Bud and development of virtual reality

The development of virtual reality technology can be roughly divided into four stages< /span>


From 2016, as consumers Versions of Oculus Rift, HTC Vive and PlayStationVR has been released one after another, and virtual reality has truly begun to enter the ordinary The family of people brings us a brand new audiovisual and gaming experience.

There is a witty saying in “Zhuangzi·Qiwulun”: “The former Zhuang Zhoumeng is Hu Die, and Hu Die is vivid.

I don’t know what to say Zhou Ye. Suddenly feel that Zhou is awkward. I don’t know Zhou’s dream is Hu Die and Hu? Hu The dream of a butterfly is Zhou Yu? Zhou and Hu Die must have their own distinctions. This is called materialization.” More than two thousand years ago, Zhuang Zhou dreamed that he became a butterfly. Zhuang Zhou who became a butterfly is not only vivid and lifelike, but also very happy and happy. Be comfortable, forget that you are Zhuang Zhou. After waking up, he realized that he was Zhuang Zhou in a panic. I wonder if Zhuang Zhou became a butterfly in his dream, or did the butterfly become Zhuang Zhou in his dream? There must be a difference between Zhuang Zhou and Butterfly. This is called the intersection and change of things and self. More than two thousand years ago, Zhuang Zhou was thinking about whether the butterfly dreamed of him or did he dream of the butterfly. Which is virtual and which is reality?

Hundreds of years ago, Descartes also tried to explore the “absolute truth” above the senses and scientific theory.real”. In the end, he discovered that the “truth” that humans perceive can be reasonably questioned, and only thinking is the only certain existence, that is, “I think, therefore I am.” In the final analysis, virtual reality is derived from human thinking and imagination. The brain constructs a world with the information it receives. This is the essence of virtual reality.

In ancient China, there are two idioms that can explain virtual reality well: Huang Liang Yi Meng and Nan Ke Yi Meng. Huang Liang Yimeng is from the “Pillow in the Pillow” by Shen Jiji of the Tang Dynasty, which tells the story of Tang Kaiyuan In the seventh year (AD 719), a young man named Lu Sheng was depressed, with only coarse cloth short clothes on his body, and living in distress. One day, he met Lu Weng, a Taoist priest with celestial skills, in a hotel in Handan, and Lu Sheng had a very happy conversation with him. While speaking, Lu Sheng sighed that he was unconscious in the world. Although he studied hard when he was young, he was already a mature man before his fame. Lu Sheng was a little tired, so Taoist Lu Weng took out a pillow for him to sleep on, while the owner was steaming yellow rice with rice. Lu Sheng leaned on the pillow. The pillow was made of cyan porcelain with holes at both ends. Lu Sheng turned his head to sleep on the pillow, and saw that the hole gradually became larger, brighter and brighter, and Lu Sheng followed the light. Went in and returned home unexpectedly. A few months later, he married a woman from the Qinghe Cui family as his wife. In the following year, Lu Sheng was awarded a Jinshi in the imperial examination. His five children are high-ranking officials, and their relatives are also well-known families. In the end, Lu Sheng was full of children and grandchildren, enjoying full glory and wealth. At the age of 80, Lu Sheng fell ill for a long time and eventually died of illness. At the moment of death, Lu Sheng woke up, only to find that his body was still sleeping in the hotel, Lu Weng was sitting beside him, and the yellow beam rice steamed by the owner was not yet cooked. Nanke Yimeng is also about a long dream, but it is far from true and detailed as Huang Liangyimeng narrates. The celadon pillow in Huang Liangyi’s dream can be regarded as a virtual reality device, which took Lu Sheng into a virtual world, allowing Lu Sheng to experience a completely different life there.

Virtual reality is the same as many scientific research technologies, and its concept has also appeared in many science fiction novels and science fictionIn the movie, many current technological concepts can be found prototypes in the imagination of science fiction writers. The time goes back to around 1935. The science fiction novelist Stanley Weinbaum published a short story “Pygmalion’s Glasses”. In the novel, the Elf professor invented a pair of glasses. After wearing this pair of glasses, You can enter the movie, see, hear, taste, smell and touch anything in the movie. You can also interact with the characters in the story. The “glasses” described by Weinbaum is the original description of “virtual reality”. The device in the novel that is based on glasses and involves a full range of immersive experiences such as vision, hearing, taste, smell, touch, etc., is still very advanced. This novel is also considered the first science fiction to mention VR.

