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== History == [[File:View-Master with Reel.jpg|thumb|[[View-Master]], a stereoscopic visual simulator, was introduced in 1939.|alt=]] The development of [[Perspective (graphical)|perspective]] in [[Renaissance]] European art and the [[stereoscope]] invented by [[Sir Charles Wheatstone]] were both precursors to virtual reality.<ref name="Baltrušaitis 1977">{{cite book |last1=Baltrušaitis |first1=Jurgis |last2=Strachan |first2=W.J. |title=Anamorphic art |date=1977 |publisher=Harry N. Abrams |location=New York |isbn=9780810906624 |page=4}}</ref><ref name="Virtual Reality Society 2020">{{cite web | title=Virtual Reality Society | website=Virtual Reality Society | date=2020-01-02 | url=https://www.vrs.org.uk/virtual-reality/history.html | access-date=2023-01-19}}</ref><ref name="Feature from Kings College London 2016">{{cite web | title=Charles Wheatstone: the father of 3D and virtual reality technology | website=Feature from King's College London | date=2016-10-28 | url=https://www.kcl.ac.uk/charles-wheatstone-the-father-of-3d-and-virtual-reality-technology-2 | access-date=2023-01-19}}</ref> The first references to the more modern-day concept of virtual reality came from [[science fiction]]. === 20th century === [[Morton Heilig]] wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the [[Sensorama]] in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a [[Machine|mechanical device]]. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator is given a complete sensation of reality, i.e., moving three-dimensional images that may be in color, with 100% peripheral vision, binaural sound, scents, and air breezes."<ref>{{cite web| url=http://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-working-vr-machine-in-1957-1318253/2 | title=Forgotten genius: the man who made a working VR machine in 1957 | author=Holly Brockwell | date=3 April 2016 | publisher=Tech Radar | access-date=7 March 2017}}</ref> In 1968, Harvard Professor [[Ivan Sutherland]], with the help of his students, including [[Bob Sproull]], created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called [[The Sword of Damocles (virtual reality)|The Sword of Damocles]]. It was primitive both in terms of [[user interface]] and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name.<ref>{{cite book |last1=Watkins |first1=Christopher |last2=Marenka |first2=Stephen |title=Virtual Reality Excursions with Programs in C |date=1994| publisher= Academic Press Inc. |isbn=0-12-737865-0 |page=58}}</ref> Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple [[wire-frame model]] rooms. ==== 1970–1990 ==== The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.<ref>{{cite web|url=http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html|title=National Center for Supercomputing Applications: History|publisher=The Board of Trustees of the University of Illinois|archive-url=https://web.archive.org/web/20150821054144/http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html|archive-date=21 August 2015}}</ref> [[David Em]] became the first artist to produce navigable virtual worlds at [[NASA]]'s [[Jet Propulsion Laboratory]] (JPL) from 1977 to 1984.<ref name="Creative Computing March 1982">{{cite journal|last1=Nelson|first1=Ted|title=Report on Siggraph '81|journal=Creative Computing|date=March 1982}}</ref> The [[Aspen Movie Map]], a crude [[virtual tour]] in which users could wander the streets of [[Aspen, Colorado|Aspen]] in one of the three modes (summer, winter, and [[Polygon (computer graphics)|polygons]]), was created at [[Massachusetts Institute of Technology|MIT]] in 1978. [[File:Virtual Reality Headset Prototype.jpg|thumb|[[Ames Research Center|NASA Ames]]'s 1985 VIEW headset]] In 1979, [[Eric