Game Development Reference
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Figure 11.15 Technological constraints in the design of an individual visual interface
We can sum up these different technical constraints in designing an individual
visual interface (head-mounted display) in four steps, in increasing order of difficulty
(Figure 11.15).
If we can manufacture head-mounted displays with visual immersion by incorpo-
rating a tracker, 100% stereoscopic vision is more difficult to obtain especially if at
the same time we want a very high resolution. Currently, we do not have the technical
resources to meet these requirements. The difficulties increase further if we want to
get closer to the human visual field. The head-mounted displays often come with a
6DOF tracker and sometimes only with 3DOF (directions) in less expensive devices.
It is not always necessary to use six degrees of freedom, because this may depend
on the requirements analysed at the level of sensorimotor I 2 . The development of
head-mounted displays is progressing at a very slow pace. The technical difficulties,
especially in terms of optics, are enormous and the market for this type of interfaces
is very limited. The demand is thus not driving the development of head-mounted
displays. The companies manufacturing these devices are often small in size.
11.3.2 Head-mounted displays with cathode tube screens
Head-mounted displays can be divided into a number of groups on the basis of the
types of screens used: miniature cathode screens or liquid crystal or LCD (Liquid
Crystal Display) screens. Displaying images via optical fibres from high resolution
screens is also possible. These types of head-mounted displays are relatively expensive
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