{"id":239,"date":"2016-06-02T08:26:20","date_gmt":"2016-06-02T08:26:20","guid":{"rendered":"https:\/\/thevirtualrealityhq.com\/?p=239"},"modified":"2017-06-22T08:13:37","modified_gmt":"2017-06-22T08:13:37","slug":"virtual-reality-gadgets","status":"publish","type":"post","link":"https:\/\/thevirtualrealityhq.com\/virtual-reality-gadgets\/","title":{"rendered":"Virtual Reality Gadgets"},"content":{"rendered":"

When people think of virtual reality<\/a> their first thoughts are often of a futuristic user standing with high-tech goggles on their head, reaching around a virtual world. However, virtual reality gadgets extend far beyond these science fiction notions of headsets to encompass a whole range of devices.<\/p>\n

Since the first head mounted display was produced in the 1960s, virtual reality gadgets have attempted many times to become a mainstream form of entertainment. However, many failed attempts at these devices have left the public sometimes feeling underwhelmed with the technology.<\/p>\n

\"Using<\/p>\n

With constant improvements<\/strong> by researchers and developers in virtual reality, the gadgets that we see will improve and inspire. Current gadgets such as VR glasses, helmets, gloves<\/a>, and keyboards are just a few of the ways which gamers can immerse themselves in their simulated environments, a far cry from these early models.<\/p>\n

However, with all of the advancements, the future of virtual reality gadgets may be in question. As developers look for ways to use the human brain as a controller in virtual worlds, we may see a decrease in the gadgets needed to interact in these simulated environments.<\/p>\n

Early VR Gadgets<\/h2>\n

With most computerised gadgets, their capabilities continue to grow while their size usually shrinks. This is the case with many items we use daily, such as computers and cell phones, which both started out a lot larger than the models we know today.<\/p>\n

The same can be said for early virtual reality gadgets, particularly the virtual reality headset<\/a>. The very first<\/strong> head mounted display that used a computer connection was titled the Sword of Damocles<\/a>, for the very reason that it had to be lowered onto the user\u2019s head from a ceiling suspension. Invented in 1966, this device was very primitive in terms of capabilities but nonetheless it sparked interest in virtual headsets.<\/p>\n

Virtual gaming glasses that were found in arcades in the 90s were also quite large in size and usually relied on the user to sit in a large device to play. This type of gaming helmet model overshadows the small style of virtual headset we use today, such as the Google Cardboard,<\/a> which can fit easily in the palm of your hand.<\/p>\n

Some other popular VR gadgets which attempted to bring this type of technology into the mainstream include:<\/p>\n

Sega VR<\/h3>\n

One of the first<\/strong> attempts at a virtual reality helmet for gamers at home, Sega announced plans to launch their own VR system in 1991. Although launched successfully in arcades a couple of years later, the home version never eventuated.<\/p>\n

This system relied on an LCD screen and stereo speakers worn on a visor which allowed the user to play at least four games which were to be released with the system. However, reported side effects to testers meant that the device was never launched to the public.<\/p>\n

\"Sega<\/p>\n

Nintendo Virtual Boy<\/h3>\n

Released in 1995, Nintendo\u2019s Virtual Boy was hyped to be one of the biggest VR gadgets to ever hit the mainstream. Advertised as a revolutionary product<\/strong>, this gaming helmet was one of the few times that gaming giants Nintendo appear to have gotten it wrong.<\/p>\n

The Virtual Boy featured a monochromatic helmet which displayed the games in 3D mode. However, the quality of images wasn\u2019t enough to satisfy the public and a lack of titles available meant that this system was discontinued the following year.<\/p>\n

3D TV<\/h3>\n

In 2010, there was much hype surrounding the launch of digital televisions which would broadcast images in 3D. These gadgets followed the limited success of 3D films<\/a> at the cinemas and hoped to transfer this interest to the home user. Broadcasters also wanted to get involved, with the promise of sporting games and other events to be displayed in 3D.<\/p>\n

Users would be required to wear a pair of 3D glasses when watching their TV, making the novelty quick to disappear. Eventually, a lack of interest from the public marked the end of this product. There are still some 3D-capable televisions available to purchase, but the smart TV 2D device has been far more successful<\/strong>.<\/p>\n

Google Glass<\/h3>\n

Although not entirely the same as the other virtual reality helmets, Google Glass was another failed attempt to bring this technology to the public. Similar to the launch of Google Cardboard, this gadget attempted to give users a taste of virtual realities and high-end electronics that allow you to switch technologies with voice control.<\/p>\n

Unlike Cardboard, though, Google Glass was priced at around $1,500 for a glorified pair of voice activated glasses. It was out of reach for most consumers and overhyped for those who could afford it. However, Google has promised that their Glass gadget is still being improved with a new generation set to launch in the future.<\/p>\n