Howlett]] developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field-of-view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth ([[field of view]]) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's [[Ames Research Center]] in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation)<ref>{{cite journal |last1=Fisher |first1=Scott S. |title=The NASA Ames VIEWlab Project—A Brief History |journal=Presence: Teleoperators and Virtual Environments |date=22 December 2016 |volume=25 |issue=4 |pages=339–348 |doi=10.1162/PRES_a_00277 }}</ref> by [[Scott Fisher (technologist)|Scott Fisher]]. The LEEP system provides the basis for most of the modern virtual reality headsets.<ref>{{cite book|last1=Thomas|first1=Wayne|title="Virtual Reality and Artificial Environments", A Critical History of Computer Graphics and Animation|date=December 2005|chapter=Section 17}}</ref> [[File:VPL DataSuit 1.jpg|upright|thumb|left|A [[VPL Research]] DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed {{Circa|1989}}. Displayed at the [[Nissho Iwai]] showroom in Tokyo]] By the late 1980s, the term "virtual reality" was popularized by [[Jaron Lanier]], one of the modern pioneers of the field. Lanier had founded the company [[VPL Research]] in 1984. VPL Research has developed several VR devices like the [[DataGlove]], the EyePhone, the Reality Built For Two (RB2), and the AudioSphere. VPL licensed the DataGlove technology to [[Mattel]], which used it to make the [[Power Glove]], an early affordable VR device, released in 1989. That same year [[Broderbund]]'s [[U-Force]] was released. [[Atari, Inc.]] founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the [[video game crash of 1983]]. However, its hired employees, such as <ref>{{Cite web|url=https://www.historyofinformation.com/detail.php?entryid=4081|title=Zimmerman & Lanier Develop the DataGlove, a Hand Gesture Interface Device : History of Information|website=www.historyofinformation.com}}</ref> [[Scott Fisher (technologist)|Scott Fisher]], [[Michael Naimark]], and [[Brenda Laurel]], kept their research and development on VR-related technologies. In 1988, the Cyberspace Project at [[Autodesk]] was the first to implement VR on a low-cost personal computer.<ref>{{cite magazine |last1=Barlow |first1=John Perry |title=Being in Nothingness |url=https://www.wired.com/2015/04/virtual-reality-and-the-pioneers-of-cyberspace |date=1990|magazine=Wired}}</ref><ref>{{Cite web|title = Cyberspace – The New Explorers| year=1989 | url=https://archive.org/details/Timothy_Leary_Archives_005.dv |via = Internet Archive|access-date=8 August 2019}}</ref> The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK,<ref>{{cite book |last1=Delaney |first1=Ben |title=Virtual Reality 1.0 -- The 90s: The Birth of VR |date=2017 |publisher=CyberEdge Information Services |isbn=978-1513617039 |page=40}}</ref> which offered the first real time graphics with [[Texture mapping]] on a PC, and was widely used throughout industry and academia.<ref>{{cite web |last1=Stoker |first1=Carol |title=MARSMAP: AN INTERACTIVE VIRTUAL REALITY MODEL OF THE PATHFINDER LANDING SITE |url=https://marsprogram.jpl.nasa.gov/MPF/science/lpsc98/1018.pdf |website=NASA JPL |publisher=NASA |access-date=7 August 2019}}</ref><ref>{{cite web |last1=Cullen |first1=Chris |title=Pioneering VR Stories Part 1: Idaho National Laboratory In The '90s |date=13 April 2017 |url=https://idahovirtualreality.com/pioneering-vr-stories-part-1-idaho-national-laboratory-90s/ |publisher=Idaho Virtual Reality Council|access-date=7 August 2019}}</ref> ==== 1990–2000 ==== The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, ''[[Computer Gaming World]]'' predicted "affordable VR by 1994".