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Head-mounted display

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206: 567:(FOV) – Humans have an FOV of around 180°, but most HMDs offer far less than this. Typically, a greater field of view results in a greater sense of immersion and better situational awareness. Most people do not have a good feel for what a particular quoted FOV would look like (e.g., 25°) so often manufacturers will quote an apparent screen size. Most people sit about 60 cm away from their monitors and have quite a good feel about screen sizes at that distance. To convert the manufacturer's apparent screen size to a desktop monitor position, divide the screen size by the distance in feet, then multiply by 2. Consumer-level HMDs typically offer a FOV of about 110°. 47: 106: 454:. Other products available in 2021 were the Cinemizer OLED, with 870×500 resolution per eye, the VISIONHMD Bigeyes H1, with 1280x720 resolution per eye, and the Dream Glass 4K, with 1920x1080 resolution per eye. All of the products mentioned here incorporated audio headphones or earphones except for the Goovis G2, the Cinera Prime, the VISIONHMD Bigeyes H1, and the Dream Glass 4K, which instead offered an audio headphones jack. 619: 611: 4135: 295:(CAD) schematics. Virtual reality, when applied to engineering and design, is a key factor in integration of the human in the design. By enabling engineers to interact with their designs in full life-size scale, products can be validated for issues that may not have been visible until physical prototyping. The use of HMDs for VR is seen as supplemental to the conventional use of 205: 555:(IPD)) of between 2.5 and 3 inches (6 and 8 cm), the angle of an object at that distance becomes essentially the same from each eye. At smaller ranges the perspective from each eye is significantly different and the expense of generating two different visual channels through the computer-generated imagery (CGI) system becomes worthwhile. 601:. To make the HMD construction lighter producers may move the processing system to connected smart necklace form-factor that would also offer the additional benefit of larger battery pack. Such solution would allow to design lite HMD with sufficient energy supply for dual video inputs or higher frequency time-based multiplexing (see below). 463: 153:(MR). Combining real-world view with CGI can be done by projecting the CGI through a partially reflective mirror and viewing the real world directly. This method is often called optical see-through. Combining real-world view with CGI can also be done electronically by accepting video from a camera and mixing it electronically with CGI. 678:– Binding the imagery. Head-mounted displays may also be used with tracking sensors that detect changes of angle and orientation. When such data is available in the system computer, it can be used to generate the appropriate computer-generated imagery (CGI) for the angle-of-look at the particular time. This allows the user to 693:– Eye trackers measure the point of gaze, allowing a computer to sense where the user is looking. This information is useful in a variety of contexts such as user interface navigation: By sensing the user's gaze, a computer can change the information displayed on a screen, bring added details to attention, etc. 449:
per eye, and the Cinera Prime, which featured 2560×1440 resolution per eye as well as a 66° FOV. The rather large Cinera Prime used either a standard support arm or an optional head mount. Expected to be available in late-2021 was the Cinera Edge, featuring the same FOV and 2560×1440 resolution per
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Binocular overlap – measures the area that is common to both eyes. Binocular overlap is the basis for the sense of depth and stereo, allowing humans to sense which objects are near and which objects are far. Humans have a binocular overlap of about 100° (50° to the left of the nose and 50° to the
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Resolution – HMDs usually mention either the total number of pixels or the number of pixels per degree. Listing the total number of pixels (e.g., 1600×1200 pixels per eye) is borrowed from how the specifications of computer monitors are presented. However, the pixel density, usually specified in
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and vehicle simulators, dismounted soldier training, medical procedure training, and more. However, a number of unwanted symptoms have been caused by prolonged use of certain types of head-mounted displays, and these issues must be resolved before optimal training and simulation is feasible.
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Time-based multiplexing preserves the full resolution per each image, but reduces the frame rate by half. For example, if the signal is presented at 60 Hz, each eye is receiving just 30 Hz updates. This may become an issue with accurately presenting fast-moving images.
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A key application for HMDs is training and simulation, allowing to virtually place a trainee in a situation that is either too expensive or too dangerous to replicate in real-life. Training with HMDs covers a wide range of applications from driving, welding and spray painting,
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Not all HMDs provide depth perception. Some lower-end modules are essentially bi-ocular devices where both eyes are presented with the same image. 3D video players sometimes allow maximum compatibility with HMDs by providing the user with a choice of the 3D format to be used.
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Many brands of video glasses can be connected to modern video and DSLR cameras, making them applicable as a new age monitor. As a result of the glasses ability to block out ambient light, filmmakers and photographers are able to see clearer presentations of their live images.
