset with [[virtual reality]] ([[VR]]) and [[augmented reality]] ([[AR]]) capabilities released by [[Apple Inc.|Apple]]. It was announced in June of 2023 and went on sale in early 2024.&lt;br /&gt;
&lt;br /&gt;
As of 2022, it had been rumored and seemed probable that it would be revealed in 2023 &amp;lt;ref name=”1”&amp;gt; Rice-Jones, J (2022). Apple VR headset: release date, features, and price. &#039;&#039;KnowTechie&#039;&#039;. https://knowtechie.com/apple-vr-headset-release-date-features-and-price/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt; MacRumours Staff (2022). Apple Glasses. &#039;&#039;MacRumors&#039;&#039;. https://www.macrumors.com/roundup/apple-glasses/&amp;lt;/ref&amp;gt;. The [[mixed reality]] ([[MR]]) headset is expected to be in line with current [[VR headsets]] albeit with several cameras and sensors that provide bonus functionality. According to Bloomberg, several names have been suggested for this new headset such as Reality One, Reality Pro, and Reality Processor. These trademarked names might not apply to the final product but they have, nevertheless, been giving way to speculation about different [[VR]] and [[AR]] device models &amp;lt;ref name=”3”&amp;gt; Pritchard, T (2022). Apple VR/AR headset - everything we know so far. &#039;&#039;Tom&#039;s Guide&#039;&#039;. https://www.tomsguide.com/news/apple-vr-and-mixed-reality-headset-release-date-price-specs-and-leaks&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
One of those other related products could be what has been called the [[Apple Glass]], see-through lenses that will provide a fully AR experience. According to the available information, they would be a lightweight pair of glasses able to project imagery and information onto the real world &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;. Tim Cook, Apple’s CEO, has mentioned that AR has more potential than VR on the long-term. This product, however, is expected to become reality after Apple’s VR/AR headset since current VR technology is more mature and easier to produce &amp;lt;ref name=”4”&amp;gt; Apple Insider. Apple VR. &#039;&#039;Apple Insider&#039;&#039;. https://appleinsider.com/inside/apple-vr&amp;lt;/ref&amp;gt;. The name Apple Glass most likely won’t be used for the final product due to its association with [[Google Glass]]. A possible release date for this device in 2025 has been rumored &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Blake, A (2022). Apple mixed-reality headset: Everything we know about Apple&#039;s VR headset. &#039;&#039;Digital Trends&#039;&#039;. https://www.digitaltrends.com/computing/apple-mixed-reality-headset-rumors-news-price-release-date/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Apparently, the intent of Apple’s headset is for short trips into VR, with users being able to use the headset for communication and viewing content and gaming but not as a constant all-immersive experience &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;. The headset will have as its main feature mixed reality, including several external cameras to provide features like hand-tracking and gesture control. Some reports claim that games are not a priority for Apple’s VR/AR headset &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After the release of Apple’s first headset, a cheaper version is expected to be launched, with less features than the premium model. If true, Apple would have two headsets with different price points focused on mixed reality and the Apple lenses for augmented reality. This line of products could be a game-changer for the headset industry, inspiring a new wave of demands and products on the VR and AR space &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Release date and price==&lt;br /&gt;
&lt;br /&gt;
While, initially, some were expecting the headset’s reveal and release date information during Apple’s 2022 Worldwide Developers Conference (WWDC), such did not occur. Nevertheless, references to a headset on the beta versions of iOS 16 indicate that a release date is not far away &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All information available hints that 2023 should be the release year for Apple’s new device, with some suggesting January for the announcement and the product launch during the second quarter of 2023 &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Priday, R (2022). Apple VR/AR headset, 15-inch Macbook Air, HomePod 2 and more could arrive in 2023. &#039;&#039;Tom&#039;s Guide&#039;&#039;. https://www.tomsguide.com/news/apple-vrar-headset-15-inch-macbook-air-homepod-2-and-more-could-arrive-in-2023&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Several price points have been proposed, from $2000 to $3000, seemingly indicating that the first-generation model will be a product aimed at industry use &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”7”&amp;gt; McMillan, M (2022). Apple AR-VR headset just tipped for January launch - and it could be $2,000. &#039;&#039;Tom&#039;s Guide&#039;&#039;. https://www.tomsguide.com/news/apple-arvr-headset-just-tipped-for-january-launch-and-it-could-be-dollar2000&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Design and specifications==&lt;br /&gt;
Since it is expected that it will be a mixed reality headset, combining VR and AR, the proposed designs are of a full wraparound set using straps that look similar to those on the Apple Watch Sport Band (figures 1 and 2). Also, different weights have been suggested for the headset going from as little as 150 grams (0.33 pounds) to between 300 and 400 grams (0.66 - 0.88 pounds). It has also been rumored that it will be a wireless device, giving the user complete freedom to move around without being disturbed by cables &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To achieve the augmented reality side of the dual nature headset, cameras will be needed to capture the outside world and feed it back to the user. Reports have given a number of up to 12 cameras and lidar sensors mounted on the device. However, this number as changed to 14 and then 15 cameras as new reports and information have been made available &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;. According to Digital Trends, from the 15 cameras, 8 would be for AR, “one for environmental detection, and six for ‘innovative biometrics&#039; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.”&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The headset’s front panels will be micro-LED &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Prescription lenses===&lt;br /&gt;