<ref name="engler1992">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Affordable VR by 1994 | magazine=Computer Gaming World | date=November 1992 | access-date=4 July 2014 | author=Engler, Craig E. | page=80}}</ref> In 1991, [[Sega]] announced the [[Sega VR]] headset for the [[Mega Drive]] home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to [[tracking system|track]] and react to the movements of the user's head.<ref name="Horowitz">{{cite web|last=Horowitz|first=Ken|title=Sega VR: Great Idea or Wishful Thinking?|url=http://www.sega-16.com/feature_page.php?id=5&title=Sega%20VR:%20Great%20Idea%20or%20Wishful%20Thinking?|publisher=Sega-16|date=December 28, 2004|access-date=21 August 2010|archive-url=https://web.archive.org/web/20100114191355/http://sega-16.com/feature_page.php?id=5&title=Sega%20VR%3A%20Great%20Idea%20or%20Wishful%20Thinking%3F|archive-date=2010-01-14|url-status=dead}}</ref> In the same year, [[Virtuality (gaming)|Virtuality]] launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR [[Amusement arcade|arcade]] at [[Embarcadero Center]]. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.<ref>{{cite web|url=https://www.youtube.com/watch?v=-QiKnHxX7CY |archive-url=https://ghostarchive.org/varchive/youtube/20211211/-QiKnHxX7CY| archive-date=2021-12-11 |url-status=live|title=Virtuality|website=YouTube|date=17 April 2008 |access-date=21 September 2014}}{{cbignore}}</ref> [[File:CAVE at INL's CAES 001.jpg|thumb|A [[Cave automatic virtual environment|CAVE]] system at [[Idaho National Laboratory|IDL]]'s Center for Advanced Energy Studies in 2010]] That same year, [[Carolina Cruz-Neira]], [[Daniel J. Sandin]], and [[Thomas A. DeFanti]] from the [[Electronic Visualization Laboratory]] created the first cubic immersive room, the [[Cave automatic virtual environment]] (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the [[holodeck]], allowing people to see their own bodies in relation to others in the room.<ref>{{cite web|last1=Goad|first1=Angela|title=Carolina Cruz-Neira {{!}} Introductions Necessary|url=https://introductionsnecessary.com/podcast/carolina-cruz-neira/|website=Introductions Necessary|access-date=28 March 2017}}</ref><ref name="Arkansas Online Niera">{{cite news|last1=Smith|first1=David|title=Engineer envisions sci-fi as reality|url=http://www.arkansasonline.com/news/2014/nov/24/engineer-envisions-sci-fi-as-reality-20/?print|access-date=28 March 2017|work=Arkansas Online|date=November 24, 2014}}</ref> Antonio Medina, an MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.<ref>{{cite journal |editor= Gonzales, D.|title=Automation and Robotics for the Space Exploration Initiative: Results from Project Outreach|journal=NASA STI/Recon Technical Report N|url=https://www.rand.org/content/dam/rand/pubs/notes/2009/N3284.pdf|volume=92 |issue=17897 |page=35 |year=1991|bibcode=1991STIN...9225258G|last1=Gonzales|first1=D.|last2=Criswell|first2=D.|last3=Heer|first3=E}}</ref> [[File:Virtual-Fixtures-USAF-AR.jpg|thumb|[[Virtual fixture|Virtual Fixtures]] immersive [[augmented reality|AR]] system developed in 1992. Picture features Dr. Louis Rosenberg interacting freely in 3D with overlaid virtual objects called 'fixtures'.]] In 1992, [[Nicole Stenger]] created ''Angels'', the first real-time interactive immersive movie where the interaction was facilitated with a [[dataglove]] and high-resolution goggles. That same year, Louis Rosenberg created the [[virtual fixture]]s system at the [[United States Air Force|U.S. Air Force]]'s [[Armstrong Laboratory|Armstrong Labs]] using a full upper-body [[exoskeleton]], enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.<ref name="Rosenberg 1992">Rosenberg, Louis (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments.". ''Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992''.</ref><ref>Rosenberg, L.B. (1993). "Virtual Fixtures: Perceptual Overlays for Telerobotic Manipulation". ''In Proc. of the IEEE Annual Int. Symposium on Virtual Reality (1993)'': pp. 76–82.