Products
Diversas empresas están trabajando actualmente sobre productos de realidad virtual. Algunos están en fase de desarrollo, otros disponibles comercialmente:.
Helmets or glasses
Also known as HMD (head-mounted display), there are basically two types: those with a built-in screen and those that are essentially a casing for the user to insert a smartphone.
As for the display, LCD technology used to be used, although some are beginning to appear, such as the Razer OSVR HDK 2, the PlayStation VR itself, or the new Oculus with OLED screens. While some HMDs use two LCD displays (one for each eye), others opt for a single display with a division in the center. Some have lenses placed between the eyes and the display, and can be adjusted to the distance of the eyes. The lenses modify the image for each eye, changing the angle of the 2D image of each display to create a 3D effect, simulating the differences with which things are seen with one eye compared to the other.[67].
Another important aspect of HMDs is the field of view. Human beings have a horizontal field of vision of about 180° to 220°, sometimes more, although it varies from person to person. This vision is monocular, that is, it is only perceived by one of the two eyes. The field of vision perceived by both eyes (and therefore seen in 3D) is about 114°. For this reason, a 360° field of view would be unnecessary. Most HMDs operate with a field of view between 110° and 120°.[67][68].
Finally, two points must be highlighted: frames per second (FPS) and latency. A minimum of 60 FPS is essential so that the eye perceives the images naturally and does not cause dizziness. All major HMDs exceed this minimum. The other point is the latency, which must be less than 20 ms so that the user does not experience a feeling of delay between what they do and what they see.[67].
• - Rift: virtual reality device for both recreational and professional uses, developed by the company Oculus VR (acquired by Facebook for almost 2 billion euros in 2014[69]). It is in the development phase but you can buy its experimental model. It works connected to a computer, where the software runs, allowing you to take advantage of all the power of that computer for your recreation of the virtual world.
• - PlayStation VR: also known as Morpheus, is a virtual reality headset currently under development by Sony. It is designed to be fully functional with the Playstation 4 and Playstation 4 Pro console. Released on October 13, 2016.
• - Vive: joint project of Valve Corporation and HTC, currently in development, of an HMD with an announced resolution of 1080x1200 for each eye, refresh rate of 90 Hz, and more than 70 position and orientation sensors. It is part of Valve's SteamVR project, its viewing range is 100°.
• - VivePro: Launched in early 2018, they stand out for their superior image clarity than their predecessor, consecutively integrating two cameras that allow better user tracking for a better experience. On the other hand, they offer better comfort as they are lighter and for the first time the headphones are included, standing out from the previous model by not having to purchase an extra accessory. Separately, they offer the company's first transmitter working at 60 Hz, excusing the TPcast Archived May 10, 2020 at the Wayback Machine.
• - StarVR"): developed by Starbreeze Studios and compatible with the SteamVR open system. They stand out for their wide field of vision (210º) by using two 2560 x 1440 screens, one for each eye.
• - FOVE VR"): They have the peculiarity of incorporating eye tracking, which allows things like focusing the image according to where you are looking, or new forms of visual interaction.
• - Pimax 4k"): they have two 2k monitors culminating in 4k vision. Unlike the competition, the glasses have a gyroscope sensor instead of the already known motion tracking.
• - Pimax 8k"): compatible with SteamVR "Steamroller (microarchitecture)"), these glasses incorporate two 4k monitors and have tracking points for compatibility with scanning sensors. Their first instance was thanks to Kickstarter where the Pimax company innovated with the prototype with 200° of vision, surpassing the competition. Finally, they have eye tracking and compatibility with HTC Vive.
• - Gear VR: virtual reality device developed by Samsung in collaboration with Oculus VR. Unlike the Oculus Rift, it does not include a screen, but is mostly a case with some buttons and an advanced motion sensor, designed to place advanced phones from Samsung itself that will act as a screen and computer processor.
• - Cardboard: cardboard casing developed by Google and intended to be able to cheaply experience virtual reality at home by placing a smartphone of any brand in it.[70][71] Launched in 2014 and discontinued in 2021.
• - Daydream View: viewer of the Daydream virtual reality platform developed by Google. Launched in 2016 and discontinued in 2019, it was compatible with a few certified mobile devices and was accompanied by a controller with orientation sensors. The first services presented were Google Street View or a cinema experience.[72].
• - Virtual Boy: console launched by Nintendo in 1995 that included monochrome glasses that reproduced a 3D environment, therefore a precursor to virtual reality. Its commercial failure caused it to disappear from the market the year after its launch.
• - Forte VFX1"): was an HMD launched on the market in 1995. It connected to a PC and offered a stereoscopic image with three-axis head tracking and a resolution of 263 x 230 pixels per eye.
• - eMagin Z800 3DVisor"): HMD manufactured since 2005, with two 800x600 pixel OLED screens, which was mainly intended for viewing 3D images or for use as a portable monitor, although it also incorporated motion sensors that made it possible to use them with first-person shooter video games.[73].
Position sensors
The most advanced HMDs are sold accompanied by devices known as position sensors that, placed in the room, allow the system to determine the location of the HMD and other peripherals that the user may carry, thus giving the user the possibility of moving freely in the virtual space to scale.
Among the best known are the Lighthouse used by the HTC Vive glasses, or the Constellation used by the Oculus Rift. [74]
Drivers
Virtual reality systems usually incorporate control devices that allow interaction with the displayed environment, and which normally consist of controls with buttons that are held with the hands and that have absolute positional tracking. This is the case of the Oculus Touch or the HTC Vive controllers or the Sony PSVR. There are also gloves, or position sensors capable of detecting the position of the body or parts of it.