&lt;br /&gt;
A feature that has been speculated about is to allow users to order custom prescription lenses that could be inserted into the headset. This could be related to a trademarked name by Apple, “Optica” &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Refresh rate and chipset===&lt;br /&gt;
&lt;br /&gt;
There hasn’t been a lot of information about the refresh rate that will be used. Normally, VR headsets aim for 90 Hz or higher in order to minimize lag and motion sickness &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Regarding the chip that powers the headset, it is expected to be a custom-designed Apple Silicon chip and one of the most advanced and powerful processors. This would be the new M2 chip with 16 GB of RAM. The power would be balanced by the efficiency of Apple’s ARM-based chip architecture which is ideal for compact devices, reducing or nullifying the need for cooling &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Digital Trends and The Information have both reported an alternative to the single M2 chip: two chips on the headset with one offering the main computing power and the other managing the device’s sensors &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As a power source, Apple’s 96 W adapters will probably be used &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Wi-Fi===&lt;br /&gt;
&lt;br /&gt;
The VR/AR headset is expected to have Wi-Fi 6E instead of the Wi-Fi 6 of the iPhone 13. This would allow for lower latency and transferring large amounts of data. It could also mean that the processing hard-work could be done with a connection to a separate device (Mac or iPhone) without the need for a physical cable &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Hand-tracking===&lt;br /&gt;
&lt;br /&gt;
[[File:Apple watch VR.png|thumb|Figure 3. Apple VR patent showing hand-tracking with two Apple watches. Source: Digital Trends.]]&lt;br /&gt;
&lt;br /&gt;
Different approaches to the hand-tracking system of the headset have been rumored based on patents submitted by Apple. One of such could be a “clothespin-like finger clip” that would serve as the input device. Based on patents, finger-mounted devices could detect movement and provide haptic feedback. Another possibility would be using a pair of Apple Watches, allowing the user to interact with the virtual world using gesture controls (figure 3). However, this tracking system is not likely to be implemented first since Apple watches have a high cost &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;. Other patents mention the use of smart rings to track the movements of the fingers and hands and the ability to detect objects that the user is holding, like an Apple Pencil &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Operating system===&lt;br /&gt;
&lt;br /&gt;
The operating system for the device seems to be internally called by Apple as [[visionOS]] (extended reality OS). While not much information has been released, rumours suggest that it will include new versions of core apps from the company.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Platforms]] [[Category:Virtual Reality Platforms]] [[Category:Virtual Reality]] [[Category:Virtual Reality Headsets]] [[Category:Devices]] [[Category:Virtual Reality Devices]] [[Category:Augmented Reality Devices]] [[Category:Mixed Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30969</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30969"/>
		<updated>2024-10-01T05:11:26Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|225px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
It was initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali.&lt;br /&gt;
&lt;br /&gt;
It was originally designed for lectures but has since grown into a more generalized tool for medical education.&lt;br /&gt;
&lt;br /&gt;
It is now integrated into hospitals, libraries and universities.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from media outlets. It was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference.&lt;br /&gt;
&lt;br /&gt;
Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a tool for science, education, and medicine.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30968</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30968"/>
		<updated>2024-10-01T05:10:45Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|225px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from media outlets. It was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference.&lt;br /&gt;
&lt;br /&gt;
Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a tool for science, education, and medicine.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30967</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30967"/>
		<updated>2024-10-01T05:10:20Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Impact and Recognition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|225px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from media outlets. It was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference.&lt;br /&gt;
&lt;br /&gt;
Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a tool for science, education, and medicine.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30966</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30966"/>
		<updated>2024-10-01T05:09:14Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|225px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Impact and Recognition ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has been recognized for its role in advancing medical education, with research demonstrating its effectiveness in improving both knowledge retention and practical skills. The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from prominent media outlets and industry leaders. Notably, it was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference. Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a pioneering tool for the future of science, education, and medicine.&lt;br /&gt;
Educational Benefits&lt;br /&gt;
&lt;br /&gt;
3D Organon promotes the gamification of learning, offering students an engaging, immersive, and stimulating educational experience. The platform’s high degree of immersion helps minimize distractions and reduce boredom in classroom environments. Its dynamic approach to learning has made it an essential tool in medical education, enabling users to actively engage with and retain complex medical concepts.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30965</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30965"/>
