Headset displays and wearable gloves. Explore additional virtual reality images.
Courtesy of NASAIf you recall the virtual reality (VR) craze of the early 1990s, you likely envision specific pieces of VR equipment. During that time, items like headsets and motion-sensitive gloves were featured in magazines, sold as toys, and appeared in films, all of which presented a futuristic, high-tech, yet bulky look.
More than ten years have passed since the original VR media frenzy. While many technologies have rapidly advanced, much of the hardware used in virtual reality today remains largely unchanged.
Despite initial appearances, the field of virtual reality continues to evolve, though at a slower pace compared to other technological domains. Progress often stems from other sectors such as military or entertainment. Venture capitalists tend to overlook virtual reality unless there are direct applications linking the research to other industries.
What equipment is essential for VR? Depending on how you define VR, it could be as simple as a computer with a monitor, keyboard, or mouse. However, most VR researchers agree that a true virtual environment provides users with a sense of immersion. Since a regular computer screen can easily break this immersion, most VR setups incorporate more sophisticated display systems. Other basic input devices like a keyboard, mouse, joystick, or controller wand are typically included in VR systems.
This article will explore the different types of VR equipment, discussing their pros and cons. We'll begin with head-mounted displays.
Head-mounted Displays
A lightweight head-mounted display
Courtesy of Atticus Graybill of Virtually Better, Inc.A Head-mounted Display (HMD) is exactly as it sounds: a display device you wear on your head. Typically, HMDs are mounted inside a helmet or goggles. These displays are designed so that no matter where the user looks, the screen remains in front of their eyes. Most HMDs feature one screen for each eye, creating the illusion of depth in the images.
Most HMD monitors are typically Liquid Crystal Displays (LCD), although you may encounter older versions that use Cathode Ray Tube (CRT) displays. LCD monitors are smaller, lighter, more energy-efficient, and cheaper than CRT models. However, CRTs do have advantages such as superior screen resolution and brightness. The downside is that CRT displays tend to be bulky and heavy, making them uncomfortable to wear, often requiring a suspension system to counterbalance the weight. These suspension mechanisms, though, can limit the user's movement, affecting their immersion experience.
Some HMD models do use alternative display technologies, though these are quite rare. These other display technologies include:
- Electroluminescent Displays
- Electrophoretic Displays (EP Displays)
- Fiber-Optic Displays
- Field Emission Displays (FED)
- Light Emitting Diode (LED) Displays
- Plasma Displays
- Vacuum Fluorescent Displays (VFD)
- Virtual Retinal Displays (VRD)
There are several reasons why these display technologies are not commonly used in HMDs. Many of these options have limited resolution and brightness. Some can only display monochromatic images. Others, such as VRD and plasma technologies, might be effective in an HMD but are prohibitively expensive.
Many head-mounted displays are equipped with built-in speakers or headphones to deliver both visual and audio output. Almost all advanced HMDs are connected to the VR system’s CPU via cables, as wireless systems lack the speed needed to prevent latency issues. Additionally, HMDs almost always feature a tracking device that adjusts the on-screen perspective based on the user's head movements. (We’ll explore tracking devices in a future section.)
Certain systems incorporate a unique pair of glasses or goggles along with additional display hardware. In the following section, we’ll explore one such system—the CAVE display.
In 1965, Ivan Sutherland, a pioneering scientist often hailed as the father of virtual reality, envisioned the ultimate computer display system. He imagined a room controlled by a computer, capable of manipulating matter. This computer would create virtual objects that would seem to be solid, real matter to a person inside the room. The concept was adapted by the creators of 'Star Trek: The Next Generation,' who referred to it as the Holodeck. Sadly, for now, science fiction is as close as we can come to such a display [Source: University of Utah, School of Computing].
Virtual Reality and the CAVE
A CAVE VR system enables users to navigate through the virtual environment.
Courtesy of Dave PapeThe CAVE system, developed by students and researchers at the University of Illinois - Chicago, is widely regarded as the most immersive VR display system for virtual environments. CAVE stands for Cave Automatic Virtual Environment.
A CAVE is a compact room or cubicle where at least three walls (and sometimes the ceiling and floor) function as massive displays. This setup offers users a broader field of view than most head-mounted displays can provide. Users can also freely move within a CAVE system without being tethered to a computer, though they are required to wear specialized goggles similar to 3-D glasses.
The active walls are actually rear-projection screens. A computer generates the images displayed on each screen, forming a unified virtual environment. The images are presented in a stereoscopic format, alternating rapidly. The lenses in the goggles have shutters that open and close in sync with these alternating images, creating a perception of depth for the user.
Tracking devices attached to the goggles communicate with the computer to adjust the projected images as the user moves through the environment. Users typically carry a controller wand to interact with virtual objects or navigate the environment. Multiple users can be present in a CAVE simultaneously, though only the person wearing the tracking device will control the point of view, while others will act as passive viewers.
In the next section, we will explore another type of virtual reality display, known as the workbench.