In 1956, American photographer Morton Heilig invented a machine called Sensorama’s machine

This machine has a three-dimensional display and stereo effect, as well as vibration and blowing. Morton Heilig also applied for a patent for a mobile device that provides a virtual reality experience in 1960. This patent is very close to contemporary virtual reality headsets, but there is no product prototype.

In 1965, Professor Ivan Sutherland published the title “The UltimateDisplay (final display)” paper, put forward the theory of human-computer writing of perception and interaction. Ivan Suzelan is an outstanding computer scientist. The Sketchpad he invented in 1962 was the first system that can directly construct graphics and images on the display screen. In 1968, Ivan Sutherland and his student Bob Sprull designed the first virtual reality headset: The Sword of Damocles, known as the Sword of Damocles,

This head-mounted display is the first device with a computer graphics-driven head-mounted display and head tracking system. His first application is a cube floating in the air. This invention has become an important milestone in the history of virtual reality. Based on his contributions to graphical reality and tracking interaction, the author of this prototype, Ivan Suzelan, is also known as the father of computer graphics and virtual reality.

In 1966, MIT Lincoln Laboratory in the United States developed the The first head-mounted display, and then the feedback device was added to the system. In 1970, MIT Lincoln Laboratory developed a more fully functional head-mounted display system.

In 1973, Myron Krurger proposed the concept of “Artificial Reality”, which was the earliest releaseThe current word for virtual reality, literally, it already has the meaning of virtual reality. The period between 1956 and 1973 was the embryonic stage of virtual reality technology, but during this period, no one proposed a complete concept of virtual reality, and virtual reality is still in the exploratory stage.

In 1978, Eric Howlett invented LEEP (The Large Expanse, Extra Perspective), This is a super-large viewing angle stereoscopic imaging system, which corrects as much as possible the distortion that may occur when the viewing angle is enlarged.

In 1984, Jaron Lanier, the pioneer of VR, established a company specializing in VR, VPLResearch, and has successively launched VR gloves Data Glove, virtual reality headset Eye Phone, surround sound system AudioSphere, 3D engine Issac, VR operating system Body Electric. However, VPL eventually went bankrupt in 1990.

In 1989, Eric Howlett saw the high price of VPL Research’s consumer-oriented headsetsUp to 10,000 US dollars, so I also tried to launch my own headset Cyberface, but did not succeed. Later, Eric Howlett and his son Alex created Leep VR in 2006. The LEEP lens has the largest field of view (FOV) in the virtual reality headset lens. The first Oculus prototype customized by Palmer Luckey in 2011 also adopted the LEEP lens solution.

In the early 1980s, DARPA (Defense Advanced ResearchProjects Agency) developed a practical virtual battlefield system SIMNET for tank formation combat training. In 1984, the National Aeronautics and Space Administration (NASA) laboratory M. McGreevy and Dr. J. Humphries developed a virtual environment visual display for Mars exploration. This system can input Mars data into a computer to simulate the three-dimensional surface of Mars. environment. After that, NASA also invested funds to research virtual reality technology, and developed a universal multi-sensor personal simulator, data glove, interactive interface and other technical interface kits.

In 1985, WPAFB and Dean Kocian jointly developed the VCASS flight system simulator.

In 1986, Furness proposed the “Virtual Crew station” (Virtual Crew station) Revolutionary concept. In the same year, Robinett and his collaborators Michael McGreevy, Scott S, James Humphries, and Fisher published a paper “The Virtual Environment Display System” on virtual reality systems.

In 1987, James. D. Foley published “Interfacesfor Advanced Computing (advanced computer interface)” article, in this article, virtual reality uses the term “Artificial Reality” proposed by Myron Krurger in 1973 to describe. James. D. Foley proposed three key elements of virtual reality: Imagination, communication

Interaction, Behavior, clarified from the perspective of man-machine interface The virtual reality should function.

In 1989, Jaron Lanier, the founder of VPL, formally proposed “VirtualReality” concept, the term “virtual reality” is officially recognized and used. In addition, the VPL company takes virtual reality products as commodities to promote the development of virtual reality technology. In 1990, VPL went bankrupt and all patents were sold to Sun Microsystems. Today, Jaylen Lanier has his own research room at Microsoft, mainly researching augmented reality technology.

