Virtual reality (VR) has been around since at least the 1950s, with Morton Heilig’s invention of the Sensorama . This mechanical device presented multisensory information to users, enaging the visual, auditory, olfactory , and touch senses, and giving users the impression of being in an alternate world. Throughout the subsequent decades, the popularity of VR systems has waxed and waned, finding a small niche in the early 1990s in the gaming world. However, technical limitations at the time quashed the popularity of the multisensory technology in favor of standard 2D gaming systems. The feeling of presence (or telepresence ) – the sensation that one is “in the virtual world” – can be accomplished by synchronizing a user’s head movements to the visual change of the scene. For example, when a user turns their head to the left, the head-mounted display must be immediately updated to reflect the new scene the user would see if they turned their head in a real 3D scene. The latency – the time it takes for the VR system to sense the head movement and adjust the display accordingly – is what makes or breaks the virtual experience. If this latency is even a few milliseconds too long, the virtual… Read full this story
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