• - Leap Motion"): accessory consisting of a sensor that remotely perceives the movements of the hand, thus converting it into an input device (a controller).
• - STEM System"): system for wireless detection of body movements, developed by the company Sixense. It represents an extension on the Razer Hydra controller, from the same manufacturer (Sixense).
• - PrioVR"): similar in functionality to the previous one, it is responsible for transferring the user's body movements to the virtual environment.
• - Gloveone"): virtual reality haptic device developed by NeuroDigital Technologies. It is a glove that allows receiving haptic sensations through ten actuators strategically arranged on the fingertips and palm of the hand in order to give the user the sensation of having or feeling an object in their own hand. Gloveone also provides hand and finger tracking by itself, although it is 100% compatible with Leap Motion and RealSense. It allows you to interact with objects displayed on the screen. from a computer or on an HMD such as the Rift, Gear VR, Vive or OSVR.[75].
• - PowerClaw"): interface that stimulates the skin, developing the sense of touch. The device has the functionality of generating the sensation of heat, cold, vibration and roughness. This system has direct integration with the Oculus Rift, virtual reality helmet and Leap Motion"), which is a gesture control system.
• - HTC Vive Virtual Reality System Tracker: External sensor to the viewers that integrates information to the positioning sensors to incorporate everyday objects into virtual reality by emitting information about their positioning.[76].
• - VR Gun: Device that incorporates the HTC VIVE Virtual Reality System Tracker") to an external control in the form of a weapon in order to make the virtual reality experience more enjoyable and integrate into shooting games.[77].
• - Pimax Controller"): Controller similar to the predecessors, however, they have a pad similar to that of the Oculust Rift but incorporating a ribbon that makes it possible to hold the controller without having to use fingers, giving the user the sensation of grabbing and releasing objects within the visual environment when connecting in virtual reality. The built-in triggers allude to the predecessor designs to comply with compatibility in Steam and flight simulators.[78] They are also compatible with the positioning sensors of HTC Vive.[79][80].
Other peripherals
• - Virtuix Omni: peripheral accessory for the Rift, consisting of an omnidirectional platform on which the user can walk without leaving the site.
• - Cyberith Virtualizer"): another omnidirectional platform, similar to the previous one, developed by an Austrian company.
• - TPcast Archived May 10, 2020 at the Wayback Machine: complementary accessory for Oculus and HTC Vive that allows wireless transmission, however, external batteries and a Wifi signal repeater are required.
Other systems
• - 
CAVE system at the University of Illinois at Chicago
CAVE System (Cave Automatic Virtual Environment): is a technology that creates a virtual reality environment in a cube-shaped room, on whose walls images are projected. The user, located in the center of the cube, observes the images around him with 3D glasses to have a sense of depth. The sound is generated with speakers located at different points in the room. These systems have existed since the 1990s.
Software and content
Along with the hardware products just mentioned, various companies are developing software and content, with the tools available for this, to be enjoyed through virtual reality devices. Some that can be highlighted are:
• - Demos (environments to explore): Tuscany Dive, Riftcoaster, Evil Dead Project, Cmoar Roller Coaster VR, Ready Player One: OASIS beta"), among others.[81].
• - Video games: Elite: Dangerous, Alien Isolation, EVE Valkyrie, Hardcode VR, Herobound, Lamper VR, Anshar Wars 2, Land's End, House of Terror VR, and others; as well as mods of classic games adapted to VR such as Team Fortress 2, Half-Life 2, Richard Burns Rally, Quake VR, The Elder Scroll V SKYRIM VR, Doom VR, Fallout 3 VR and others.[82].
• - Video: 360 videos of different genres (documentary, fiction, recreation, musical, among others) and applications to view them (Youtube, Within, Cineveo, CineVR, etc.).[83].
• - Education: Space Engine, Expeditions, Unimersiv, Apollo 11 VR, Hindenburg VR, Oneiric Masterpieces - Paris, Douarnenez VR, Great Pyramid VR, 7VR Wonders, 3D Organon VR Anatomy, The Body VR: Journey Inside a Cell, InCell VR, InMind VR.[84].
• - Virtual tourism: VR Cities, Sites in VR, Visoplaces.
• - Plastic arts: Inception VR.
• - Communication: AltspaceVR.
• - Medicine: ER VR, 3D Organon VR Anatomy, The Body VR: Journey Inside a Cell.[85].
• - Utilities: MINT VR, Supermedium- VR Browser, Pluto, LIV client, NVR Player, Hub Culture VR, HELI, Windows Mixed Reality for SteamVR, VoxVR, VRMakingSense, Virtual Sapce, among others.[86].
• - Solidarity: Empowered Reality.[87].
Problems identified by consumers
Forbes identifies four problems to avoid in upcoming VR products:[88].
• - Need to connect the glasses to a PC (the introduction of a mobile phone is important).
• - Price too high for most people.
• - Lack of content that justifies the purchase.
• - Very heavy helmets, which allows them to be worn only for a limited time.
• - Only one user can occupy the device at a time.[89].
Other aspects that are sometimes criticized are:
• - High demands on PC graphics cards.
• - Some helmets do not include headphones, making the experience uncomfortable.
• - You need ample space to scale the motion sensors.
• - Eye fatigue after long exposure.
• - Ability to hit objects in the room while using the headset.
• - The use of prescription lenses does not favor the VR experience due to the use of the helmet.
• - Difficulty sharing the experience (the viewer is for individual use).
• - Reduced field of vision with deformation on the sides.
• - Use of cables that hinder movement.[90].
• - Heavy controls without flexibility.
• - Not suitable for epileptic users.
• - Problems in positioning sensors.[91].
• - Requirements of large empty spaces for a correct arrangement of positioning sensors.[92].