Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

Arrow left icon
Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

Link Trainers and Apollo

World War One took aviation from flights of hundreds of meters to flights measured in hundreds of kilometers. Early flight trainers were no more than barrels on ropes. Edward Link saw the potential for growth in aviation and the need for trained pilots to fly these more complex aircraft. The complexity of new planes would require a new level of fidelity in training systems, and the number of new pilots could not meet demand with current techniques.

This was brought to the forefront when 12 pilots were killed in training in less than three months. Link took his knowledge of building pump organs and created analog flight simulators designed to teach flight by instruments. There were no graphics of any kind and no scrolling landscapes, and the pilots were enclosed in a darkened covered cockpit. The trainers would respond accurately to the pilot's stick and rudder inputs and the little boxes would pitch and roll a few degrees. Link Trainers would add small stubby wings and a tail, making them look like the children's rides outside grocery stores in the 1950s, but over 500,000 pilots were trained with them.

For the Apollo program, true digital computers were used in simulators, but the computers were not powerful enough to display graphics. The computers displayed the simple analog readouts of the computers in the capsules. To simulate the view from the capsule, large three-dimensional models and paintings were built of the moon and space vehicles. The moon was scrolled under a Closed-Circuit TV Camera:

This was not unlike the scrolling panoramic paintings used a hundred years earlier. The video feed from the camera was sent to a special infinity optical display system mounted in the simulator capsule, which had a wide field of view of 110 degrees. As the astronaut trained in the simulator, the movement of his joystick was fed into the position of the cameras, changing the images projected in real time. This system featured wide field of view and interactivity, but not stereoscopic 3D images (though the life-sized cockpit model they looked through would add binocular depth to the presentation).

You have been reading a chapter from
Virtual Reality Blueprints
Published in: Feb 2018
Publisher: Packt
ISBN-13: 9781786462985
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime