We mind your business!!

What Is Meant By VR Headset And How It Works?


What Is Meant By Virtual Reality (VR) Headset And How It Works?

Virtual Reality (VR) headset a head-worn apparatus that completely covers the eyes for an immersive 3D experience. Also called "VR goggles," VR headsets may be entirely self-contained such as the Oculus Rift or the HTC Vive. They are costly and must be tethered to a very robust computer to handle the animation. Considerably less expensive units require the user's Smartphone to be strapped onto the device.

Although Virtual Reality (VR) has been around for years, the tethered hardware to experience it has traditionally been expensive, bulky and power-hungry. Today, mobile VR headsets, which are basically goggles that will hold a Smartphone, have allowed VR apps to spread into the consumer market. The goal of each type of VR headset is to provide the viewer with an experience that is so real, the headset itself is forgotten.

Definition Of Virtual Reality

Virtual Reality (VR) The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

Many virtual reality headsets rely on smartphones to display the content. While these devices are a good introduction to VR, they lack the visual quality to deliver an immersive experience. Headsets tend to be bulky as well, making prolonged usage unlikely. What is the future of our devices? How are they set to evolve with augmented and virtual reality? What if we could see through the screens we are surrounded by every day? Virtual and augmented reality technology will consolidate and come in two forms in the future: tethered systems and standalone units.

Tethered systems will be comprised of a unit or wearable on the head, with a wire attached to a processing unit. Standalone units will house all systems—from display to processing—within the unit and be available as a wearable. We're already seeing early signs of these trends as manufacturers choose a mixture between standalone and tethered units. Although some standalone units are already available, these devices are more complex and difficult to implement. Today, we're in a state of compromise with augmented and virtual reality devices.

None of the existing systems give users a complete, boundless, and immersive experience. Most of the systems lack a natural, wide field of view (FOV), have limited display resolution, low brightness, short battery life, and lack 3D sensing capabilities. It will be another three to five years before we will experience true, unconstrained AR/VR applications.