The period between 1974 and 1989 was the initial stage of the formation of the virtual reality system. The concept of virtual reality was correctedIt is proposed that the prototypes of the various devices that make up the virtual reality are gradually being developed, and the virtual reality system has the basic functions. In 1990, virtual reality ushered in a period of rapid development.

In the 1990s, with the rapid development of computer hardware and the simultaneous evolution of software systems, It makes it possible to render real-time images and sounds, coupled with the innovation of interactive technology, virtual reality ushered in the spring of development.

In 1991, Virtual Research launched the Flight headset, this headset has two 240×120The pixel display has a positioning tracking system and is also equipped with LEEP lenses.

In 1991, Virtuality launched a Commodore Amiga 3000 computer, head-mounted Visette display and a series of controllers composed of VR equipment.

In 1992, at the International Graphics Conference, Carolina Cruz-Neira and others established a large-scale VR In the CAVE (Cave Automatic Virtual Environment) system, the user wears polarized glasses in a room with projection screens on all sides, and can see the three-dimensional scene surrounding him. At this conference, companies such as SGI and Sun also exhibited similar environments and systems.

In 1992, Sense8 developed the “WTK” development kit, which shortened the virtual reality system Development time.

In 1992, Liquid Image was established and sold the first virtual reality headset in 1993MRG2.

In 1993, at the CES exhibition, Sega MD console launched a Sega VR accessory, the first It supports 5 works including “VR Racing”. However, due to the failure to solve the dizziness problem, the product was eventually cancelled.

In 1993, Boeing used virtual reality technology to design the Boeing 777 aircraft. In the same year, the United States astronauts successfully completed part of the space shuttle operation using the virtual reality system.

In 1994, the virtual reality modeling language appeared, laying the foundation for the network transmission and interaction of graphics dataBasics.

At the first WWW conference held in Geneva in March 1994, the virtual reality modeling language (Virtual Reality Modeling Language, VRML for short) was formally proposed, after which modeling languages ​​such as X3D and Java3D appeared one after another.

In 1994, SGI of the United States and BARCO of Belgium built a virtual reality in the United Kingdomsystem.

In 1994, Burdea G and Coiffet published the book “Virtual Reality Technology” in which he Use imagination, interaction, and immersion to summarize the three basic characteristics of VR.

In 1995, High Technology launched the head-mounted display VFX1. In 2001, the company changed named VUZIX, and later launched an AR glasses.

In 1995, Nintendo released a Virtual Boy VR device, but the device did not use any He head tracking technology, and the supported games are limited, and many consumers experience dizziness and nausea during the game, so the product was abandoned less than a year after it was released. In 1995, Nintendo released a VFX1 Headgear device, equipped with dual LCD displays and motion tracking technology, plus stereo speakers and Cyberpuck handheld controller, with the support of games such as Doom and Quake, making this This type of equipment was really successful at the time.

On October 31, 1996, the world’s first virtual reality technology expo opened in London, England. In December of the same year, the world’s first virtual reality World Wide Web was put into operation in the UK.

In 2012, Oculus Rift landed on the Kickstarter crowdfunding platform, Facebook bought the company for $2 billion in March 2014.


In the 21st century, with technology With rapid development, more and more virtual reality technologies have been developed,virtual Real products have begun to enter the military and civilian fields, but are also limited in content and technology, and virtual reality has not been popularized on a large scale.

In 2016, with consumer-level VR Oculus Rift, HTC Vive and PlayStation VRThe release of virtual reality has truly begun to spread to millions of households. Therefore, 2016 is also called the “first year of VR” by many media.