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On-board processing and operating system. Some HMD vendors offer on-board operating systems such as Android, allowing applications to run locally on the HMD, and eliminating the need to be tethered to an external device to generate video. These are sometimes referred to as
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Head Mounted Display systems are also used in the maintenance of complex systems, as they can give a technician a simulated x-ray vision by combining computer graphics such as system diagrams and imagery with the technician's natural vision (augmented or modified reality).
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The advantage of dual video inputs is that it provides the maximum resolution for each image and the maximum frame rate for each eye. The disadvantage of dual video inputs is that it requires separate video outputs and cables from the device generating the content.
145:(CGI), or only live imagery from the physical world, or combination. Most HMDs can display only a computer-generated image, sometimes referred to as virtual image. Some HMDs can allow a CGI to be superimposed on real-world view. This is sometimes referred to as 255:
applications. The design is optimized to provide high definition data under all lighting conditions, in covered or see-through modes of operation. The LE has a low power consumption, operating on four AA batteries for 35 hours or receiving power via standard
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images. It should be borne in mind that so-called 'Optical Infinity' is generally taken by flight surgeons and display experts as about 9 meters. This is the distance at which, given the average human eye rangefinder "baseline" (distance between the eyes or
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in 1997. It had as an optional accessory a positional sensor which permitted the user to view the surroundings, with the perspective moving as the head moved, providing a deep sense of immersion. One novel application of this technology was in the game
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right). The larger the binocular overlap offered by an HMD, the greater the sense of stereo. Overlap is sometimes specified in degrees (e.g., 74°) or as a percentage indicating how much of the visual field of each eye is common to the other eye.
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An optical head-mounted display uses an optical mixer which is made of partly silvered mirrors. It can reflect artificial images, and let real images cross the lens, and let a user look through it. Various methods have existed for
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environment simply by moving the head without the need for a separate controller to change the angle of the imagery. In radio-based systems (compared to wires), the wearer may move about within the tracking limits of the
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A typical HMD has one or two small displays, with lenses and semi-transparent mirrors embedded in eyeglasses (also termed data glasses), a visor, or a helmet. The display units are miniaturized and may include
247:. In 2005, the Liteye HMD was introduced for ground combat troops as a rugged, waterproof lightweight display that clips into a standard U.S. PVS-14 military helmet mount. The self-contained color monocular 665:
The most rudimentary HMDs simply project an image or symbology on a wearer's visor or reticle. The image is not bound to the real world, i.e., the image does not change based on the wearer's head position.
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Military, police, and firefighters use HMDs to display tactical information such as maps or thermal imaging data while viewing a real scene. Recent applications have included the use of HMD for
652:, chose to provide side-by-side 3D which saves the need to allocate extra transmission bandwidth and is more suitable to fast-paced sports action relative to time-based multiplexing methods. 322:
Research universities often use HMDs to conduct studies related to vision, balance, cognition and neuroscience. As of 2010, the use of predictive visual tracking measurement to identify mild
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Distant focus (collimation). Optical methods may be used to present the images at a distant focus, which seems to improve the realism of images that in the real world would be at a distance.
319:(MRI) imaging) is combined with the surgeon's natural view of the operation, and anesthesia, where the patient vital signs are within the anesthesiologist's field of view at all times. 434:(FOV) of 50–60°, making them less immersive than virtual-reality headsets, but they offer correspondingly higher resolution in terms of pixels per degree. Released in 2011, the Sony 575:, above which increased resolution is not noticed by people with normal vision. HMDs typically offer 10 to 20 pixels/°, though advances in micro-displays help increase this number. 1581: 156:
By using AR technology, the HMDs are allowed to achieve a see-through display. By using virtual reality (VR) technology, the HMDs can realize viewing the images in 360 degrees.
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Group. The HMD displays critical race data while allowing the driver to continue focusing on the track as pit crews control the data and messages sent to their drivers through
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is a platform developed by Microsoft which includes a wide range of headsets produced by HP, Samsung, and others and is capable of playing most HTC Vive games. It uses only
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in their Star 1200 product. Various waveguide methods have existed for years. These include diffraction optics, holographic optics, polarized optics, and reflective optics.
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Time-based multiplexing. Methods such as frame sequential combine two separate video signals into one signal by alternating the left and right images in successive frames.
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Products released as of 2020 featuring 1920×1080 resolution per eye included the Goovis G2 and Royole Moon. Also available was the Avegant Glyph, which incorporated 720P
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for VR simulation. HMDs are predominantly used for single-person interaction with the design, while CAVEs allow for more collaborative virtual reality sessions.