</ref> By July 1994, Sega had released the [[VR-1]] motion simulator ride attraction in [[Joypolis]] indoor theme parks,<ref>{{cite magazine|date=July 1994|title=News & Information|magazine=[[Gemaga|Beep! Mega Drive]]|issue=1994–08|page=[https://segaretro.org/index.php?title=File:BeepMD_JP_1994-08.pdf&page=31]}}</ref> as well as the ''Dennou Senki Net Merc'' [[arcade game]]. Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality;<ref name="VR Focus">{{cite web|publisher=VR Focus|title=The Virtual Arena – Blast From The Past: The VR-1|author=Kevin Williams|work=VRFocus |url=https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/}}</ref><ref>{{cite magazine|date=August 1993|title=Sega Teams Up With W. Industries For Its VR Game|magazine=Game Machine|issue=455|page=[https://onitama.tv/gamemachine/pdf/19930815p.pdf]}}</ref> it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its ''Net Merc'' incarnation was powered by the [[Sega Model 1]] [[arcade system board]].<ref>{{cite book|url=https://archive.org/stream/nextgen-issue-006/Next_Generation_Issue_006_June_1995#page/n23/mode/2up|title=NEXT Generation|issue=6|date=June 1995|via=archive.org|access-date=20 October 2015}}</ref> [[Apple Inc.|Apple]] released [[QuickTime VR]], which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360-degree [[interactive panorama]]s. [[Nintendo]]'s [[Virtual Boy]] console was released in 1995.<ref>{{cite web |url=http://www.theverge.com:80/products/virtual-boy/1672 |title=Nintendo Virtual Boy on theverge.com|archive-url=https://web.archive.org/web/20140401035942/http://www.theverge.com:80/products/virtual-boy/1672|archive-date=2014-04-01}}</ref> A group in Seattle created public demonstrations of a [[Cave automatic virtual environment|"CAVE-like"]] 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.<ref>{{cite news |url=https://www.latimes.com/archives/la-xpm-1995-02-22-fi-34851-story.html |title= Virtual Reality Applications Expand : Imaging: Technology is finding important places in medicine, engineering and many other realms |newspaper= Los Angeles Times|date= 1995-02-22|last1= Dye|first1= Lee}}</ref> Forte released the [[VFX1 Headgear|VFX1]], a PC-powered virtual reality headset that same year. In 1999, entrepreneur [[Philip Rosedale]] formed [[Linden Lab]] with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program ''[[Second Life]]''.<ref>Au, Wagner James. ''The Making of Second Life'', pg. 19. New York: Collins. {{ISBN|978-0-06-135320-8}}.</ref> === 21st century === ====2000–2010==== The 2000s decade was a period of relative public and investment indifference to commercially available VR technologies. In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production ([[Maurice Benayoun]], David Nahon), Barco, and Clarté. It was installed in [[Laval, Mayenne|Laval]], France. The SAS library gave birth to Virtools VRPack. In 2007, [[Google]] introduced [[Google Street View|Street View]], a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.<ref>{{cite web |url=http://readwrite.com/2010/04/06/google_street_view_in_3d_here_to_stay |title=Google Street View in 3D: More Than Just an April Fool's Joke|date=2010-04-06}}</ref> ====2010–present==== [[File:Oculus Rift Crescent Bay Prototype (16383004719).jpg|thumb|An inside view of the [[Oculus Rift]] Crescent Bay prototype headset]] In 2010, [[Palmer Luckey]] designed the first prototype of the [[Oculus Rift]]. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design would later serve as a basis from which the later designs came.<ref>{{cite magazine | last1 = Rubin | first1 = Peter | year = 2014 | title = Oculus Rift | magazine = Wired | volume = 22 | issue = 6| page = 78 }}</ref> In 2012, the Rift is presented for the first time at the [[E3]] video game trade show by [[John Carmack]].