Related books

“Virtual Reality: What You Must Know

Next generation computing platform

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Edited by Cao Yu

published in July 2016

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Science VR (virtual reality) books from the reader’s point of view, through easy-to-understand language来讲解当前火热但很多人都没有弄清楚的虚拟现实行业和产品的现状、发展以及未来的演进,帮助读者来深入了解并玩转虚拟现实头盔、眼镜等产品,也帮助开发者认识相应的开发规则,为创业者发现创、投行业机会,把握时代脉搏。

 

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虚拟现实技术的发展大致可分为四个阶段


从2016 年开始,随着消费者版的Oculus Rift、HTC Vive 和PlayStationVR 相继发布,虚拟现实真正开始走进普通人的家庭,给我们带来了全新的视听和游戏体验。

《庄子·齐物论》中有一段妙语:“昔者庄周梦为胡蝶,栩栩然胡蝶也。

自喻适志与!不知周也。俄然觉,则蘧蘧然周也。不知周之梦为胡蝶与?胡蝶之梦为周与?周与胡蝶则必有分矣。此之谓物化。”两千多年前的庄周梦见自己变成蝴蝶,变成蝴蝶的庄周不仅生动逼真,还感到非常愉快和惬意,忘记自己是庄周。醒来之后,才在惊惶不定间发现自己是庄周。不知是庄周在梦中变成蝴蝶呢,还是蝴蝶在梦中变成庄周呢?庄周与蝴蝶那必定是有区别的。这就叫做物我的交合与变化。两千多年前的庄周就在思考,究竟是蝴蝶梦到了他,还是他梦到了蝴蝶,哪个是虚拟,哪个又是现实呢?

几百年前的笛卡尔也曾试图探寻凌驾于感官和科学理论之上的“绝对真实”。而他最终发现,人类所认知的“真实”都可以被合理质疑,唯有思考是唯一确定的存在,即“我思故我在”。虚拟现实说到底就是源于人类的思考与想象,大脑把接收到的信息,构建成一个世界,这就是虚拟现实的本质。

在中国古代,有两个成语可以很好地诠释虚拟现实:黄粱一梦和南柯一梦。 黄粱一梦出自唐朝沈既济的《枕中记》,讲述唐开元七年(公元719 年),一名叫卢生的青年郁郁不得志,身上只有粗布短衣,生活窘迫。一天,他在邯郸的旅店中遇见了有仙术的道士吕翁,卢生与他相谈甚欢。说着说着,卢生叹息自己在世上不得意,虽然幼时用功学习,但功名未得已是壮年,每天下田劳作、生活潦倒。卢生有些乏困了,道士吕翁便拿出一个枕头让他枕上,这时店主正在蒸着黄粱饭。卢生倚枕而卧,那枕头是青色瓷质的,并在两端开有孔,卢生侧过头去睡在枕头上,只见那孔窍渐渐变大,明亮有光,卢生顺着光亮投身进去,竟然回到了家。几个月后,他就娶了清河崔氏的女子做妻子,第二年,卢生科举中了进士,受到皇帝赏识,官至宰相,册封燕国公,恩宠有加。他的5 个孩子高官厚禄,所结的亲也都是名门望族。卢生最终儿孙满堂,享尽荣华富贵。 80 岁时,卢生生病久治不愈最终病亡。在死亡的那一刻,卢生醒来,却发现自己的身体还睡在旅店之中,吕翁就坐在身旁,而店主蒸的黄粱饭还没熟。南柯一梦同样是讲述一个长长的梦境,但远没有黄粱一梦讲述的真实细致。可以将黄粱一梦中的那个青瓷枕头看做虚拟现实设备,其带着卢生进入了一个虚拟世界,让卢生在那里体验了一段完全不同的人生。

虚拟现实与许多科研技术一样,其概念也曾出现在很多科幻小说和科幻电影里,现在的许多科技概念都可以在科幻作家的想象中发现原型。时间追溯到1935 年前后,科幻小说家斯坦利·威因鲍姆发表了一篇短篇小说《皮格马利翁的眼镜》,小说中的精灵族教授发明了一副眼镜,戴上这副眼镜后,就能进入到电影当中,看到、听到、尝到、闻到和触到电影中的任何东西,你还可以和故事中的人物交流互动。威因鲍姆所描述的“眼镜”就是对“虚拟现实”的最初描写。小说中那个以眼镜为基础,涉及视觉、听觉、味觉、嗅觉、触觉等全方位沉浸式体验的设备,在现在看来仍然非常超前。这本小说也被认为是第一本提及VR 的科幻小说。

1956 年,美国摄影师莫顿·海利希(Morton Heilig)发明出了一台名为Sensorama 的机器

这款机器具有三维显示及立体声效果,还能产生振动和吹风。莫顿·海利希还在1960 年申请了一项可移动提供虚拟现实体验的设备专利,这项专利与当代的虚拟现实头显非常接近,但并没有产品原型。

