Difference between revisions of "Virtual Reality Devices"
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Unlike [[Smartglasses]], Virtual Reality Devices are fully enclosed and, with the exception of some hybrid devices combining both, they are not see-through and thus do not combine the actual and virtual realities together. The reality is not altered, but it is completely blocked out instead. | Unlike [[Smartglasses]], Virtual Reality Devices are fully enclosed and, with the exception of some hybrid devices combining both, they are not see-through and thus do not combine the actual and virtual realities together. The reality is not altered, but it is completely blocked out instead. | ||
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+ | VR devices are used in education, military training, therapy and entertainment. |
Revision as of 13:28, 1 September 2015
List of Virtual Reality Devices:
- 3dHEAD GCS3
- Altergaze
- AntVR
- Archos VR
- Avegant Glyph
- Beenoculus
- Cmoar
- Durovis Dive 5
- Durovis Dive 7
- FOVE
- GameFace
- Goggle Tech Go4D C1-Glass
- Goggle Tech Go4D VR
- Google Cardboard
- Homido
- HTC Vive
- Merge VR
- MindLeap
- Oculus Rift
- OSVR
- Project Morpheus
- Samsung Gear VR
- Sensics dSight
- Silicon Micro Display ST1080
- StarVR
- Sting Virtua
- Sulon Cortex
- Virtual Reality Devices
- VisusVR
- VrAse
- Vrvana Totem
- Xingear VR
- XiONVR Go
- Zeiss VR ONE
Virtual Reality Devices are a type of Wearable devices that are worn on the head and display information directly into user's eyes through one or more electronic displays present in the device. Together with Smartglasses and Smart Contact Lenses they create the Head Mounted Displays category. The virtual reality feeling is achieved by splitting the image, or using two displays, of the displayed information in such a way, that a stereoscopic view is created. This creates the feeling of depth in what the user sees and strengthens the immersion of the virtual reality. Additionally, other means of increasing the immersion are often present. These can include sensors to register the position and tilt of the device, which can be then carried over to the virtual reality, headphones to play sound and or music, or eye- and hands-tracking technologies.
Unlike Smartglasses, Virtual Reality Devices are fully enclosed and, with the exception of some hybrid devices combining both, they are not see-through and thus do not combine the actual and virtual realities together. The reality is not altered, but it is completely blocked out instead.
VR devices are used in education, military training, therapy and entertainment.