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    Oculus Rift- Matthew Abbott

    TheRiftis avirtual realityhead-mounted displaydeveloped

    byOculus VR.It was initially proposed in aKickstartercampaign, during

    which Oculus VR (at the time an independent company) raisedUS$2.5

    millionfor the development of the product.

    The Rift is scheduled for release in the first quarter of 2016, making it one of the

    first consumer-targeted virtual reality headsets. Oculus has described it as "the

    first really professional PC-based VR headset".It has a resolution of 10801200

    per eye, a 90 Hz refresh rate, and a wide field of view.It has integrated

    headphones which provide spatialised audio. The Rift has rotational andpositional tracking. The positional tracking is performed by a USB stationary IR

    sensor, which normally sits on the user's desk, allowing for using the Rift while

    sitting, standing, or walking around the same room.

    The Rift has gone through various prototype versions in the years since the

    Kickstarter campaign, around 5 of which were demoed to the public. Two of these

    prototypes were made available for purchase as 'development kits', DK1 in late

    2012 and DK2 in mid 2014, to give developers a chance to develop content intime for the Rift's release. However, both were also purchased by a large number

    of enthusiasts who wished to get an early preview of the technology.

    Around the age of 15, Palmer Luckey started to fall in love with the concept of

    virtual reality.

    By day, he attended classes at the local community college. By night, he was the

    founder and admin of ModRetro, a community dedicated to modifying vintage

    gaming consoles. Taking a N64 and making it portable; contorting an Xbox into a

    package half its original size that sort of thing.

    If theres anything that videogames have taught gamers to love, its collecting

    things the rarer, the better. Palmers favorite thing to pick up? Early attempts

    at virtual reality headsets.

    https://en.wikipedia.org/wiki/Virtual_realityhttps://en.wikipedia.org/wiki/Virtual_realityhttps://en.wikipedia.org/wiki/Head-mounted_displayhttps://en.wikipedia.org/wiki/Head-mounted_displayhttps://en.wikipedia.org/wiki/Oculus_VRhttps://en.wikipedia.org/wiki/Oculus_VRhttps://en.wikipedia.org/wiki/Oculus_VRhttps://en.wikipedia.org/wiki/Kickstarterhttps://en.wikipedia.org/wiki/Kickstarterhttps://en.wikipedia.org/wiki/United_States_dollarhttps://en.wikipedia.org/wiki/United_States_dollarhttps://en.wikipedia.org/wiki/Kickstarterhttps://en.wikipedia.org/wiki/Oculus_VRhttps://en.wikipedia.org/wiki/Head-mounted_displayhttps://en.wikipedia.org/wiki/Virtual_reality
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    Throughout the late 80s and 90s, dozens of companies tried to turn VR headsets

    into commercial success. All of them failed hard. Some were too expensive;

    most just didnt work worth a damn.Allof them were far too ahead of their time

    (with components being far too expensive to source, and most home computers

    being far too weak to power anything worth playing.)

    Sourcing his collection everywhere from industry liquidation sales to government

    auctions and carting himself out to the seller to avoid paying for shipping, hed

    get his hands on headsets that once cost nearly $100,000 for less than $100. By

    his own estimates, Palmer has the largest private collection of virtual reality

    headsets in the world.

    From all the hype that Oculus Rift got from E3 with the help from Carmack, itstirred some interest from seasoned tech professionals Brendan Iribe and Mike

    Antonov. From all the following meetups with these people, Brendan became a

    CEO and Antonov as chief software architect. That helped the Oculus company

    tremendously, as it allowed them to make a lot more HMDs than initially planned

    for.

    It sounded a little bit insane,but Zuckerberg wasnt joking. There are certain

    things in the future that you know will happen, he continued. The realchallenge is figuring out whats possible now and how exactly do you make it.

    (Oculus Rift)

    In just a few years of tinkering, the teenage Luckey turned all of that on its head,

    using existing parts to engineer something far better and lighter than any other

    headset out there, all for under $300thereby creating the first virtual reality

    device that could be a viable mainstream product. And he did it not in a lab but in

    his parents garage.

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    BibliographyOculus Rft. (n.d.). Retrieved 11 17 , 2015, from Wikipedia: https://en.wikipedia.org/wiki/Oculus_Rift

    Oculus Rift. (n.d.). Retrieved 11 17, 2015, from RiftInfo: http://riftinfo.com/oculus-rift-history-how-it-all-

    started

    Oculus Rift. (n.d.). Retrieved 11 17, 2015, from TechCrunch: http://techcrunch.com/2014/03/26/a-brief-

    history-of-oculus/

    Oculus Rift. (n.d.). Retrieved 11 17, 2015, from smithsonian:

    http://www.smithsonianmag.com/innovation/how-palmer-luckey-created-oculus-rift-

    180953049/

    Oculus Rift. (n.d.). Retrieved 11 17, 2015, from Vanity Fair:

    http://www.vanityfair.com/news/2015/09/oculus-rift-mark-zuckerberg-cover-story-palmer-

    luckey

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