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Cardbook Case Study

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By 2016 there were at least 230 companies developing VR-related products. Facebook has 400 employees focused on VR development; Google, Apple, Amazon, Microsoft, Sony and Samsung all had dedicated
AR and VR groups
Sony announced Project Morpheus (its code name for PlayStation VR), a virtual reality headset for the
PlayStation 4 video game console.[36] Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones. The user places their smartphone in the cardboard holder, which they wear on their head
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 …show more content…

The concept was later adapted into the personal computer-based, 3D virtual world Second Life.[28]
The Virtual Boy was created by Nintendo and was released in Japan on July 21, 1995 and in North
America on August 15, 1995.[26] Also in 1995, a group in Seattle created public demonstrations of a
"CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[27] The same system was shown in 1996 in tradeshow exhibits sponsored by Netscape Communications.[citation needed] Forte released the VFX1, a PC-powered virtual reality headset in 1995, which was supported by games including Descent, Star Wars: Dark
Forces, System Shock and Quake.
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[23][24] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[25] Also in 1994 Apple released
QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas
In 1992 researcher Louis Rosenberg created the Virtual Fixtures system at the U.S. Air Force’s Armstrong
Labs using a full upper-body exoskeleton, enabling a physically realistic virtual reality in 3D. The system

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