		<updated>2024-10-01T05:08:53Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|225px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally, supporting medical students, educators, healthcare professionals and surgeons in their practices.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Impact and Recognition ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has been recognized for its role in advancing medical education, with research demonstrating its effectiveness in improving both knowledge retention and practical skills. The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from prominent media outlets and industry leaders. Notably, it was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference. Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a pioneering tool for the future of science, education, and medicine.&lt;br /&gt;
Educational Benefits&lt;br /&gt;
&lt;br /&gt;
3D Organon promotes the gamification of learning, offering students an engaging, immersive, and stimulating educational experience. The platform’s high degree of immersion helps minimize distractions and reduce boredom in classroom environments. Its dynamic approach to learning has made it an essential tool in medical education, enabling users to actively engage with and retain complex medical concepts.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30964</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30964"/>
		<updated>2024-10-01T05:08:36Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|225px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__TOC__&lt;br /&gt;
== 3D Organon == &lt;br /&gt;
&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally, supporting medical students, educators, healthcare professionals and surgeons in their practices.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Impact and Recognition ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has been recognized for its role in advancing medical education, with research demonstrating its effectiveness in improving both knowledge retention and practical skills. The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from prominent media outlets and industry leaders. Notably, it was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference. Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a pioneering tool for the future of science, education, and medicine.&lt;br /&gt;
Educational Benefits&lt;br /&gt;
&lt;br /&gt;
3D Organon promotes the gamification of learning, offering students an engaging, immersive, and stimulating educational experience. The platform’s high degree of immersion helps minimize distractions and reduce boredom in classroom environments. Its dynamic approach to learning has made it an essential tool in medical education, enabling users to actively engage with and retain complex medical concepts.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30963</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30963"/>
		<updated>2024-10-01T05:08:26Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__TOC__&lt;br /&gt;
== 3D Organon == &lt;br /&gt;
&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally, supporting medical students, educators, healthcare professionals and surgeons in their practices.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Impact and Recognition ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has been recognized for its role in advancing medical education, with research demonstrating its effectiveness in improving both knowledge retention and practical skills. The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from prominent media outlets and industry leaders. Notably, it was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference. Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a pioneering tool for the future of science, education, and medicine.&lt;br /&gt;
Educational Benefits&lt;br /&gt;
&lt;br /&gt;
3D Organon promotes the gamification of learning, offering students an engaging, immersive, and stimulating educational experience. The platform’s high degree of immersion helps minimize distractions and reduce boredom in classroom environments. Its dynamic approach to learning has made it an essential tool in medical education, enabling users to actively engage with and retain complex medical concepts.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30962</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30962"/>
		<updated>2024-10-01T05:08:03Z</updated>

		<summary type="html">&lt;p&gt;Acro: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__TOC__&lt;br /&gt;
== 3D Organon == &lt;br /&gt;
&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally, supporting medical students, educators, healthcare professionals and surgeons in their practices.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Impact and Recognition ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has been recognized for its role in advancing medical education, with research demonstrating its effectiveness in improving both knowledge retention and practical skills. The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from prominent media outlets and industry leaders. Notably, it was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference. Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a pioneering tool for the future of science, education, and medicine.&lt;br /&gt;
Educational Benefits&lt;br /&gt;
&lt;br /&gt;
3D Organon promotes the gamification of learning, offering students an engaging, immersive, and stimulating educational experience. The platform’s high degree of immersion helps minimize distractions and reduce boredom in classroom environments. Its dynamic approach to learning has made it an essential tool in medical education, enabling users to actively engage with and retain complex medical concepts.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30961</id>
		<title>3D Organon VR Anatomy</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=3D_Organon_VR_Anatomy&amp;diff=30961"/>
		<updated>2024-10-01T05:07:49Z</updated>

		<summary type="html">&lt;p&gt;Acro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:PHONEd-2.jpg|350px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Medis Media]]&lt;br /&gt;
