Location: 15*17 square meter
Products: VR mecha warriro/VR racing Simulator/VR Ski/VR UFO/VR Spaceship/VR 360
Time of Return Payback: 3-6 months
Sales Support: On-Line sales Full support
Application: Arcade Center; Playstation corner; Playzone ; Amusement Center
virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment. VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves, or body suits. In a typical VR format, a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment. The illusion of “being there” (telepresence) is effected by motion sensors that pick up the user’s movements and adjust the view on the screen accordingly, usually in real time (the instant the user’s movement takes place). Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to his own head turnings and steps. Wearing data gloves equipped with force-feedback devices that provide the sensation of touch, the user can even pick up and manipulate objects that he sees in the virtual environment.
The term virtual reality was coined in 1987 by Jaron Lanier, whose research and engineering contributed a number of products to the nascent VR industry. A common thread linking early VR research and technology development in the United States was the role of the federal government, particularly the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration (NASA). Projects funded by these agencies and pursued at university-based research laboratories yielded an extensive pool of talented personnel in fields such as computer graphics, simulation, and networked environments and established links between academic, military, and commercial work. The history of this technological development, and the social context in which it took place, is the subject of this article.
Location: 8*11 square meter
Products: VR mecha warriro/VR Dancing/VR Shooting/VR 360
Time of Return Payback: 3-6 months
Sales Support: On-Line sales Full support
Application: Arcade Center; Playstation corner; Playzone ; Amusement Center
A VR simulator is a system that uses virtual reality (VR) technology to create an immersive, interactive environment for users to experience simulated situations, training, or entertainment. It typically involves a headset, motion controllers, and specialized software that generates realistic visuals, sounds, and sometimes haptic feedback.
Applications:
VR simulators are used in various fields, including:
Training: For tasks in healthcare, aviation, manufacturing, and more, allowing for safe and controlled practice of skills.
Entertainment: Offering immersive gaming and other interactive experiences.
Design and Research: Allowing for virtual prototyping and exploration of complex scenarios.
VR simulators offer benefits such as:
Enhanced Learning: By providing realistic and engaging training environments, VR can improve knowledge retention and skill development.
Increased Safety: They allow for practicing in hazardous situations without real-world risks.
Cost-Effectiveness: VR simulations can be more economical than traditional training methods, especially in scenarios with high resource or safety requirements.
Location: 15*14 square meter
Products: VR mecha warriro/VR racing Simulator/VR Ski/VR UFO/VR Spaceship/VR 360
Time of Return Payback: 3-6 months
Sales Support: On-Line sales Full support
Application: Arcade Center; Playstation corner; Playzone ; Amusement Center
The evolution of virtual reality (VR) technology and its pivotal role in simulation training are underscored by significant advancements over the decades. Beginning in the 1950s with Morton Heilig's Sensorama, an immersive machine designed to engage all senses, the foundation was laid for what VR would become. The early innovation demonstrated the potential of VR in creating engaging, multi-sensory experiences, setting the stage for future developments.
The 1960s brought further progress with Heilig's invention of the first head-mounted display (HMD) and Ivan Sutherland's "Ultimate Display," a concept that envisioned a virtual environment indistinguishable from real life. Such advancements highlighted the potential for VR to create highly immersive training environments, a concept that would be embraced by various industries in the years to come.
The military was among the first to recognize the value of VR for simulation training, with Thomas Furness developing advanced flight simulators in the late 1960s. This application of VR technology marked a significant shift towards practical, hands-on training tools, providing a safe and controlled environment for high-risk training scenarios.
By the late 1980s and early 1990s, VR technology had evolved to include more sophisticated simulations and haptic feedback, allowing for more intuitive interaction with virtual environments. This period saw VR becoming more accessible to industries beyond entertainment, with applications in medical training, aviation, and beyond.
Today, VR simulation training is a cornerstone in numerous fields, offering innovative solutions for education, skill development, and operational planning. The journey from early sensory machines to advanced simulation platforms showcases a trajectory of rapid innovation driven by the need for immersive, effective training environments.