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Some head-mounted displays are designed to present traditional video and film content in a virtual cinema. These devices typically feature a relatively narrow
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Side-by-side and top-bottom multiplexing provide full-rate updates to each eye, but reduce the resolution presented to each eye. Many 3D broadcasts, such as
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that tracks the wearer's head position and angle, so that the picture or symbol displayed is congruent with the outside world using see-through imagery.
251:(OLED) display replaces the NVG tube and connects to a mobile computing device. The LE has see-through ability and can be used as a standard HMD or for 1598:
Lawson, B. D. (2014). Motion sickness symptomatology and origins. Handbook of Virtual Environments: Design, Implementation, and Applications, 531–599.
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Side by side or top-bottom multiplexing. This method allocated half of the image to the left eye and the other half of the image to the right eye.
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of modern helicopters and fighter aircraft. These are usually fully integrated with the pilot's flying helmet and may include protective visors,
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Depth perception inside an HMD requires different images for the left and right eyes. There are multiple ways to provide these separate images:
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pixels per degree or in arcminutes per pixel, is also used to determine visual acuity. 60 pixels/° (1 arcmin/pixel) is usually referred to as
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Low-cost HMD devices are available for use with 3D games and entertainment applications. One of the first commercially available HMDs was the
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Ability to show stereoscopic imagery. A binocular HMD has the potential to display a different image to each eye. This can be used to show
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Major HMD applications include military, government (fire, police, etc.), and civilian-commercial (medicine, video gaming, sports, etc.).
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Dr. James Miller, Fullerton, CA, research psychologist for the Ground Systems Group at Hughes, "I've Got a Secret", April 9, 1962, on
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are a type of HMD that track 3D position and rotation to provide a virtual environment to the user. 3DOF VR headsets typically use an
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Bachhuber, Christoph; Eckehard, Steinbach (2017). "Are Today's Video Communication Solutions Ready for the Tactile Internet?".
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O. Cakmakci and J.P. Rolland. Head-Worn Displays: A Review. IEEE Journal of Display Technology, Vol. 2, No. 3, September 2006.
561:(IPD). This is the distance between the two eyes, measured at the pupils, and is important in designing head-mounted displays. 4161: 3986: 3913: 1665: 970: 583: 442:
based "private cinema" products were released using various brands such as VRWorld, Magicsee, based on software from Nibiru.
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ability shows an object moving in a regular pattern. People without brain injury are able to track the moving object with
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for tracking. 6DOF VR headsets typically use sensor fusion from multiple data sources including at least one IMU.
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Proceedings of the December 9-11, 1968, fall joint computer conference, part I on – AFIPS '68 (Fall, part I)
755: 558: 552: 446: 406:, with its defining feature being precision room-scale tracking, and high-precision motion controllers. The 347: 221: 209: 83: 54: 1203: 4171: 3966: 3528: 2921: 2686: 2681: 2490: 2379: 1772: 1065:"Monitoring with Head-Mounted Displays in General Anesthesia: A Clinical Evaluation in the Operating Room" 819: 675: 323: 213: 200: 123: 110: 69: 38: 419: 3936: 2130: 1767: 415: 292: 3423: 909: 3632: 3428: 2510: 2424: 2348: 2248: 1993: 1125: 451: 257: 824: 97:(OHMD) is a wearable display that can reflect projected images and allows a user to see through it. 4090: 4044: 4006: 3858: 3806: 2981: 2666: 2618: 2613: 2530: 2525: 237: 172: 105: 4112: 3843: 3831: 3548: 3317: 3297: 2648: 2643: 2608: 2088: 1911: 1617: 1536: 1495: 1094: 1019: 847: 669: 572: 492: 276: 1610:"Cutting-Edge VR/AR Display Technologies (Gaze-, Accommodation-, Motion-aware and HDR-enabled)" 1063:
Liu, David; Jenkins, Simon A.; Sanderson, Penelope M.; Fabian, Perry; Russell, W. John (2010).
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is a virtual reality head-mounted display. The headset is produced by a collaboration between
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signal in to transparent eyepiece. Ruggedized HMDs are increasingly being integrated into the
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David McGriffy. Make: Drones: Teach an Arduino to Fly. Maker Media, 2016. ISBN 9781680451719
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HMD's, most of which can be summarized into two main families based on curved mirrors or
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to produce see-through augmented reality glasses that are only a few millimeters thick.
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Use dual video inputs, thereby providing a completely separate video signal to each eye
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Head Mounted Displays: Designing for the user; Melzer and Moffitt; McGraw Hill, 1997.