|Publisher=[[Medis Media]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Software]]&lt;br /&gt;
|Genre=[[Education]], [[VR]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Play Area=[[Room-Scale]]&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Review=Positive&lt;br /&gt;
|Release Date=Dec 9, 2016&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=http://www.3Dorganon.com&lt;br /&gt;
|Infobox Updated=02/15/2017&lt;br /&gt;
}}&lt;br /&gt;
[[3D Organon]] is a [[VR App]].&lt;br /&gt;
__TOC__&lt;br /&gt;
== 3D Organon == &lt;br /&gt;
&lt;br /&gt;
3D Organon is a medical and healthcare platform.&lt;br /&gt;
&lt;br /&gt;
Initially developed by anatomists Dr. Athanasios Raikos and Dr. Panagiota Kordali, the platform was originally designed for lectures but has since grown into a widely adopted tool for medical education. It is now integrated into hospitals, libraries and top universities globally, supporting medical students, educators, healthcare professionals and surgeons in their practices.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The platform allows users to manipulate anatomical structures, including bones, muscles, vessels, and organs, in 3D space, providing an interactive exploration of the human body. Users can study body systems, examine anatomical terminology through both visual and auditory channels, and access descriptive texts. The software is designed to enhance experiential learning by offering immersive, hands-on experiences with over 4,000 anatomical structures.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
3D Organon stands out as a comprehensive, all-in-one platform with five key modules:&lt;br /&gt;
&lt;br /&gt;
• Anatomy Module: The flagship module, known for its detailed and interactive 3D anatomical models, offers a wide array of educational activities to facilitate learning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Assessment/Quiz Module: This module encourages active engagement by requiring users to explore 3D models to answer questions, enhancing knowledge retention through interactive assessment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Ultrasound Simulator: A dynamic tool that simulates ultrasound scans, providing users with practical, hands-on experience in a controlled, virtual environment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• XR Medical Imaging Module: This feature allows users to upload medical files and instantly view immersive 3D visualizations of DICOM images.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medverse: A virtual environment where educators and institutions can host multi-user training sessions, offering an interactive platform for collaborative online learning.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
3D Organon is versatile and widely used across various educational settings, including:&lt;br /&gt;
&lt;br /&gt;
• Individual Study: Self-directed learning through the platform’s interactive tools.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Group Teaching: Small-group tutorials and large lecture settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Virtual Classrooms: Online classes hosted by institutions and educators.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Patient Education: Used to enhance patient understanding of medical conditions and treatments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Surgical Planning: Assists surgeons in visualizing anatomical structures for pre-operative planning.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Clinical Skills Training: Helps users practice and hone their clinical skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Cadaveric Dissection: Provides a virtual alternative to traditional dissection practices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Medical Research: Offers an innovative tool for researchers to explore anatomical models and medical imaging.&lt;br /&gt;
&lt;br /&gt;
== Impact and Recognition ==&lt;br /&gt;
&lt;br /&gt;
3D Organon has been recognized for its role in advancing medical education, with research demonstrating its effectiveness in improving both knowledge retention and practical skills. The platform has garnered trust from over 600 top-tier institutions worldwide.&lt;br /&gt;
&lt;br /&gt;
It has also received attention from prominent media outlets and industry leaders. Notably, it was featured in a keynote address by Mark Zuckerberg, co-founder and CEO of Meta (formerly Facebook), at the Oculus Connect 3 (OC3) conference. Publications such as Huffington Post, Scimex, SBS, and Futurism have recommended 3D Organon as a pioneering tool for the future of science, education, and medicine.&lt;br /&gt;
Educational Benefits&lt;br /&gt;
&lt;br /&gt;
3D Organon promotes the gamification of learning, offering students an engaging, immersive, and stimulating educational experience. The platform’s high degree of immersion helps minimize distractions and reduce boredom in classroom environments. Its dynamic approach to learning has made it an essential tool in medical education, enabling users to actively engage with and retain complex medical concepts.&lt;br /&gt;
&lt;br /&gt;
== Body systems: == &lt;br /&gt;
&lt;br /&gt;
•Skeletal&lt;br /&gt;
&lt;br /&gt;
•Connective&lt;br /&gt;
&lt;br /&gt;
•Muscular&lt;br /&gt;
&lt;br /&gt;
•Arterial&lt;br /&gt;
&lt;br /&gt;
•Venous&lt;br /&gt;
&lt;br /&gt;
•Nervous&lt;br /&gt;
&lt;br /&gt;
•Lymphatic&lt;br /&gt;
&lt;br /&gt;
•Heart&lt;br /&gt;
&lt;br /&gt;
•Respiratory&lt;br /&gt;
&lt;br /&gt;
•Digestive&lt;br /&gt;
&lt;br /&gt;
•Endocrine&lt;br /&gt;
&lt;br /&gt;
•Urinary&lt;br /&gt;
&lt;br /&gt;
•Reproductive&lt;br /&gt;
&lt;br /&gt;
•Sensory organs&lt;br /&gt;
&lt;br /&gt;
•Integumentary (skin)&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: 7&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: 10&lt;br /&gt;
*Processor: Intel i5-4590 equivalent or greater&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: NVIDIA GTX 980 / AMD R9 290x equivalent or greater&lt;br /&gt;
*Storage: 3340 MB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
This VR game requires a play area of at least 2m x 1.5m.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
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[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Education]] [[Category:VR]] [[Category:Simulation]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Acro</name></author>
	</entry>
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