When I was a kid I loved to sit in the 4th or 5th row of a movie theater, dead center. It was far enough back that I didn’t have to crane my neck, but close enough to the screen to minimize any peripheral visual distractions so I could become completely absorbed in the world of the movie. I stood next to Scarlett O’Hara as Atlanta burned, and soared through the night air on a bicycle with ET.
Displays viewed near to the eye create immersive virtual experiences, such as those integrated into AR/VR devices. However, as display images are magnified to fill a user’s field of view (FOV), display defects are also magnified. Radiant provides an application-specific display test solution to meet the unique measurement parameters of NEDs viewed in close proximity through AR/VR headsets and goggles.
Specially designed lens option for near-eye display testing within augmented and virtual reality headsets
The AR/VR lens has a unique optical design specially engineered for measuring near-eye displays (NEDs), such as those integrated into virtual (VR), mixed (MR), and augmented reality (AR) headsets. The lens design simulates the size, position, and field of view of the human eye. Unlike alternative lens options, where the aperture is located inside the lens, the aperture of the AR/VR lens is located on the front of the lens, enabling positioning of the imaging system’s entrance pupil within NED
Augmented reality (AR) falls into the category of “spatial computing”—a merger of digital and physical space. Nowhere does this concept hold greater potential for life-changing applications than in medicine. Use of AR, along with virtual (VR) and mixed reality (MR), in the healthcare industry is projected to reach a global market size of US$ 7.05 billion by 2026, growing at an explosive 28.3% compound annual growth rate (CAGR),1 including hardware and software.
So much innovation is happening in the fields of augmented reality (AR) and virtual reality (VR) these days, with a wide range of emerging practical applications. AR/VR is revolutionizing everything from medicine to manufacturing to museums. Recent examples include “workers assembling wind turbines at a
Augmented reality (AR) may be hot in the marketplace right now, but it’s nothing new in military aircraft. “It’s been around for nearly 60 years,” says Chris Colston, director of strategic growth at BAE Systems, which built the first head-up display (HUD) for the Blackburn “Buccaneer” aircraft that launched in the late 1950s. “We’ve supplied AR solutions long before that meant anything to the mass market.”1
Virtual and augmented reality (VR and AR) technologies are already revolutionizing aspects of everyday life, from consumer entertainment to medical care, retail, military operations, transportation, and more. As we move into this new virtual-enabled future, we can gain perspective by remembering where the industry has come from. We hope you enjoy these highlights from the history of virtual reality devices.
The old phrase “to walk a mile in another man’s shoes” is taking on new meaning in the age of augmented and virtual reality (AR and VR). With these technologies it’s now possible to completely immerse ourselves in an virtual experience and take on the perspective of another person.
This paper discusses the challenges of near-to-eye display (NED) measurement to ensure the quality of devices such as virtual (VR), augmented (AR), and mixed reality (MR) headsets. It introduces Radiant's integrated AR/VR Lens solution, and outlines the solution's advantages for evaluating human visual experiences in NED applications.In this White Paper, you will learn about:
Use of augmented reality (AR) technology is expected to boom in the coming decades. Leading the way in AR adoption is the industrial sector, which includes manufacturing, engineering, electronics, automotive, aerospace, and other verticals with heavy physical components.
Uses and potential applications of augmented (AR), virtual (VR), and mixed (MR) reality devices are growing rapidly in industries as diverse as gaming, military, education, transportation, manufacturing, and medicine.
Disruptive technology like augmented and virtual reality devices lay the foundation for future innovation, and also put demands on the vision and imaging equipment used to ensure the quality of a digital experiences that are blended with reality.
Despite what their name might suggest, microdisplays are not necessarily microscopic—but they are pretty tiny. For example, at 2018 SID Display Week, BOE showed off a microdisplay screen that’s smaller than a penny:
In this article, Radiant's Doug Kreysar (Executive Vice President and Chief Solutions Officer) and Eric Eisenberg (Applications Engineering Manager) describe an optimal imaging solution for measuring near-eye displays (NEDs) with the ideal FOV coverage and entrance pupil position (aperture of the lens) at the front of the optical system.
The display industry converged on Los Angeles last week for the Society for Information Display’s (SID) annual Display Week, an event combining technical symposium, business conference, and exhibition. One of the hottest topics this year was Augmented and Virtual Reality (AR and VR), with in-depth presentations on the technology of these displays, applications, and challenges.
The power of virtual reality lies in the immersive nature of the viewer experience. With a VR headset on, you see only the images presented in front of your eyes. When the technology is well designed and executed, our brains read the images as reality and our experience becomes the world presented on screen.
The most important part of any camera is the lens, which directs light in ways that create images to mirror reality. Today’s photographic lenses are sophisticated instruments composed of multiple elements (individual glass or plastic lens discs), paired with an aperture, shutter, and controls, all arranged along a central axis, and held within the lens casing.
Near-eye displays – like those used in augmented (AR), virtual (VR), and mixed (MR) reality devices – project virtual objects and information in close proximity to the human eye, sometimes encompassing the user’s entire angular field of view. This proximity not only magnifies display projections, but also enhances defects like non-uniformity, line and pixel defects, poor image clarity, and image positioning issues.
“Help me, Obi-Wan Kenobi. You’re my only hope.” In 1977, these words first introduced Star Wars audiences to Princess Leia, perhaps the most famous hologram in history. Except, she wasn’t really a three-dimensional (3D) hologram—the projection was a product of movie special-effects magic, just an image on film, because 3D holographic technology didn’t exist at the time.