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Open Source Virtual Reality (OSVR) was an open-source software project that aimed to enable headsets and game controllers from all vendors to be used with any games developed by Razer and Sensics. It was also a virtual reality headset that claimed to be open-source hardware using the OSVR software. [2]
Software installed in the computer allows IVAS to perform many functions. Version 1.2 introduced an embedded training tool known as the "Squad Immersive Virtual Trainer", a piece of software that can project holographic and mixed reality imagery via the IVAS headset to help train soldiers in combat. [7]
Anduril will assume control over production, as well as future hardware and software development and delivery timelines for the Integrated Visual Augmentation System (IVAS) project, the companies ...
A virtual reality headset (or VR headset) is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games , but they are also used in other applications, including simulators and trainers.
Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted displays.. WMR supports a number of virtual and augmented reality headsets, including Microsoft HoloLens.
AntVR is a discontinued line of virtual reality headsets developed by the Chinese startup AntVR Technology. [1] Operating on open-source software, the headsets were intended to be interoperable with many platforms, including consoles, Blu-ray players and smartphones, but in practice the devices were only supported by PCs.
Emotiv Inc. is a privately held bio-informatics and technology company developing and manufacturing wearable electroencephalography (EEG) products including neuroheadsets, software development kits (SDK), software, mobile apps, and data products.
In 2005, the company released its first Ear Force gaming headset model, the AXP. The headset was geared toward computer gamers. [15] Over the following years, the company began focusing primarily on its lines of PC and console gaming headsets, steering away from sound cards almost completely (it did release updated versions of the Audio Advantage USB sound cards in 2010). [16]