<ref name="Gamereactor YouTube 2012">{{cite web |title=E3 12: John Carmack's VR Presentation |url=https://www.youtube.com/watch?v=kw-DlWwlXHo |archive-url=https://ghostarchive.org/varchive/youtube/20211211/kw-DlWwlXHo| archive-date=2021-12-11 |url-status=live|publisher=Gamereactor |access-date=20 February 2019 |date=27 July 2012}}{{cbignore}}</ref><ref name="BI_FB_Oculus_2018">{{cite news |last1=Gilbert |first1=Ben |title=Facebook just settled a $500 million lawsuit over virtual reality after a years-long battle — here's what's going on |url=https://www.businessinsider.com/facebook-zenimax-oculus-vr-lawsuit-explained-2017-2#august-2013-oculus-vr-a-startup-working-on-a-virtual-reality-headset-called-the-rift-hires-doom-creator-john-carmack-of-id-software-as-its-chief-technology-officer-1 |access-date=20 February 2019 |work=Business Insider |date=12 December 2018}}</ref> In 2014, [[Meta Platforms|Facebook]] (later Meta) purchased Oculus VR for what at the time was stated as $2 billion<ref>{{cite news|url=http://www.cbc.ca/news/technology/facebook-to-buy-oculus-virtual-reality-firm-for-2b-1.2586318 | title=Facebook to buy Oculus virtual reality firm for $2B | agency=Associated Press |date=March 25, 2014 |access-date=March 27, 2014}}</ref> but later revealed that the more accurate figure was $3 billion.<ref name="BI_FB_Oculus_2018" /> This purchase occurred after the first development kits ordered through Oculus' 2012 [[Kickstarter]] had shipped in 2013 but before the shipping of their second development kits in 2014.<ref name="Wired Oculus Mar2014">{{cite magazine|last1=Metz|first1=Cade|title=Facebook Buys VR Startup Oculus for $2 Billion|url=https://www.wired.com/2014/03/facebook-acquires-oculus/|magazine=WIRED|access-date=13 March 2017|date=2014-03-25}}</ref> [[ZeniMax Media|ZeniMax]], Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;<ref name="BI_FB_Oculus_2018" /> the verdict was in favour of ZeniMax, settled out of court later.<ref name="Variety_Zenimax_FB_2018">{{cite news |last1=Spangler |first1=Todd |title=ZeniMax Agrees to Settle Facebook VR Lawsuit |url=https://variety.com/2018/digital/news/zenimax-facebook-settlement-vr-lawsuit-1203087910/ |access-date=20 February 2019 |work=Variety |date=12 December 2018 |language=en}}</ref> [[File:Mobile World Congress 2018 (29129096677).jpg|thumb|HTC Vive headsets worn at [[Mobile World Congress]] 2018]] In 2013, [[Valve Corporation|Valve]] discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.<ref>{{Cite news|url=http://techreport.com/review/25533/not-quite-live-blog-panel-discussion-with-john-carmack-tim-sweeney-johan-andersson|title=Not-quite-live bloga : panel discussion with John Carmack, Tim Sweeney, Johan Andersson|newspaper=The Tech Report|access-date=2016-12-14}}</ref> This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and [[Fresnel lens]]es.<ref>{{Cite news|url=http://www.roadtovr.com/hands-valves-virtual-reality-hmd-owlchemy-labs-share-steam-dev-days-experiences/|title=30 Minutes Inside Valve's Prototype Virtual Reality Headset: Owlchemy Labs Share Their Steam Dev Days Experience – Road to VR|last=James|first=Paul|date=2014-01-30|newspaper=Road to VR|language=en-US|access-date=2016-12-14}}</ref><ref>{{Cite news|url=http://www.roadtovr.com/vr-headset-valve-virtual-reality-steam/|title=Valve to Demonstrate Prototype VR HMD and Talk Changes to Steam to "Support and Promote VR Games" – Road to VR|last=James|first=Paul|date=2013-11-18|newspaper=Road to VR|language=en-US|access-date=2016-12-14}}</ref> [[HTC]] and Valve announced the virtual reality headset [[HTC Vive]] and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using [[infrared]] light.