Virtual reality headset

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Virtual reality headset called HELMET VISION with panorama lens in use (2016)

A virtual reality headset , or VR headset for short , also called VR or virtual reality glasses and VR or virtual reality helmet , is a type of head-mounted display that gives users an insight into virtual reality ( VR) should provide. They are mostly used in computer and simulation games and are intended to give players the most realistic possible feel ( immersion ). This should be done by two lenses for the eyes , which simulate the player to be in an environment, as well as a holder that ensures that when the head is moved, the headset including the display surface for virtual reality moves with it and the user turns around 360 degrees can be achieved. In addition to computer games, virtual reality headsets are also used to play 360 degree videos and as simulations and digital tools in industry , science and the arts .

Differentiation according to function integration

Holders for smartphones

These VR glasses, which are the simplest of construction, only represent a holder with lenses that can be placed in front of the eyes and into which a smartphone is inserted. The smartphone is used here in an operating mode that divides the display in two. The lenses each project a separate image onto the left and right eyes of the user, creating a relatively large virtual field of view with a stereoscopic impression . Movement tracking (tracking) is limited to 3-axis head rotation (3 degrees of freedom - "3DoF"), as only the gyroscopic sensors available in the smartphone can be used. The quality of the VR experience is therefore primarily limited by the smartphone used and thus achieves the lowest immersion of all types of VR glasses, but the acquisition costs of such a device are comparatively low. Examples are the Cardboard and Daydream models from Google and Samsung Gear VR .

Stand-alone VR headsets

These devices have built-in displays and independently (therefore "stand-alone") take over the entire computing effort required for the VR experience using their own processors. A battery is often installed, so these devices can be operated completely wirelessly, just like smartphone VR glasses. So-called "inside-out tracking" enables complete spatial movement detection of the user (6 degrees of freedom - "6DoF") as well as any hand controllers. For this purpose, the real environment is permanently filmed by integrated cameras and fixed points found are used for orientation, gyroscopic sensors can provide support. The immersion is usually significantly higher than with smartphone holders, but usually lower than in the case of the connected headsets, since the computing power is limited. Current examples are the Oculus Quest and HTC Vive Focus.

Connected (tethered) VR headsets

The most complex but also the most immersive variant are headsets that are connected to an external computer, i.e. a PC or console (e.g. PlayStation VR ). Here, too, the displays are permanently installed, the tracking technology is either fully integrated ("inside-out"), built on in a modular fashion (e.g. hand-held detection sensor from Ultraleap ) or can be controlled by external devices (e.g. "Kinect" camera the PlayStation ) are enabled or supported. These headsets are currently connected to the external processing unit with a cable set, which is also used for power supply. Since the majority of the computing effort is taken over by this, high resolutions and frame rates with short latency times are possible with demanding graphics. Valve Index and the "Vision 8KX" model from Pimax are currently among the most advanced devices in the consumer sector.

control

The HTC Vive with associated controllers
Inside view of a virtual reality headset (here the Oculus Rift )

The possibilities of interacting within a VR experience (e.g. a VR video game ) are very diverse compared to monitor applications. Spatially recorded hand controllers (usually one per hand) are almost always used together with the headset . On the one hand, these support classic input methods through attached buttons, analog sticks or touchpads . On the other hand, their 3-dimensional movement in space serves for interaction and enables, for example, virtual access, tapping or pointer functions. The last-mentioned function is often also mastered by the headsets themselves by moving their heads ( head tracking ); in addition, it is even possible to record eye movements, so-called " eye tracking ". For deeper immersion, additional peripheral devices can be integrated, such as B. omnidirectional treadmills that convert the detected foot movement into a virtual body movement. There are also vests , gloves, etc., which transmit mechanical feedback to the body in order to make the virtual impact of force tangible. Mice , keyboard or controller are usually also supported for simple inputs , and voice input is also possible.

Requirements and operation

View through a virtual reality headset

In contrast to a normal screen, a VR headset provides a separate image for each eye in order to achieve the desired stereoscopic depth effect. Since the display surface is also projected onto a large part of the human field of vision, VR headsets require very high resolutions in order to achieve the same pixel density and thus the graphical feel of a corresponding screen. In order to ensure an immersive, ie "fluid" movement within the virtual environment, all calculations must be carried out in real time with very short latency. According to an engineer from Valve , this should be 7-15 milliseconds, which corresponds to around 70 to 140 frames per second and is also supported by current VR headsets. Overall, a high-performance computer ("gaming PC") or a new generation game console , such as the PlayStation 4, is required for operation.

Health effects

For some people, using a virtual reality headset results in headaches , eye pain , nausea, and other symptoms, some of which are due to the effects of motion sickness .

Well-known VR headsets

Individual evidence

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  5. Eddie Makuch: Xbox One, PS4 "too limited" for Oculus Rift, says creator. In: GameSpot. November 13, 2013. Retrieved March 15, 2019 (American English).
  6. https://www.nasa.gov/ames/spinoff/new_continent_of_ideas/
  7. https://archive.org/details/DouglasAdams-Hyperland/
  8. Tom Warren: A closer look at HTC's new higher-resolution Vive Pro. January 9, 2018, accessed May 10, 2019 .
  9. Markus Böhm: Oculus Quest in the test: The ideal entry into virtual reality . In: Spiegel Online . May 3, 2019 ( spiegel.de [accessed May 10, 2019]).
  10. heise online: A short test of the Oculus Rift S VR headset: three steps forward, three backward. Retrieved May 10, 2019 .
  11. Valve Index VR - Release on June 15th, new details about the VR headset - GameStar. April 2, 2019, accessed April 3, 2019 .
  12. Heise online: Vive Pro Eye: VR headset with eye tracking tried out. Retrieved May 10, 2019 .
  13. HTC Vive: Cosmos is apparently an expandable VR headset - Golem.de. Retrieved on May 10, 2019 (German).
  14. Labo VR: Nintendo Switch gets virtual reality made of cardboard - Golem.de. Accessed March 15, 2019 (German).