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How much do you know about the history of VR?

VR (Virtual Reality), this term was proposed by Jaron Lanier, founder of the American VPL company, in the early 1980s.

Its specific connotation is: a technology that comprehensively utilizes computer graphics systems and various reality and control interface devices to provide an immersive feeling in an interactive three-dimensional environment generated on a computer.

The earliest virtual reality device can be traced back to 1962. A device called "Sensorama" allows people to sit on a chair, poke their head in, and form a sense of space through a three-sided display, thereby achieving a virtual reality experience.

Later, the head-mounted Sutherland display appeared. However, due to technical limitations, it was very heavy and required the design of special support rods on the ceiling. It was jokingly called the "Sword of Damocles."

In the mid-1980s, virtual reality equipment was mainly used in some government and military agencies, such as the Aeronautics and Space Administration's flight simulators.

In the late 1980s, Jaron Lanier, a former Atari employee and now the "Father of Virtual Reality", finally proposed the concept of VR (Virtual Reality), but it was not successful.

Although people have been fantasizing about the arrival of virtual reality in various science fiction movies, it was not until 1991 that a device called "Virtuality 1000CS" appeared in the consumer market.

But due to its bulky appearance, single function and high price, virtual reality is still a conceptual existence.

In the era of the explosion of the Internet and smart platforms, technology manufacturers have revived the concept of virtual reality, and devices such as Oculus Rift have emerged.

Oculus Rift is obviously the one that really made ordinary consumers pay attention to virtual display devices. This virtual reality head-mounted display launched on the Kickstarter crowdfunding platform in 2012. Although it failed to successfully raise funds, it received US$16 million in venture capital to complete the project.

First round of capital accumulation.

Facebook later spent $2 billion to acquire the company in March 2014.

Oculus Rift is still in the development stage. Its second version of the development kit is available to developers and core users and has not yet appeared in the retail market.

The main improvements of the second version of the development kit are to reduce nausea and dizziness, improve the OLED display effect, etc., and the camera can also better capture the user's head movements.

Another VR display that’s getting a lot of attention is Sony’s Project Morpheus.

Compared with Oculus Rift's cross-platform compatibility, Project Morpheus is only for Sony's PS4 game console and is more like a vertical game peripheral.

Of course, its advantages also lie in the number of PS4 users, stronger purchasing power and the support of many game manufacturers. The successful demonstrations at multiple game shows this year seem to have allowed players to see the future of virtual reality games.

Oculus Rift, which is still in the development stage, has actually formed a huge peripheral industry, including virtual reality treadmills, full-body body sensors and other peripherals that are emerging one after another, and is expected to create a virtual reality platform with diverse experiences.

The first batch of virtual reality equipment manufacturers such as Facebook and Sony are obviously focusing on home entertainment. They connect PCs, game consoles and other devices through virtual reality displays to realize virtual social interaction, applications, games and other operations, and aim to build a huge platform.

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