<ref name="verge-gdcsteamvr">{{cite web|title=Valve showing off new virtual reality hardware and updated Steam controller next week|url=https://www.theverge.com/2015/2/23/8094817/valve-virtual-reality-hardware-gdc-2015|website=The Verge|access-date=1 March 2015|date=2015-02-24}}</ref><ref name="verge-valvevr">{{cite web|title=Valve's VR headset revealed with Oculus-like features|url=https://www.theverge.com/2014/6/3/5775220/valve-vr-headset-pictures-concept-features|website=The Verge|access-date=1 March 2015|date=2014-06-03}}</ref><ref>{{cite web|url=http://www.wareable.com/vr/htc-vive-vr-headset-release-date-price-specs-7929|title=HTC Vive: Everything you need to know about the SteamVR headset|website=Wareable|access-date=2016-06-19|date=2016-04-05}}</ref> [[File:Sony Morpheus Virtual Reality Gamescom 2015 Cologne (19705605174).jpg|thumb|upright|The Project Morpheus ([[PlayStation VR]]) headset worn at [[Gamescom]] 2015|alt=|left]] In 2014, [[Sony]] announced Project Morpheus (its code name for the [[PlayStation VR]]), a virtual reality headset for the [[PlayStation 4]] video game console.<ref>{{cite web |url=https://www.forbes.com/sites/davidthier/2014/03/18/sony-announces-virtual-reality-headset-for-ps4/ |title=Sony Announces 'Project Morpheus:' Virtual Reality Headset For PS4|website=[[Forbes]]}}</ref> The Chinese headset [[AntVR]] was released in late 2014; it was briefly competitive in the Chinese market but ultimately unable to compete with the larger technology companies.<ref>{{cite journal |title=Pioneers Pushing Boundaries |journal=China Pictorial |date=January 2017 |volume=823 |pages=46–55}}</ref><ref>{{cite journal |last1=Agam |first1=Shah |title=Sony's PlayStation VR tops HTC Vive in headset shipment battle |journal=PC World |date=December 13, 2016}}</ref> In 2015, Google announced [[Google Cardboard|Cardboard]], a do-it-yourself stereoscopic viewer: the user places their [[smartphone]] in the cardboard holder, which they wear on their head. [[Michael Naimark]] was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing [[motion capture|motion tracking]] and haptic feedback, was successfully funded, with over $150,000 in contributions.<ref>{{cite web|url=https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality|title=Gloveone: Feel Virtual Reality|website=Kickstarter|language=en-US|access-date=2016-05-15}}</ref> Also in 2015, [[Razer Inc.|Razer]] unveiled its [[open source]] project [[Open Source Virtual Reality|OSVR]]. [[File:Samsung Gear VR (15060788240).jpg|thumb|[[Smartphone]]-based budget headset [[Samsung Gear VR]] in dismantled state]] By 2016, there were at least 230 companies developing VR-related products. [[Amazon (company)|Amazon]], Apple, Facebook, Google, [[Microsoft]], Sony and [[Samsung]] all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and [[frame rate]] that images were still identifiable as virtual.<ref name="Wired Magic Leap Apr2016">{{cite magazine|last1=Kelly|first1=Kevin|title=The Untold Story of Magic Leap, the World's Most Secretive Startup|url=https://www.wired.com/2016/04/magic-leap-vr/|magazine=WIRED|access-date=13 March 2017|date=April 2016}}</ref> In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.<ref>{{cite web|url=http://blog.htcvive.com/us/2016/04/vive-shipment-updates/|title=Vive Shipment Updates – VIVE Blog|date=2016-04-07|website=VIVE Blog|language=en-US|access-date=2016-06-19|archive-date=30 June 2016|archive-url=https://web.archive.org/web/20160630031246/http://blog.htcvive.com/us/2016/04/vive-shipment-updates/|url-status=dead}}</ref> This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.<ref name="Wareable Vive Aug2016">{{cite web|last1=Prasuethsut|first1=Lily|title=HTC Vive: Everything you need to know about the SteamVR headset|url=https://www.wareable.com/vr/htc-vive-vr-headset-release-date-price-specs-7929|website=Wareable|access-date=13 March 2017|date=August 2, 2016}}</ref> A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset.