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Mobile VR Headsets: 5 Fast Facts

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Fact #1. The earliest real-world example of a VR predecessor was the Sensorama, built in 1962. This mechanical device offered a seated user what its creator called experience theater. The Sensorama presented users with a series of short films, and appropriately timed sensory elements, including scents.
Fact #2. The term virtual reality was popularized by a computer philosophy writer. By the 1980s, it assumed a prominent place in American culture thanks to films like Tron. While it was a subject of fascination in art and films, VR was, for the most part, available only for medical and military training, automobile and airframe design, and flight simulation.
Fact #3. By the early 2000s, interest in VR was on the decline. It wasn't until Oculus founder Palmer Luckey designed and demonstrated the first Oculus Rift that consumer interest in virtual reality was renewed. The device received millions of dollars in public support via Kickstarter. The promising company was eventually purchased by Facebook for two billion dollars.
Fact #4. By the time the first Oculus Rift was released, competing headsets by Sony, Microsoft, HTC, and a number of other manufacturers were either announced or released. As smartphone computing power increased and display quality improved, mobile VR headsets grew in popularity. One of the earliest headsets, which made use of the consumer's own phone, was Google Cardboard. An open standard, it made virtual reality accessible at a far more affordable price than before.
Fact #5. Remember to start with mild virtual reality experiences. Today, most VR applications are rated based on their intensity with respect to motion sensitivity. By starting with milder experiences, and progressively increasing the intensity, you may build a tolerance to the effects. Similarly, you can start with brief sessions. You can work your way up to longer VR sessions as you learn to tolerate them.
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