Building the Future: Overview of Virtual Reality (VR) Headsets
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Building the Future: Overview of Virtual Reality (VR) Headsets

Building the Future
Human-Centered Design
Emerging Technology

Virtual Reality

In 1965 Ivan Sutherland published his concept “Ultimate Display.” This described the ability to simulate reality to the point where one could not tell the difference from actual reality. Important factors of this concept are as follows:

Sutherland’s theory would become the backbone of the concepts currently coined Virtual Reality (VR). HMDs are now commonly referred to as VR headsets. Through the years, improvements to the capabilities of VR headsets have inched closer to Sutherland’s concept of simulating reality.

Origins of VR Headsets

Cinematographer Morton Heilig patented two enormously important machines with regard to the concept of virtual reality. In 1956 he built the “Sensorama,” which was the first virtual reality machine in history. This booth had the intention of stimulating the user’s senses while viewing short films. Stimulation was accomplished by the implementation of a stereoscopic 3D screen, scent producers, vibrating chairs, and stereo speakers. Then in 1960, Heilig patented the first HMD known as a “Telesphere Mask.” Although this device was for video and not VR experiences, it appears similar to VR headsets available today. The “Telesphere Mask” could provide stereoscopic 3D images and stereo sound to the user.
The first VR headset, named “The Sword of Damocles”, was created by Ivan Sutherland and Bob Sproull in 1968. The headset was connected to a computer and allowed for viewing of simple wire-frame shapes. Most importantly, this device introduced a head-tracking system, allowing the 3D shapes to change perspective as the head moved. This was not developed further due to the excessive weight and the necessity for the device to be suspended from the ceiling.

Trends in VR Headset Technology

Video

As previously mentioned, early examples of this technology involved the use of stereoscopic 3D imaging. Since then, there has been a massive improvement in the viewing capability of VR headsets. The implementation of screens for each eye has allowed for improved 3D viewing and has become a VR industry standard. 

Palmer Luckey designed the prototype of the Oculus Rift in 2010. This device produced a 90-degree field of vision that was previously unseen in the consumer market. This was done by using software that provided pre-distorted images in real time that are seen undistorted, through a lens capable of wide viewing angle. This method has been used for later Oculus and Meta designs to further improve the viewing angle. Oculus has since demonstrated a prototype called the Half Dome, which is a varifocal headset with a 140-degree field of vision.

Meta has since simplified the varifocal viewing technology for VR headsets with the most recent prototype the Half Dome 3. The special lenses generate up to 64 different focal planes, providing the eye with the depth information used to focus on objects properly. These “progressive lenses” could be a major breakthrough for both visual quality improvement and comfortability issues that arise from a phenomenon known as vergence-accommodation conflict (VAC). Varifocal tech also provides the potential for expanding the field of vision for products, without distortion and eye fatigue.

The quality of video for VR headsets has increased enormously in recent years. When Nintendo developed the Virtual Boy VR for gaming in 1995, the resolution per eye was 384x224. Screen technology changes and the easement of screen manufacturing have led to the ability of VR manufacturers to provide a better viewing experience. For example, the 2021 HTC Vive Flow boasts 1600x1600 resolution per eye and a 100-degree viewing angle.

Tracking

Head tracking allows for the image to rotate as the user moves. Since “The Sword of Damocles,” this capability has been a mainstay in the market of VR headsets. Developments in motion sensor technology have led to extremely accurate changes in perspective during use. There is a trend in new VR equipment that increases the degrees of freedom (DOF) as well. This references the number of directions detectable with regard to movement tracking. Higher DOF allows for more natural movement in the VR experiences.

Facial tracking available with the Meta Quest Pro, has shown to be an emerging trend in the technology. Along with the development of social VR applications, this allows for eye position and facial expressions to be projected on user avatars, leading to more realistic and communicative social interaction between users.

Latency is a statistic that is of the utmost importance for accomplishing a true “virtual reality” experience. Latency refers to the amount of time that it takes for the system to react and respond to commands or movements. If the system does not react in a seemingly instant manner, the experience does not feel real. Improvements in sensor and computing technology for newer VR headset models have helped disarm latency concerns.

The addition of controllers to work with VR headsets has been popularized by companies such as Oculus, Playstation, and Samsung. These additions are usually associated with gameplay applications using VR headsets. They have buttons and motion tracking capabilities for use in numerous VR applications as well. These accessories have trended away from cords and into wireless connections to headset devices.

Standalone Devices

Since the rise of public interest in the last decade, Oculus (owned by Meta) has been at the forefront of the consumer VR market. Possibly the largest change introduced was the mainstream movement into standalone VR headsets, which has become an industry standard. Many early versions of this technology relied on an external computer or gaming console. Most current models possess the computing power to function without outside support. Recent standalone VR headset examples include the Pimax Portal, Meta Quest Pro, and Lenovo Legion VR700.

Mixed Reality

Mixed reality is an ongoing trend as headset technology continues to grow, adapt to consumer needs, and become cheaper to manufacture. The idea is to blend the concept of VR with similar augmented reality (AR) traits. Present examples include Microsoft HoloLens and the Varjo XR-3. With the Varjo headset, external cameras are added to capture the surroundings of the user. This allows the user to interact and manipulate both physical and virtual items and environments.

The Dura Digital Takeaway

Dura Digital is always exploring and investing in emerging technologies including virtual reality, with the goal of offering valuable knowledge and insights that can help ignite a digital transformation. Contact our team if you are interested in learning more about virtual or mixed reality and how these technologies can be utilized within your organization.