<ref name="DT SonyVR Feb2017">{{cite web|last1=Martindale|first1=Jon|title=Vive-like sensor spotted in new Sony patent could make its way to PlayStation VR|url=http://www.digitaltrends.com/virtual-reality/sony-psvr-patent-sensor/|website=Digital Trends|access-date=13 March 2017|date=15 February 2017}}</ref> In 2019, Oculus released the [[Oculus Rift S]] and a standalone headset, the [[Oculus Quest]]. These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets.<ref>{{Cite web|date=2019-08-22|title=From the lab to the living room: The story behind Facebook's Oculus Insight technology and a new era of consumer VR|url=https://tech.fb.com/the-story-behind-oculus-insight-technology/|access-date=2020-09-01|website=tech.fb.com|language=en-US}}</ref> Later in 2019, Valve released the [[Valve Index]]. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility.<ref>{{Cite web|date=2019-05-09|title=Headset - Valve Index® - Upgrade your experience - Valve Corporation|url=https://www.valvesoftware.com/en/index/headset/|access-date=2021-02-28|website=www.valvesoftware.com|language=en-US}}</ref> In 2020, Oculus released the [[Oculus Quest 2]], later renamed the Meta Quest 2. Some new features include a sharper screen, reduced price, and increased performance. Facebook (which became Meta a year later) initially required users to log in with a Facebook account in order to use the new headset.<ref>{{Cite web|date=2020-09-16|title=Oculus Quest 2 Review: Better, Cheaper VR|url=https://www.theverge.com/21437674/oculus-quest-2-review-features-photos|access-date=2020-12-16|website=theverge.com|language=en-US|first=Adi|last=Robertson}}</ref> In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold.<ref>{{Cite web |last=Ochanji |first=Sam |date=2022-03-27 |title=Survey: Quest 2 Accounted for 80% of Headset Sales in 2021 |url=https://virtualrealitytimes.com/2022/03/27/survey-quest-2-accounted-for-80-of-headset-sales-in-2021/ |access-date=2022-03-29 |website=Virtual Reality Times |language=en-US}}</ref> [[File:R22 VRM Helicopter Training Solution.jpg|thumb|Robinson R22 Virtual Reality Training Device developed by [[Loft Dynamics]]<ref>{{Cite web|title=VRM Switzerland – Professional Flight Training Solutions|url=https://vrm-switzerland.ch/|access-date=2021-05-10|language=en-US}}</ref>]] In 2021, [[European Aviation Safety Agency|EASA]] approved the first Virtual Reality-based Flight Simulation Training Device. The device, made by [[Loft Dynamics]] for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in a virtual environment. This addresses a key risk area in rotorcraft operations,<ref>{{Cite web|title=EASA approves the first Virtual Reality (VR) based Flight Simulation Training Device|url=https://www.easa.europa.eu/newsroom-and-events/press-releases/easa-approves-first-virtual-reality-vr-based-flight-simulation|access-date=2021-05-10|website=EASA|date=26 April 2021 |language=en}}</ref> where statistics show that around 20% of accidents occur during training flights. In 2022, Meta released the [[Meta Quest Pro]]. This device utilised a thinner, visor-like design that was not fully enclosed, and was the first headset by Meta to target mixed reality applications using high-resolution colour video passthrough. It also included integrated [[Facial motion capture|face]] and [[eye tracking]], [[Pancake lens|pancake lenses]], and updated [[Oculus Touch#Touch Pro (Quest Pro)|Touch Pro]] controllers with on-board motion tracking.