While early VR gadgets are thought to be basic and primitive, without them we wouldn\u2019t have the models for which our electronics are based on today. Developers and researchers can learn from the failed aspects of these products to improve on new ideas<\/strong> so that one day virtual reality for the mainstream is a possibility.<\/p>\n

\"Red<\/p>\n

VR Gloves<\/h3>\n

Virtual reality gloves have always been a popular gadget<\/strong> in this area, dating back to the first instance in 1977 with the Sayre Glove which marked one of the first instances of gesture recognition. Wired gloves or data gloves, as they\u2019re commonly known, have long been a companion to virtual gamers as they allow them to incorporate their own movements within the game.<\/p>\n

From their initial invention, VR gloves<\/a> have made significant advancements. In 1989, Nintendo released the Power Glove which was a bulky device complete with buttons and sensors. Although it had great initial hype, the gadget failed to sell as it wasn\u2019t packaged with a game and the controls were difficult to use and imprecise.<\/p>\n

Following this failed attempt, there have been many variations to wired gloves, until modern times when the technology has advanced enough to create a truly immersive experience.<\/p>\n

One of the most hyped gadgets<\/strong> in this area is the Manus VR gloves<\/a>, launching around September 2016. Currently, the gloves work with HTC Vive only but are set to be compatible with both Oculus Rift and PlayStation 4 VR<\/a> eventually.<\/p>\n

Where they differ from the current tools already available are that they allow you real hand presence within a simulated environment, without needing to hold a bulky gamepad or controller. By using just your hands to control your environment, these VR gloves will allow for greater immersion.<\/p>\n

The technology behind wired or VR gloves differs for each product, but the three main approaches are:<\/p>\n

Fibre Optic<\/h4>\n

Fingers are measured using fibre optic cables located in the glove. As light passes through the cables to a sensor the computer reads the amount of light to determine where the user\u2019s fingers are. To work correctly, these gloves should be calibrated to the specific player before use.<\/p>\n

Electrically Conductive Ink<\/h4>\n

The glove\u2019s material is coated with electrically conductive ink which senses the user\u2019s hand and finger positions. As the gamer moves, the resistance changes and allows the CPU to respond. Although less expensive than other modes, it\u2019s also the least effective.<\/p>\n

\"Electrically<\/p>\n

Dextrous Hand Master (DHM)<\/h4>\n

By far the most advanced science<\/strong> behind VR gloves is DHM. This accurate glove has sensors for each finger which attach to your own joints as links. Although they can be bulky, they act as an exoskeleton for the user and provide accuracy and precision.<\/p>\n

VR Keyboard<\/h3>\n

When discussing keyboards<\/a> in the realm of virtual reality, there are a few different devices<\/strong> available. One is a virtual keyboard that exists only in the simulated environment and is still a work in progress for some developers. The other, a virtual keyboard that is beamed onto the user\u2019s desk in the real world which allows them to type through optical recognition.<\/p>\n

The new innovations of virtual keyboards will one day allow gamers to type on a device that appears in their simulated environment. While there are currently some applications available for download to use with Oculus Rift, the technology still isn\u2019t precise enough to allow for correct use.<\/p>\n

The laser virtual keyboards which beam the image of a keyboard onto your desk or workspace are connected to your phone or computer through an app. The user types on this projected image of a keyboard and using optical recognition<\/strong>, the software translates the keystrokes to the document or other application on your device.<\/p>\n

Developing virtual reality keyboards further will be extremely important to this technology if it\u2019s to one day become more than just an entertainment device. As employees may one day work with simulated environments and students learn from virtual classrooms, creating equipment that works as well as their real-world counterparts are crucial.<\/p>\n

VR Glasses<\/h3>\n

With so many expensive devices now on the market<\/a>, basic VR glasses have seen an increase in popularity too. Without needing any technical cables or electronics, these gadgets are changing the way we access simulated worlds.<\/p>\n

The most popular form<\/strong> of VR glasses would be Google Cardboard, which is constructed from basic cardboard to form a viewer that connects to your smartphone. The key to these glasses<\/a> is that all of the technology comes from your phone, where the glasses are simply a way to view it.<\/p>\n

\"White<\/p>\n

Google announced plans for the Cardboard 3D VR glasses at their developers\u2019 conference in 2014 as a way for the public to experiment and create with virtual reality. Not only is there an app which allows for virtual viewing of movies and games, but also a development kit which encourages users to create their own shareable content.<\/p>\n

True to Google\u2019s form, this invention has been an affordable and effective<\/strong> way for people to witness virtual reality without having to spend hundreds on expensive devices. Never intended to be a huge profit maker for the company, it was more about sparking discussion and innovation from users.<\/p>\n

As of January 2016, over 5 million Cardboard viewers have been sold. Retailing at under $20, Google Cardboard<\/a> and its many virtual reality glasses variations are effectively cheap and easy to use. However, to experience this amazing technology at home for there is a way to make your own virtual reality goggles<\/a>.<\/p>\n

Materials<\/h4>\n