Though the CAVE provides greater freedom of movement compared to other VR setups, it remains somewhat limited — most CAVE systems are no larger than 10 feet square. Researchers from the University of North Carolina - Chapel Hill developed a method to artificially expand the CAVE’s size, known as redirected walking. This technique tricks the user into walking in a curved path while making them believe they are walking in a straight line. The VR system subtly rotates the virtual environment, causing the user to feel off balance and adjust their movement to regain equilibrium. As a result, the user is led in circles, thinking they are walking along a continuous straight path [Source: University of North Carolina - Chapel Hill].
Virtual Reality Workbenches
Virtual reality workbenches are expansive display systems that allow multiple individuals to simultaneously view the content. Discover how these VR workstations function.One display technology that some VR experts consider only loosely connected to virtual environments is the workbench display. In the early '90s, Larry Rosenbaum, the Computer Science Liaison Scientist at the Office of Naval Research, led a team of Navy engineers in developing a large display that multiple users could view together. The display can be seen either vertically or tilted horizontally like a table or workbench.
Users wear special goggles while interacting with the workbench, similar to a CAVE system. Each user observes the same image projected by the workbench. Due to stereoscopic projection and the goggles' lens shutters, the displayed objects seem to possess a three-dimensional quality.
The reason some VR researchers believe the workbench isn't a true virtual environment is due to its lack of immersion. Since the display doesn't occupy the user's entire field of vision, they remain aware of being in the real world, even though virtual objects can be manipulated. There's no virtual world to explore—if the user looks away from the screen, they will simply see a physical room. Nonetheless, workbench displays still offer great utility.
One application of the workbench display is for medical training. A surgeon can rehearse a procedure on a virtual, three-dimensional patient while being surrounded by a real medical team. If the same task were performed using an HMD, the individuals nearby would either be computer-generated characters or avatars representing other people. With the workbench display, interaction with actual people feels natural and entirely authentic.
Workbench displays are also beneficial for military tacticians. Programmers can design realistic, three-dimensional models of battlefields, giving military personnel an accurate view of combat situations. A well-designed model can also uncover potential bottlenecks or hidden enemy positions.
Other uses of workbench displays include visualizing scientific research or product research and development.
In the upcoming section, we will examine various devices that enable users to engage with virtual environments.
The Nintendo Wii’s wireless wand controller has a great potential to assist engineers working in virtual reality. The wand is wireless and comes equipped with gyroscopes and accelerometers, allowing it to detect motion, tilt, and rotation. When compared to other interface devices, the Wii controller is cost-effective and user-friendly. Some VR researchers are already working to adapt the Wii controller for use in VR systems, while others hope this remote is just the beginning of a trend toward more affordable interface innovations.
Virtual Reality Clothing
This DataSuit translates the movements of the user into actions within a virtual environment.
Courtesy of Dave PapeWhile producing high-quality graphics and display systems remains a vital aspect of virtual reality, many experts believe that developing intuitive user interaction devices is even more important. Common devices like keyboards or joysticks are simple to use, but they often detract from the immersive experience. Ideally, the user would not even be aware of the interaction device during use.
Although progress has been slow, there have been some fascinating advancements in human-machine interfaces (HMI). While various industries contribute to the development of graphics technologies, few are as invested in exploring new forms of HMI. The primary industries pushing HMI forward include entertainment, academic institutions, and small VR companies. Nevertheless, there are some intriguing HMI devices already in use in certain VR systems, especially wearable devices such as gloves and bodysuits.
From the very outset, gloves have been central to the VR revolution, even if they weren't originally designed for virtual reality applications. By wearing a wired glove, users can manipulate virtual objects through hand gestures. While many refer to these gloves as DataGloves or Power Gloves, these names actually apply to specific glove models, not the general category. Despite variations in design, all gloves share the same aim: providing users with an intuitive way to control digital data.
Certain gloves track finger movement using fiber-optic cables. Light travels from an emitter to a sensor through the cables, and the amount of light reaching the sensor changes depending on the user's hand position. For instance, when a user makes a fist, less light reaches the sensor, which sends the data to the VR system's CPU. These gloves generally need to be calibrated for each individual user to ensure proper functionality. The official DataGlove is an example of a fiber-optic glove.
Some gloves are made with strips of flexible material coated in electrically conductive ink to detect finger movements. As the fingers bend or straighten, the resistance along the strips shifts. The CPU processes these changes in resistance and reacts accordingly. While these gloves aren't as precise as fiber-optic models, they are typically more affordable.
Courtesy of GNU Free Documentation LicenseFor superior accuracy and responsiveness, a dexterous hand master (DHM) is the best option. The DHM uses sensors attached to each finger joint, which are connected to mechanical links, essentially creating an exoskeleton. These gloves offer better precision than fiber-optic or electrically conductive models, though they tend to be bulkier and less flexible.
Next, we'll explore VR input devices.
Originally created by third-party designers as an accessory for the Nintendo Entertainment System, the Power Glove was quickly adopted by VR researchers who saw its potential for their own systems. While the Power Glove wasn’t as flexible as the DataGlove, it was far more affordable and featured a control pad mounted on the forearm. VR designers would later adapt many other technologies in a similar fashion.