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as they offer the lowest video latency. But digital FPV goggles (such as produced by
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There are also applications in surgery, wherein a combination of radiographic data (
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Effects of Low/High-Definition Stereoscopic Video Clips on the Equilibrium Function
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HMD). HMDs have many uses including gaming, aviation, engineering, and medicine.
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2017 IEEE Wireless Communications and Networking Conference Workshops (WCNCW)
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for aviation applications), that has a small display optic in front of one (
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Since 2010s, FPV drone flying is widely used in aerial cinematography and
488:) are becoming increasingly popular due to their higher resolution video. 3991: 3981: 3760: 3740: 3725: 3715: 3705: 3685: 3652: 3637: 3569: 3230: 3185: 3159: 3127: 3097: 3063: 3021: 2937: 2874: 2859: 2817: 2812: 2353: 2061: 2056: 587: 395: 3905: 1650: 438:
featured 1280x720 resolution per eye. In approximately 2015, standalone
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Takada, Masumi; Yamamoto, Syota; Miyao, Masaru; Takada, Hiroki (2019).
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eye as the earlier Cinera Prime model, but with a much more compact
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is a virtual reality headset for gaming consoles, dedicated for the
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is currently working on a system for PCAS that will use holographic
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distances of the eyes are more comfortable than those that do not.
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HMDs as part of the Persistent Close Air Support (PCAS) Program.
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developed for virtual reality simulations and video games. The
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was being studied. In visual tracking tests, a HMD unit with
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Maruta, J; Lee, SW; Jacobs, EF; Ghajar, J (October 2010).
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released on 3 November 2011 two head-mounted displays for
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Shibata, Takashi (1 April 2002). "Head mounted display".
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Accommodation support – HMDs that support matching the
1226:"Oculus Rift – Virtual Reality Headset for 3D Gaming" 1584:. Recon Instruments. 3 November 2011. Archived from 4073: 4035: 3957: 3950: 3943: 3769: 3676: 3623: 3583: 3557: 3414: 3405: 3280: 3244: 3178: 2964: 2944: 2883: 2803: 2735: 2657: 2544: 2458: 2372: 2294: 2287: 2262: 2139: 2044: 2037: 1986: 1956: 1925: 1899: 1868: 1813: 1806: 1715: 973:. Air Force Institute of Technology. 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Archived from 1044:Wheeler, Andrew (July 2016). 887:10.1080/15421406.2024.2379694 789:10.1016/S0141-9382(02)00010-0 614:Frame sequential multiplexing 224:revealed the Electrocular, a 195:Aviation and tactical, ground 132:organic light-emitting diodes 4060:Optical head-mounted display 2712:Stereoscopic depth rendition 2395:List of PlayStation VR games 1788:Virtual reality applications 1614:INRIA.HAL.SCIENCE Web Portal 1082:10.1213/ANE.0b013e3181d3e647 249:organic light-emitting diode 166:Optical head-mounted display 95:optical head-mounted display 4103:Multi-primary color display 1306:Australian Financial Review 606:Support of 3D video formats 216:integrated targeting system 4203: 1753:Projection augmented model 1523:10.1109/WCNCW.2017.7919060 1069:Anesthesia & Analgesia 345: 334:eye movements and correct 317:magnetic resonance imaging 198: 163: 143:computer-generated imagery 36: 30:Not to be confused with a 29: 4129: 3894: 2727:Stereoscopic video coding 2722:Stereoscopic spectroscopy 2486:Convergence insufficiency 2390:List of Oculus Rift games 1969:Omnidirectional treadmill 1938:Free viewpoint television 1907:Asynchronous reprojection 1743:On-set virtual production 1728:Computer-mediated reality 1723:Cinematic virtual reality 1689: 1277:10.1007/978-3-030-23560-4 818:. ACM. pp. 757–764. 