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HMDS

Head-mounted displays (HMDs) are wearable devices that place visuals in the user's field of view by sitting on the head and often blocking the external environment. They present images to each eye through displays or optical elements, creating depth and immersion while tracking head motion to adjust the view.

HMDs are commonly categorized by optical arrangement and whether they render virtual imagery exclusively or augment

Tracking methods vary. Inside-out systems use built-in sensors and cameras on the headset for position and orientation,

Displays typically use OLED or LCD microdisplays, with resolutions ranging widely and refresh rates from about

The earliest head-mounted displays emerged in the 1960s, with Ivan Sutherland’s Sword of Damocles being a notable

Applications span gaming, professional simulations for training and design, medical visualization, and remote collaboration. Limitations include

See also: Virtual reality, Augmented reality, Mixed reality, Head-mounted display.

the
real
world.
Immersive
VR
HMDs
enclose
the
eyes
and
render
synthetic
environments,
while
AR
or
MR
HMDs
provide
see-through
lenses
or
pass-through
cameras
to
overlay
digital
content
with
the
real
scene.
Configurations
described
as
video
see-through
or
optical
see-through
refer
to
how
the
real
world
combines
with
virtual
imagery.
while
outside-in
setups
rely
on
external
sensors
or
base
stations
to
determine
position
in
space.
60
Hz
to
120
Hz
or
higher.
Lenses
such
as
Fresnel
or
aspheric
elements
shape
the
image,
and
some
devices
employ
light
guides
or
waveguides
to
direct
the
display
to
the
eye.
Some
HMDs
use
transparent
optics
for
AR
or
MR,
while
others
are
fully
enclosed
for
VR.
milestone.
Modern
consumer
HMDs
include
VR
headsets
such
as
Oculus
Rift,
HTC
Vive,
Valve
Index,
and
PlayStation
VR,
and
AR/MR
devices
such
as
Microsoft
HoloLens
and
Magic
Leap.
weight
and
comfort,
cost,
latency,
resolution,
and
potential
motion
sickness
for
some
users.