1965 年,伊凡·苏泽兰(Ivan Sutherland)教授发表名为《The Ultimate Display(最终显示)》的论文,提出了感知与交互的人机写作理论。伊凡·苏泽兰是一位杰出的计算机科学家,他在1962 年发明的Sketchpad 是第一个可以在显示屏幕上直接构造图形图像的系统。 1968 年,伊凡·苏泽兰和他的学生Bob Sprull 设计出了第一款虚拟现实头显:The Sword of Damocles,被人称为达摩克利斯之剑,

这款头显是第一个具有计算机图形驱动的头戴显示器及头部追踪系统的设备,他的第一款应用是一个悬浮在空中的立方体。这一发明成为虚拟现实发展史重要的里程碑,基于在图形现实和追踪交互方面的贡献,这个原型的作者伊凡·苏泽兰也被誉为计算机图形学之父和虚拟现实之父。

1966 年,美国的MIT 林肯实验室在海军科研办公室的资助下,研制出了第一个头戴显示器,随后又将反馈装置加入到系统中,1970 年,MIT 林肯实验室又研制出了功能较齐全的头戴显示器系统。

1973 年,Myron Krurger 提出“Artificial Reality”概念,这是最早期出现的虚拟现实的词,从字面看,它已经具有了虚拟现实的含义。 1956 ~ 1973年之间是虚拟现实技术的萌芽阶段,但此期间,并没有人提出完整的虚拟现实概念,虚拟现实仍处于探索阶段。

1978 年,Eric Howlett 发明了LEEP(The Large Expanse, Extra Perspective),这是一种超大视角的立体镜呈像系统,它尽可能地矫正了在扩大视角时可能产生的畸变。

1984 年,VR 的先驱Jaron Lanier 成立专门研究VR 的公司VPLResearch,并且先后推出了VR 手套Data Glove、虚拟现实头显Eye Phone、环绕音响系统AudioSphere、3D 引擎Issac、VR 操作系统Body Electric。不过,VPL 公司最终在1990 年破产。

1989 年,Eric Howlett 看到VPL Research 面向消费者市场的头显售价高达1 万美元,因此也试着推出自己的头显Cyberface,然而并未获得成功。后来,Eric Howlett 和儿子Alex 在2006 年创建了Leep VR。 LEEP 的镜头拥有虚拟现实头显镜头中最大的视场角(FOV),Palmer Luckey 在2011 年定制的第一款Oculus 原型也是采用了LEEP 的镜头方案。

20 世纪80 年代初, 美国的DARPA(Defense Advanced ResearchProjects Agency) 为坦克编队作战训练开发了一个实用的虚拟战场系统SIMNET。 1984 年, 美国国家航空和宇宙航行局(NASA) 的实验室M.McGreevy 和J.Humphries 博士开发了虚拟环境视觉显示器用于火星探测,这个系统可以将火星数据输入计算机,模拟出火星表面的三维环境。之后,NASA 还投入资金对虚拟现实技术进行研究,开发出了通用的多传感个人仿真器、数据手套、交互接口等技术接口套件。

1985 年,WPAFB 和Dean Kocian 共同开发了VCASS 飞行系统仿真器。

1986 年,Furness 提出了“ 虚拟工作台”(Virtual Crew station) 的革命性概念。同年,Robinett 与合作者Michael McGreevy、Scott S、James Humphries、Fisher 发表了虚拟现实系统方面的论文《The Virtual Environment Display System》。

1987 年,James. D. Foley 在《科学美国人》杂志上发表了《Interfacesfor Advanced Computing(先进的计算机界面)》一文,在这篇文章中,虚拟现实用了1973 年Myron Krurger 提出“Artificial Reality”一词来描述。 James. D. Foley 提出了虚拟现实的三个关键要素:想象(Imagination)、交

互(Interaction)、行为(Behavior),从人机界面的角度阐明了虚拟现实应有的功能。

1989 年,VPL 公司创始人杰伦·拉尼尔(Jaron Lanier)正式提出了“VirtualReality”概念,“虚拟现实”一词被正式认可和使用。并且,VPL 公司把虚拟现实产品作为商品出手,推动了虚拟现实技术的发展。 1990 年,VPL 公司破产,所有专利被卖给了太阳微系统公司。如今,杰伦·拉尼尔在微软有自己的研究室,主要研究增强现实技术。