715:Computer-mediated reality 358:Consumer Electronics Show 313:X-ray computed tomography 128:liquid crystal on silicon 109:An eye tracking HMD with 2823:Fujifilm FinePix Real 3D 2760:3D-enabled mobile phones 2717:Stereoscopic rangefinder 2554:Active shutter 3D system 2385:List of Meta Quest games 1793:Virtual reality sickness 1608:Koulieris, George-Alex. 1445:"Dream Glass 4K/4K Plus" 736:Positioning technologies 480:) are commonly used for 84:Virtual reality headsets 4065:Virtual retinal display 2795:Virtual reality headset 2790:Stereoscopic video game 2639:Virtual retinal display 1860:Virtual retinal display 1848:Virtual reality headset 1492:10.1145/3131214.3131218 956:Science & Mechanics 910:"Science: Second Sight" 834:10.1145/1476589.1476686 756:Virtual retinal display 573:eye limiting resolution 559:Interpupillary distance 553:Interpupillary distance 527:Training and simulation 356:which was announced at 348:Virtual reality headset 222:Hughes Aircraft Company 124:liquid-crystal displays 55:virtual reality headset 53:soldier demonstrates a 4177:Multimodal interaction 2687:Multiview Video Coding 2682:Computer stereo vision 2491:Correspondence problem 2380:List of HTC Vive games 1773:Six degrees of freedom 1517:. IEEE. pp. 1–6. 1420:"VISIONHMD-BIGEYES H1" 623: 615: 541:Performance parameters 470: 324:traumatic brain injury 217: 201:Helmet mounted display 114: 70:helmet-mounted display 57: 39:Helmet-mounted display 27:Type of display device 4162:Head-mounted displays 3937:Emerging technologies 2229:The Sword of Damocles 2131:Windows Mixed Reality 1768:Simulation hypothesis 621: 613: 465: 422:for its controllers. 416:Windows Mixed Reality 307:Medicine and research 293:computer-aided design 208: 108: 49: 4050:Head-mounted display 3886:Head-mounted display 3534:Enhanced Combat (US) 2579:Head-mounted display 2511:Kinetic depth effect 2349:Virtual reality game 1994:Cyberith Virtualizer 1826:Head-mounted display 440:Android 5 (Lollipop) 258:Universal Serial Bus 238:night vision devices 62:head-mounted display 51:British Army Reserve 18:Head mounted display 4091:Holographic display 4045:Bionic contact lens 3807:Horn-rimmed glasses 2667:2D to 3D conversion 2619:Specular holography 2614:Polarized 3D system 2531:Stereoscopic acuity 2526:Stereopsis recovery 1455:on 16 November 2021 1130:2010NYASA1208...58M 1007:on 19 February 2006 969:Thompson, Jason I. 941:Popular Electronics 469:wearing FPV goggles 420:inside-out tracking 4187:Wearable computers 4167:Display technology 4113:Volumetric display 4096:Computer-generated 3484:Lobster-tailed pot 2649:Wiggle stereoscopy 2644:Volumetric display 2609:Parallax scrolling 2089:Microsoft HoloLens 1912:Foveated rendering 1618:HAL (open archive) 1169:Cochrane, Nathan. 670:positioning system 624: 616: 493:aerial photography 471: 447:retinal projection 260:(USB) connection. 218: 115: 76:HMD) or each eye ( 58: 4149: 4148: 4125: 4124: 4121: 4120: 3903: 3902: 3619: 3618: 3401: 3400: 2904: 2903: 2865:Sharp Actius RD3D 2785:Stereo microscope 2692:Parallax scanning 2506:Epipolar geometry 2496:Peripheral vision 2471:Binocular rivalry 2414: 2413: 2410: 2409: 2283: 2282: 2057:Golden-i headsets 1982: 1981: 1974:Wearable computer 1778:Spatial computing 1694:Augmented reality 1532:978-1-5090-5908-9 1399:cinemizeroled.com 1286:978-3-030-23559-8 517:Recon Instruments 474:First-person view 390:that the company 315:(CAT) scans, and 269:augmented reality 253:augmented reality 147:augmented reality 120:cathode ray tubes 16:(Redirected from 4194: 4137: 4136: 4086:Flexible display 3955: 3948: 3930: 3923: 3916: 3907: 3897:List of headwear 3625:Other protective 3412: 2962: 2931: 2924: 2917: 2908: 2850:Nvidia 3D Vision 2604:Parallax barrier 2589:Integral imaging 2501:Depth perception 2481:Chromostereopsis 2476:Binocular vision 2441: 2434: 2427: 2418: 2317:virtual graffiti 2292: 2162:Google Cardboard 2052:Apple Vision Pro 2042: 2009:PlayStation Move 1933:360-degree video 1811: 1748:Persistent world 1682:Extended reality 1675: 1668: 1661: 1652: 1629: 1628: 1626: 1624: 1605: 1599: 1596: 1590: 1589: 1588:on 9 March 2012. 1578: 1572: 1571: 1566:. 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Index

Head mounted display
head-up display
Helmet-mounted display

British Army Reserve
virtual reality headset
helmet-mounted display
monocular
binocular
Virtual reality headsets
IMU
optical head-mounted display

LED
cathode ray tubes
liquid-crystal displays
liquid crystal on silicon
organic light-emitting diodes
field of view
computer-generated imagery
augmented reality
mixed reality
Optical head-mounted display
see-through
waveguides
Vuzix
Helmet mounted display

U.S. Air Force
helmet mounted

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