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Virtual reality
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==Technology== {{See also|Immersive technology}} ===Hardware=== {{See also|List of virtual reality headsets}} [[File:Linux kernel and gaming input-output latency.svg|thumb|Paramount for the sensation of [[Immersion (virtual reality)|immersion]] into virtual reality are a high [[frame rate]] and low [[latency (engineering)|latency]].|alt=]] Modern virtual reality headset displays are based on technology developed for smartphones including: [[gyroscope]]s and motion sensors for tracking head, body, and [[hand tracking|hand positions]]; small [[High-definition video|HD]] screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and led to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.<ref name="Wired Magic Leap Apr2016" /> Independent production of VR images and video has increased alongside the development of affordable [[omnidirectional camera]]s, also known as 360-degree cameras or VR cameras, that have the ability to record [[360 interactive photography]], although at relatively low resolutions or in highly compressed formats for online streaming of [[360 video]].<ref name="CNET May 2016">{{cite web|last1=Orellana|first1=Vanessa Hand|title=10 things I wish I knew before shooting 360 video|url=https://www.cnet.com/how-to/360-cameras-comparison-video-things-to-know-before-you-buy/|website=CNET|access-date=20 March 2017|language=en|date=31 May 2016}}</ref> In contrast, [[photogrammetry]] is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.<ref name="RE7 80.lv">{{cite web|title=Resident Evil 7: The Use of Photogrammetry for VR|url=https://80.lv/articles/resident-evil-7-the-use-of-photogrammetry-for-vr/|website=80.lv|date=28 August 2016|access-date=20 March 2017}}</ref><ref name="otherboard March 2016">{{cite web|last1=Johnson|first1=Leif|title=Forget 360 Videos, Photogrammetric Virtual Reality Is Where It's At – Motherboard|url=https://www.vice.com/en/article/forget-360-videos-photogrammetric-virtual-reality-is-where-its-at/|website=Motherboard|access-date=20 March 2017|language=en-us|date=13 March 2016}}</ref> To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g., [[Active shutter 3D system|shutter glasses]]) and passive technologies (e.g. [[Polarizer|polarizing filters]] or [[Infitec]]).<ref>{{cite book |doi=10.1016/B978-0-12-800965-9.00005-2 |chapter=Output |title=Understanding Virtual Reality |date=2019 |last1=Sherman |first1=William R. |last2=Craig |first2=Alan B. |pages=258–396 |isbn=978-0-12-800965-9 }}</ref> In order to improve the feeling of immersion, wearable multi-string cables offer haptics to complex geometries in virtual reality. These strings offer fine control of each finger joint to simulate the haptics involved in touching these virtual geometries.<ref>{{cite book |doi=10.1145/3313831.3376470 |chapter=Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics |title=Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems |date=2020 |last1=Fang |first1=Cathy |last2=Zhang |first2=Yang |last3=Dworman |first3=Matthew |last4=Harrison |first4=Chris |pages=1–10 |isbn=978-1-4503-6708-0 }}</ref> Special input devices are required for interaction with the virtual world. Some of the most common input devices are [[motion controller]]s and [[Optical tracking instruments|optical tracking]] sensors. In some cases, [[wired glove]]s are used. Controllers typically use optical tracking systems (primarily [[infrared camera]]s) for location and navigation so that the user can move freely without wiring. Some input devices provide the user with [[Haptic technology|force feedback]] to the hands or other parts of the body so that the user can orientate themselves in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows the viewer to have a sense of direction in the artificial landscape. Additional haptic feedback can be obtained from [[omnidirectional treadmill]]s (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. Virtual reality cameras can be used to create [[VR photography]] using [[360-degree video|360-degree panorama videos]]. VR cameras are available in various formats, with varying numbers of lenses installed in the camera.<ref>{{cite news |last1=Kuhn |first1=Thomas |title=Wie Virtual-Reality-Brillen die Arbeit verändern |url=https://www.wiwo.de/unternehmen/mittelstand/hannovermesse/aufbruch-in-den-daten-raum-wie-virtual-reality-brillen-die-arbeit-veraendern/21190012.html |access-date=18 November 2020 |publisher=WirtschaftsWoche}}</ref> ===Software=== The [[VRML|Virtual Reality Modelling Language]] (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.<ref name="W3 VRML archive">{{cite web|title=VRML Virtual Reality Modeling Language|url=https://www.w3.org/MarkUp/VRML/|website=www.w3.org|access-date=20 March 2017}}</ref> The [[Web3D]] consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed [[X3D]] from the VRML framework as an archival, [[open source software|open-source]] standard for web-based distribution of VR content.<ref name="W3D Brutzman 2016">{{cite web|last1=Brutzman|first1=Don|title=X3D Graphics and VR|url=http://www.web3d.org/sites/default/files/presentations/X3D%20Graphics%20and%20VR/X3dGraphicsVirtualRealityW3cWorkshop2016October18.pdf|website=web3D.org|publisher=Web3D Consortium|access-date=20 March 2017|date=October 2016|archive-url=https://web.archive.org/web/20170321083456/http://www.web3d.org/sites/default/files/presentations/X3D%20Graphics%20and%20VR/X3dGraphicsVirtualRealityW3cWorkshop2016October18.pdf|archive-date=21 March 2017|url-status=live}}</ref> [[WebVR]] is an experimental [[JavaScript]] [[application programming interface]] (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a [[web browser]].<ref>{{Cite web|title = WebVR API|url = https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API|website = Mozilla Developer Network|access-date = 2015-11-04}}</ref>
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