2016 IEEE Aerospace Conference 2016
DOI: 10.1109/aero.2016.7500674
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State of the art of virtual reality technology

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Cited by 374 publications
(233 citation statements)
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“…The beginnings of modern-day virtual reality can be traced back to 2012, when a kickstarter project named Oculus Rift was introduced, promising to provide high quality head-mounted displays that could mimic the real world (Anthes, García-Hernandez, Wiedemann, & Kranzlmüller, 2016). In 2016, after the release of two developer kits Oculus Rift DK1 and DK2, the first consumer-grade Oculus Rift CV1 became available for the general public (Oculus, 2016).…”
Section: Purpose Of the Studymentioning
confidence: 99%
See 1 more Smart Citation
“…The beginnings of modern-day virtual reality can be traced back to 2012, when a kickstarter project named Oculus Rift was introduced, promising to provide high quality head-mounted displays that could mimic the real world (Anthes, García-Hernandez, Wiedemann, & Kranzlmüller, 2016). In 2016, after the release of two developer kits Oculus Rift DK1 and DK2, the first consumer-grade Oculus Rift CV1 became available for the general public (Oculus, 2016).…”
Section: Purpose Of the Studymentioning
confidence: 99%
“…Another VR device that has only been recently released is the Gear VR by Samsung and powered by Oculus (Oculus, 2015). In comparison to Oculus Rift, this device is wireless and solely relies on the technology of a smartphone to create an immersive virtual experience (Anthes et al, 2016). Previous applications of Oculus Rift in education include the creation of a virtual lecture presented by a virtual instructor where it was found that students performed better in the knowledge quiz administrated after the lecture in comparison to those that watched a recording of the lecture (Tsaramirsis et al, 2016), virtual exploration of archaeological sites (Borba, Cabral, Lopes, Zuffo, & Kopper, 2016), or virtual anatomical visualisations .…”
Section: Purpose Of the Studymentioning
confidence: 99%
“…The current generation of VR headsets still yield a modest field of view of 90°–100° horizontally, which although is far less than the human binocular field of view of 220°, is still far greater than the angular coverage of the normal use‐case of any direct‐view display. Even though VR displays feature impressive pixel counts, the perceived pixel density is still much worse than conventional monitors …”
Section: Motivation and Backgroundmentioning
confidence: 99%
“…Even though VR displays feature impressive pixel counts, the perceived pixel density is still much worse than conventional monitors. 3,4 As a result, real-time rendering for VR has a disadvantage. It is more expensive to render a scene of equivalent sophistication as a modern video game, judged by triangle count, texture detail, and so on.…”
Section: Motivation and Backgroundmentioning
confidence: 99%
“…Virtual reality typically means 'near-reality', which is what we experience as Humans [1] [2]. It has been about 52 years since Ivan Sutherland formally presented the world his vision of "Ultimate Display" imitating the real world in every sense.…”
Section: Introductionmentioning
confidence: 99%