Virtual Reality Input Devices
The VirtuSphere allows users to run freely in any direction of their choice.
Courtesy of VirtusphereIf you can't afford a CAVE system or a DataSuit, don't worry—there are still some alternatives to help users navigate virtual environments without relying on a wand or joystick. Researchers believe that devices promoting more natural movement in a VR space enhance the user's sense of immersion. With this goal in mind, engineers and scientists have developed several user navigation systems.
One option for navigation in VR is the treadmill. This system allows users to remain stationary in the real world, while experiencing the sensation of walking through a virtual environment. Researchers have found it easy to connect a treadmill to a computer, so that the user's steps cause the system's graphics to adjust accordingly. However, traditional treadmills have the limitation of movement in only two directions: forward or backward.
Some companies have advanced the technology by creating omni-directional treadmills. These devices give users the ability to move in any direction. Unlike traditional treadmills, which rely on a single motor to provide either forward or backward motion, omni-directional treadmills use two motors. From the user's perspective, this allows movement in any direction—forward, backward, left, or right. The treadmill's surface is made of a network of belts and cables that allow the user to walk in any direction they choose.
An alternative to a treadmill is the pressure mat, commonly seen in games like 'Dance Dance Revolution.' The most common type of pressure sensor used in these mats is the electromechanical sensor, which acts as a relay that activates when pressure is applied. When pressure is exerted, the circuit closes and an electrical current flows, signaling the system to adjust the graphics output accordingly.
VirtuSphere, Inc. offers a unique device for navigating virtual environments. Resembling a giant hamster ball, the VirtuSphere allows users to walk inside a spherical structure. The sphere rests on a stable platform equipped with wheels that roll in all directions, keeping the sphere in place while enabling movement. Sensors in the wheels track the user's direction, and the virtual view inside the user's HMD updates based on this movement.
In some CAVE systems, VR researchers are experimenting with a technique called passive haptics. While 'haptics' generally refers to systems that provide physical feedback to users, passive haptics differs in that it does not actively push against the user. Instead, it uses real-world objects to represent virtual elements in a VR environment. For example, a real folding table may act as a virtual kitchen counter. These tangible objects improve immersion by providing users with something real to touch while navigating the simulation.
Next, we will explore the various types of tracking systems found in HMDs, DataGloves, and other virtual reality equipment.
Virtual Reality Tracking Systems

Tracking devices are crucial components in any virtual reality setup. They communicate with the system's processing unit to relay the orientation of the user's viewpoint. In VR systems that allow users to move within a physical space, these trackers detect the user's location, the direction they are moving in, and their speed.
There are several types of tracking systems used in VR, but they all share some common features. These systems can detect six degrees of freedom (6-DOF), which include the position of the object in three-dimensional space (x, y, z coordinates) and its orientation. Orientation consists of three components: yaw, pitch, and roll.
When you wear an HMD, the view adjusts based on your head movements. This means the image changes as you look up, down, left, or right, and also when you tilt your head or move it forward or backward while keeping your gaze steady. The trackers on the HMD monitor where you're looking, and then the CPU sends the appropriate images to the screens inside the HMD.
Every tracking system consists of a signal generator, a sensor that detects the signal, and a control unit that processes the signal and communicates with the CPU. Some systems require you to attach the sensor to the user or the user's equipment, with the signal emitters placed at fixed points in the environment. In other systems, the user wears the emitters while the surrounding environment is equipped with sensors.
The signals transmitted from emitters to sensors can be in different forms, such as electromagnetic, acoustic, optical, or mechanical signals. Each technology has its own advantages and drawbacks.
- Electromagnetic tracking systems work by measuring magnetic fields generated when an electric current flows sequentially through three coiled wires arranged at right angles to one another. Each coil turns into an electromagnet, and sensors detect the changes in magnetic field caused by the coils. This measurement helps the system determine the direction and orientation of the emitter. Electromagnetic systems are highly responsive and have minimal latency, but they can be affected by any external source of magnetic fields, causing interference.
- Acoustic tracking systems use ultrasonic sound waves to track the position and orientation of a target. These systems typically measure the time it takes for the sound to reach a sensor, with stationary sensors and ultrasonic emitters worn by the user. Although effective, acoustic systems suffer from slower update rates due to the slower speed of sound and can be impacted by environmental factors like temperature, humidity, or barometric pressure.
- Optical tracking devices rely on light to measure a target's position and orientation. They typically use infrared LEDs as emitters and cameras to detect the emitted light. The LEDs pulse sequentially, and cameras capture the pulses to send information to the system's processor. Optical systems have fast update rates, reducing latency issues, but can be hindered if the line of sight is blocked between the camera and the LED, or if ambient light or infrared radiation interferes.
- Mechanical tracking systems depend on a physical connection between the target and a fixed reference point. A common example in VR is the BOOM display, which consists of an HMD mounted on the end of a mechanical arm with two points of articulation. Position and orientation are detected through the arm, offering high update rates, but restricting the user's range of motion.
