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What happened to Virtual Reality helmets?

category: residue [glöplog]
The newly developed device, however, creates “real” 3D images by using laser light, which is focused through a lens at points in space above the device, to create plasma emissions from the nitrogen and oxygen in the air at the point of focus.

I wouldn't want to get in the way of that.
added on the 2007-08-29 23:37:50 by doomdoom doomdoom
What happened to Virtual Reality helmets?

I found the stuff back. Here they are:

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added on the 2007-08-31 13:29:41 by krabob krabob
imbusy: The last scene ist pretty impressive, showing a runner in full 3D. If the projector would be RGB, it would rock...
added on the 2007-08-31 13:38:02 by raer raer
http://www.engadget.com/2007/08/31/researchers-develop-a-360-degree-holographic- display/ <-- pretty good for rotating 3D objets :))))
But it cant render indoor scenes... And I don't want to go inside the device...
added on the 2007-08-31 13:38:26 by tobé tobé
Spinning screen displays have been around for ages though.


And you can buy that one if you want. And if you have £60k..
added on the 2007-08-31 13:59:27 by doomdoom doomdoom
I couldn't find a link in English, but Philips announced at the IFA that's currently going on in Berlin that they expect to be selling consumer 3D TV's in large volumes in less than 5 years. More info about there technology can be found here:

added on the 2007-09-02 17:53:50 by sparcus sparcus
Broderick: Will be in Copenhagen airport in a week. Will try to find it.
added on the 2007-09-02 20:34:18 by cruzer cruzer
I finally saw the "3D" screen in CPH airport. What a let down. There was nothing 3D about it whatsoever. It was just a flat screen reflected in some glass. Like watching a TV mirrored in a window.
added on the 2007-09-11 11:51:46 by cruzer cruzer
Wtf !!! :D
added on the 2007-09-11 12:05:30 by bdk bdk
If the projector would be RGB, it would rock...

The Game Boy came out in 1989, the Super Game Boy came 5 years later and in 1998 Nintendo was able to bring the Game Boy color, which was smaller and used less battery power. Nine years aren't that much ... ;)
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added on the 2007-09-17 12:52:35 by hollowman hollowman
I wrote a list of recent Head mounted display.

I don't have any HMD, but they might be good for watching demos.
Mobile HMD can be used as display for small computer like Raspberry Pi.
added on the 2012-10-18 23:02:04 by tomohiro tomohiro
fov of current HMDs is to small imho.
lets wait what the oculus rift project sets up... it could be the first usable vr helmet with head tracking.
added on the 2012-10-19 15:19:26 by xeNusion xeNusion
HMD for VR would be required to cover view.
Horizonal FOV of human eye is almost 180 degree.
So we need HMD with 180 degree FOV for best VR?

Oculus rift has best FOV but its horizonal resolution is only 640.
I hope Consumer version has more resolution.
added on the 2012-10-19 23:31:02 by tomohiro tomohiro
Well tomohiro you should consider this. The supposed consumer version is 1280*800 (according to wikipedia), so 640*800 per eye. Either way you calculate it you should get the same result. I can't quite remember how to do retinal dpi calculation, but ill just use http://isthisretina.com/ for the purposes of this.

Assuming the 5.6" from the devkit stays the same, and if we assume thats for each eye, we get it to be retina at over 19 inches away.

If we assume its for both LCD's combined on the other hand, we get a much better 13 inches away.

If the 5.6 is for both screens then to get retina at what I would assume is probably 1.5 inches away from the eye, you would need a resolution of around 12800 x 8000, which is a bit unreasonable with current tech.

As far as HUD's go, laser projections and something similar to the screen in the Recon MOD are probably good enough.
added on the 2012-10-23 05:51:40 by Hofstee Hofstee
Aw cmon, BB Code didn't work.
added on the 2012-10-23 05:52:34 by Hofstee Hofstee
Maybe retrofuture will come back.
Expect times of great motion sickness and throwing up buckets.
added on the 2012-10-23 08:16:28 by Optimus Optimus
The biggest challenge for a good VR helmet is probably making the thing follow the head movements without lagging considerably. You must both detect the movement, render the corresponding image and push it to the display within x ms, or the wearer is in for some seasickness. This would probably require tight hardware/software integration to get right. Does anyone even make a VR helmet that tries to track head movement today?
added on the 2012-10-23 12:31:52 by nitro2k01 nitro2k01
oculus rift is well known for being low latency.
added on the 2012-10-24 00:39:42 by Hofstee Hofstee
Uhm...... that would be messed up really.
I added about pixels per degree and head tracing infos to my HMD list.

I don't understand what's "Resolution: 1280x800 (640x800 per eye)" exactly means.
Oculus Rift has two 1280x800 displays or two 640x800 displays?
If it has latter one, how it combine displays to make 1280x800 image?
wikipedia says

resolution is 1280x800 which is split between both eyes, rendering the effective resolution at 640x800 in stereoscopic 3D."

so you see 640x800 resolution image in stereoscopic 3D?

When you talk about pixel density of HMD, I think you should use FOV or virtual screen size instead of physical display size.
Because most of HMD have lenses or some optical devices and you watch image through them.
Without optical tech, you directly watch displays which is very close to your eyes.
Your eyes focus very short distance and you will get tired soon.

Oculus Rift, Wrap 1200 and cinemizer OLED can have head tracing device.
I found a video demonstrating cinemizer with head tracing.
Other head trackings:

added on the 2012-10-25 20:50:15 by tomohiro tomohiro
I'm sorry.
I fixed BB Code.
video demonstrating cinemizer with head tracing.
Other head trackings:
added on the 2012-10-25 20:53:05 by tomohiro tomohiro


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