<ref>{{Cite web |last=Orland |first=Kyle |date=2022-10-28 |title=Meta Quest Pro review: For those with more money than sense |url=https://arstechnica.com/gaming/2022/10/meta-quest-pro-review-for-those-with-more-money-than-sense/ |access-date=2024-07-18 |website=Ars Technica |language=en-us}}</ref><ref>{{Cite web |last=Robertson |first=Adi |date=2022-11-11 |title=Meta Quest Pro review: get me out of here |url=https://www.theverge.com/23451629/meta-quest-pro-vr-headset-horizon-review |access-date=2024-07-18 |website=The Verge |language=en}}</ref> In 2023, Sony released the [[PlayStation VR2]], a follow-up to their 2016 headset. The device includes inside-out tracking, eye-tracked [[foveated rendering]], higher-resolution OLED displays, controllers with adaptive triggers and haptic feedback, [[3D audio effect|3D audio]], and a wider field of view.<ref>{{Cite web |title=PS VR2 Tech Specs {{!}} PlayStation VR2 display, setup and compatibility |url=https://www.playstation.com/en-se/ps-vr2/ps-vr2-tech-specs/ |access-date=2023-03-26 |website=PlayStation |language=en-SE}}</ref> While initially exclusive for use with the [[PlayStation 5]] console, a PC adapter was released in August 2024.<ref name="Adapter">{{cite web |last=Monbleau |first=Timothy |date=January 29, 2025 |title=Everything You Need to Use PlayStation VR2 on PC |website=[[Kotaku]] |url=https://kotaku.com/psvr2-pc-adapter-bluetooth-connection-displayport-1851750509 |access-date=April 14, 2025 }}</ref> Later in 2023, Meta released the [[Meta Quest 3]], the successor to the Quest 2. It features the pancake lenses and mixed reality features of the Quest Pro, as well as an increased field of view and resolution compared to Quest 2.<ref>{{Cite web |last=Pierce |first=David |date=2023-10-09 |title=Meta Quest 3 review: almost the one we've been waiting for |url=https://www.theverge.com/23906313/meta-quest-3-review-vr-mixed-reality-headset |access-date=2024-07-18 |website=The Verge |language=en}}</ref> In October 2024 Meta released a lower cost entry headset the [[Meta Quest 3S]] with the same fresnel lenses as the [[Meta Quest 2|Quest 2]] and a lower resolution of 1832x1920 as compared to 2064x2208 on the [[Meta Quest 3|Quest 3]].<ref>{{Cite web |last=Polanco |first=Tony |date=October 14, 2024 |title=Meta Quest 3S review: The best VR headset for the money |url=https://www.tomsguide.com/computing/vr-ar/meta-quest-3s-review |access-date=Jan 10, 2025 |website=tom's guide |language=en}}</ref> In 2024, Apple released the [[Apple Vision Pro]]. The device is a fully enclosed mixed reality headset that strongly utilises video passthrough. While some VR experiences are available on the device, it lacks standard VR headset features such as external controllers or support for [[OpenXR]] and is instead branded as a "[[Spatial computing|spatial computer]]".<ref>{{Cite web |last=Patel |first=Nilay |date=2024-01-30 |title=Apple Vision Pro review: magic, until it's not |url=https://www.theverge.com/24054862/apple-vision-pro-review-vr-ar-headset-features-price |access-date=2024-07-18 |website=The Verge |language=en}}</ref><ref>{{Cite web |last=Axon |first=Samuel |date=2023-06-06 |title=Hands-on with Apple Vision Pro: This is not a VR headset |url=https://arstechnica.com/gadgets/2023/06/hands-on-with-apple-vision-pro-this-is-not-a-vr-headset/ |access-date=2024-07-18 |website=Ars Technica |language=en-us}}</ref> In 2024, the [[Federal Aviation Administration]] approved its first virtual reality flight simulation training device: Loft Dynamics' virtual reality [[Airbus Helicopters H125]] [[FSTD]]—the same device EASA qualified. As of September 2024, Loft Dynamics remains the only VR FSTD qualified by EASA and the FAA.<ref>{{Cite web|title=Pilots Are Learning To Fly Helicopters In VR, Thanks To This Swiss Startup|url=https://www.forbes.com/sites/jeremybogaisky/2024/07/31/a-swiss-vr-startup-wants-to-transform-pilot-trainingand-it-just-won-a-boost-from-faa/|access-date=2024-09-25|website=Forbes|date=2 September 2024 |language=en}}</ref>
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