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Building the Future: Overview of Virtual Reality (VR) Headsets

Dura Digital
Dura Digital
February 17, 2023
Building the Future: Overview of Virtual Reality (VR) Headsets

Virtual Reality

In 1965 Ivan Sutherland published his concept “Ultimate Display.” This described the ability to simulate reality to the point where one could not tell the difference from actual reality. Important factors of this concept are as follows:

Sutherland’s theory would become the backbone of the concepts currently coined Virtual Reality (VR). HMDs are now commonly referred to as VR headsets. Through the years, improvements to the capabilities of VR headsets have inched closer to Sutherland’s concept of simulating reality.

Origins of VR Headsets

Cinematographer Morton Heilig patented two enormously important machines with regard to the concept of virtual reality. In 1956 he built the “Sensorama,” which was the first virtual reality machine in history. This booth had the intention of stimulating the user’s senses while viewing short films. Stimulation was accomplished by the implementation of a stereoscopic 3D screen, scent producers, vibrating chairs, and stereo speakers. Then in 1960, Heilig patented the first HMD known as a “Telesphere Mask.” Although this device was for video and not VR experiences, it appears similar to VR headsets available today. The “Telesphere Mask” could provide stereoscopic 3D images and stereo sound to the user.
The first VR headset, named “The Sword of Damocles”, was created by Ivan Sutherland and Bob Sproull in 1968. The headset was connected to a computer and allowed for viewing of simple wire-frame shapes. Most importantly, this device introduced a head-tracking system, allowing the 3D shapes to change perspective as the head moved. This was not developed further due to the excessive weight and the necessity for the device to be suspended from the ceiling.

Trends in VR Headset Technology

Video

As previously mentioned, early examples of this technology involved the use of stereoscopic 3D imaging. Since then, there has been a massive improvement in the viewing capability of VR headsets. The implementation of screens for each eye has allowed for improved 3D viewing and has become a VR industry standard. 

Palmer Luckey designed the prototype of the Oculus Rift in 2010. This device produced a 90-degree field of vision that was previously unseen in the consumer market. This was done by using software that provided pre-distorted images in real time that are seen undistorted, through a lens capable of wide viewing angle. This method has been used for later Oculus and Meta designs to further improve the viewing angle. Oculus has since demonstrated a prototype called the Half Dome, which is a varifocal headset with a 140-degree field of vision.

Meta has since simplified the varifocal viewing technology for VR headsets with the most recent prototype the Half Dome 3. The special lenses generate up to 64 different focal planes, providing the eye with the depth information used to focus on objects properly. These “progressive lenses” could be a major breakthrough for both visual quality improvement and comfortability issues that arise from a phenomenon known as vergence-accommodation conflict (VAC). Varifocal tech also provides the potential for expanding the field of vision for products, without distortion and eye fatigue.

The quality of video for VR headsets has increased enormously in recent years. When Nintendo developed the Virtual Boy VR for gaming in 1995, the resolution per eye was 384x224. Screen technology changes and the easement of screen manufacturing have led to the ability of VR manufacturers to provide a better viewing experience. For example, the 2021 HTC Vive Flow boasts 1600x1600 resolution per eye and a 100-degree viewing angle.

Tracking

Head tracking allows for the image to rotate as the user moves. Since “The Sword of Damocles,” this capability has been a mainstay in the market of VR headsets. Developments in motion sensor technology have led to extremely accurate changes in perspective during use. There is a trend in new VR equipment that increases the degrees of freedom (DOF) as well. This references the number of directions detectable with regard to movement tracking. Higher DOF allows for more natural movement in the VR experiences.

Facial tracking available with the Meta Quest Pro, has shown to be an emerging trend in the technology. Along with the development of social VR applications, this allows for eye position and facial expressions to be projected on user avatars, leading to more realistic and communicative social interaction between users.

Latency is a statistic that is of the utmost importance for accomplishing a true “virtual reality” experience. Latency refers to the amount of time that it takes for the system to react and respond to commands or movements. If the system does not react in a seemingly instant manner, the experience does not feel real. Improvements in sensor and computing technology for newer VR headset models have helped disarm latency concerns.

The addition of controllers to work with VR headsets has been popularized by companies such as Oculus, Playstation, and Samsung. These additions are usually associated with gameplay applications using VR headsets. They have buttons and motion tracking capabilities for use in numerous VR applications as well. These accessories have trended away from cords and into wireless connections to headset devices.

Standalone Devices

Since the rise of public interest in the last decade, Oculus (owned by Meta) has been at the forefront of the consumer VR market. Possibly the largest change introduced was the mainstream movement into standalone VR headsets, which has become an industry standard. Many early versions of this technology relied on an external computer or gaming console. Most current models possess the computing power to function without outside support. Recent standalone VR headset examples include the Pimax Portal, Meta Quest Pro, and Lenovo Legion VR700.

Mixed Reality

Mixed reality is an ongoing trend as headset technology continues to grow, adapt to consumer needs, and become cheaper to manufacture. The idea is to blend the concept of VR with similar augmented reality (AR) traits. Present examples include Microsoft HoloLens and the Varjo XR-3. With the Varjo headset, external cameras are added to capture the surroundings of the user. This allows the user to interact and manipulate both physical and virtual items and environments.

The Dura Digital Takeaway

Dura Digital is always exploring and investing in emerging technologies including virtual reality, with the goal of offering valuable knowledge and insights that can help ignite a digital transformation. Contact our team if you are interested in learning more about virtual or mixed reality and how these technologies can be utilized within your organization.

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