1974—1989 年之间是虚拟现实系统的初步形成阶段,虚拟现实概念被正式提出,组成虚拟现实的各个设备原型都逐渐被研发出来,虚拟现实系统具备了基本功能。 1990 年,虚拟现实迎来了高速发展时期。

20 世纪90 年代,随着计算机硬件的高速发展以及软件系统的同步进化,使得实时渲染的图像和声音成为可能,再加上交互技术的创新,虚拟现实迎来了发展的春天。

1991 年,Virtual Research 推出了Flight 头显,这款头显有两块240×120像素的显示屏,拥有定位跟踪系统,也是搭载着LEEP 的镜片。

1991 年,Virtuality 推出一款由Commodore Amiga 3000 电脑,头戴式的Visette 显示器以及一系列控制器组成的VR 设备。

1992 年,在国际图形学会议上,Carolina Cruz-Neira 等建立了大型VR系统CAVE(Cave Automatic Virtual Environment),用户佩带偏振眼镜在一个四面为投影屏幕的房间内,可以看到环绕自身的立体景象。在本次会议上,SGI 和Sun 等公司也展出了类似的环境和系统。

1992 年,Sense8 公司开发了“WTK”开发包,缩短了虚拟现实系统的开发时间。

1992 年,Liquid Image 成立, 并于1993 年销售第一款虚拟现实头显MRG2。

1993 年,在CES 展览上,世嘉MD 主机推出了一款Sega VR 配件,首发支持包括《VR 赛车》在内的5 款作品。但由于未能解决眩晕问题,该产品最终被取消发售。

1993 年,波音公司使用虚拟现实技术设计出波音777 飞机。同年,美国宇航员利用虚拟现实系统,成功完成了航天飞机的部分操作工作。

1994 年,虚拟现实建模语言出现,为图形数据的网络传输和交互奠定了基础。

1994 年3 月在日内瓦召开的第一届WWW 大会上,虚拟现实建模语言(Virtual Reality Modeling Language,简称VRML)被正式提出,之后相继出现了X3D、Java3D 等建模语言。

1994 年,美国SGI 和比利时的BARCO 公司在英国建设了一个虚拟现实系统。

1994 年,Burdea G 和Coiffet 出版了《虚拟现实技术》一书,在书中他用想象、交互、沉浸概括VR 的三个基本特征。

1995 年,High Technology 公司推出了头显VFX1,2001 年这家公司改名为VUZIX,之后还推出了一款AR 眼镜。

1995 年,任天堂发售了一款Virtual Boy VR 设备,但该设备没有使用任何头部追踪技术,而且支持的游戏有限,且许多消费者在游戏时出现眩晕恶心等情况,所以该产品在发售不到一年后也被放弃。 1995 年,任天堂发布了一款VFX1 Headgear 设备,配备双LCD 显示器和动作追踪技术,再加上立体声扬声器以及Cyberpuck 手持控制器,配合《毁灭战士》和《雷神之锤》等游戏的支持,使得这款设备在当时着实风光了一把。

1996 年10 月31 日,世界上第一个虚拟现实技术博览会在英国伦敦开幕。 同年12 月,世界上第一个虚拟现实环球网在英国投入运行。

2012 年,Oculus Rift 登陆Kickstarter 众筹平台,Facebook 在2014 年3 月花费20 亿美元,收购了这家公司。


21 世纪,随着科技的迅猛发展,越来越多的虚拟现实技术被研发出来,虚拟现实产品开始进入军用和民用领域,但同样限于内容和技术,虚拟现实没能大规模普及开来。

2016 年, 随着消费级VR 的Oculus Rift、HTC Vive 和PlayStation VR的发布,虚拟现实真正开始走入千家万户,因此,2016 年也被众多媒体称为“VR 元年”。


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率先立足于虚拟现实普通用户的科普读物

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2016年7月出版

从读者角度出发的科普类VR(虚拟现实)图书,通过浅显易懂的语言来讲解当前火热但很多人都没有弄清楚的虚拟现实行业和产品的现状、发展以及未来的演进,帮助读者来深入了解并玩转虚拟现实头盔、眼镜等产品,也帮助开发者认识相应的开发规则,为创业者发现创、投行业机会,把握时代脉搏。

 

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