Interesting articles Archives - In-Stitute 5D https://5dinstitute.org/category/interesting-articles/ Blog about virtual reality technology Thu, 30 Mar 2023 09:00:42 +0000 en-US hourly 1 https://wordpress.org/?v=6.2 https://5dinstitute.org/wp-content/uploads/2023/03/cropped-augmented-g081fc70ab_640-32x32.png Interesting articles Archives - In-Stitute 5D https://5dinstitute.org/category/interesting-articles/ 32 32 When did virtual reality appear? https://5dinstitute.org/when-did-virtual-reality-appear/ Tue, 17 Jan 2023 08:49:00 +0000 https://5dinstitute.org/?p=68 Virtual reality technology first began to be discussed in works of fiction. A 1935 story "Pygmalion's Glasses" described the principle of modern VR

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Virtual reality technology first began to be discussed in works of fiction. A 1935 story “Pygmalion’s Glasses” described the principle of modern VR: wearing special glasses, the characters become participants in the movie, feel smells, touch and even talk to the characters.

Perhaps the author was inspired by the stereoscope created in 1838 by Charles Wheatston. Through the stereoscope, viewers looked at a picture that appeared three-dimensional through mirrors. The design principles of the stereoscope are still used today in VR goggle systems for smartphones.

In 1962, the Sensorama machine was invented, playing short films. The viewer was involved in the action on the screen as the device engaged the senses – sight, hearing, smell and touch. Sensorama mimicked tactile effects, such as wind.

There was another significant prototype of modern VR helmets in 1968, the Sword of Damocles. In addition to immersion, the system could track the user’s gaze and head.

Finally, in the 1980s, the term “VR” was created and popularized by scientist Jaron Lanier, who founded VPL Research. His company created several VR devices such as VR gloves and VR glasses.

In the 20th century, VR underwent a series of failures in the mass-market phase, so the technology existed only in the form of concepts. It didn’t gain recognition until 2010, when Palmer Lackey announced the first consumer Oculus Rift helmet. It was the first headset with which virtual reality began to be commercialized, and subsequently actively developed the technology.

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CAVE Virtual Reality System: Wide Application https://5dinstitute.org/cave-virtual-reality-system/ Tue, 20 Apr 2021 08:55:00 +0000 https://5dinstitute.org/?p=71 Although now to buy a virtual reality room seeks mainly the owners of gaming clubs, the scope of its application is much wider.

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Although now to buy a virtual reality room seeks mainly the owners of gaming clubs, the scope of its application is much wider. For example, it is used in design, in the economy, and even as training simulators. They are ordered by manufacturers of cars, planes, ships, and other equipment, and presentations, training, marketing, and other studies are conducted on them.

Virtual reality rooms for the games are suitable for all fans of shooters or other genres of games, as they allow for a better immersion in virtual reality. However, there is a significant but – their price differs in a larger direction than that of conventional VR glasses. The main features of the rooms are:

The highest picture resolution, which allows you to scrutinize every detail.
Low ping, which allows you to enjoy tracking without lag.
Standard, human field of view.
Tracking motion not only of your head and body, but even your fingers if you use virtual reality gloves.
CAVE virtual reality game rooms, in addition to full immersion in the picture of what is happening, also give the possibility of free movement: unlike such a VR device as a helmet (HMD – Head-Mounted Displays), here the user is not constrained by wires.

There is also an opportunity to see your own body, which is also important – it prevents you from keeping your balance even during the most active games, which means you will not get seasick and will not have a headache after the session.

As a rule, commercial gaming VR CAVE provides an hourly fee, and for the investment of this novelty from the world of high technology is the best fit. In addition to goggles, you can use gloves, suits and special VR controllers in the room, which allows you to delve even deeper into the illusory world of 3D.

Buy the novelty and a variety of high-tech companies that value and maintain their ultra-modern image. By the way, when looking at layouts it is convenient to have several people in the room at once, and although the picture in stereo can only see one of them, the rest can still take part in the discussion, to give advice.

So, designers and architects all over the world are already working with VR CAVE, presenting their customers a virtual layout in 3D, and it is truly impressive: what we know from fantasy movies as a hologram from our childhood is now quite accessible in a VR room. When a person enters a room, puts on glasses and sees an almost real object in front of him, he involuntarily wants to touch it with his hands, showing extreme interest.

Most advanced companies want such a tool in their arsenal, and MSU’s long experience shows that this investment will not be in vain and has long-term prospects.

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