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Realidad-Virtual-2016-V1.Pdf Juan Barambones Realidad Virtual 2016 Intro. Hace un año publiqué por primera vez es- mos, con posicionamiento incluido y sin te libro-guía con el fin de integrar en un úni- cables. La eliminación de los cables, una co documento un resumen de todo lo el reducción de peso, y sobre todo un precio ecosistema que se va generando alrede- ajustado, será un paso importante para la dor de la Realidad Virtual. Durante la prepa- adopción masiva de esta de esta tecnolo- ración de la segunda edición, he visto có- gía. mo en este último año, el interés por esta tecnología ha ido creciendo de forma expo- Las cámaras 360 también han experimen- nencial, y seguramente lo siga haciendo tado un gran auge, después de que mu- en el futuro. chas empresas pequeñas hayan sacado con esfuerzo sus productos, otras más Los grandes actores de la Realidad Virtual grandes como Samsung, o LG han hecho han movido ficha, y con los tres dispositi- lo propio en un mercado que cada vez se vos más importantes ya en el mercado, es ha vuelto más competitivo. cuestión de tiempo que la Realidad Virtual se haga un hueco en nuestras casas. Se Sin duda son momentos apasionantes, úni- puede decir que 2016 es el año 0, a partir cos, los que estamos viviendo en el nuevo de aquí será cuestión de tiempo que se ex- renacer de la Realidad Virtual. Aproveché- tienda. moslo para crear experiencias y aplicacio- nes que cambien el mundo, podemos ser Los proyectos recientemente presentados mejores personas con la Realidad Virtual. por empresas tecnológicas de referencia como Qualcomm con Snapdragon e Intel Juan Barambones con Project Alloy hacen presagiar una si- guiente versión de dispositivos autóno- i 1 Aunque es ahora cuando la realidad El origen virtual está llamando más la aten- ción, realmente su origen tiene lugar mucho tiempo atrás ... En1860, hace más de 150 años, Oliver tar su invento, lo hizo público. No sabe- Wendell Holmes, Sr. inventó lo más pareci- mos la razón por la que Holmes no quiso do a los dispositivos de realidad virtual patentarlo, aunque si escribió una explica- que todos vemos actualmente. Se hizo ción del porqué de su popularidad “no hay muy popular en su época y, lejos de paten- ningún nuevo principio implicado en su 2 construcción “. Está basado en el estereoscopio o imagen tridimensional, inventado por Sir Charles Wheatstone en 1838, que puede considerarse como el origen de la realidad vir- tual. Wheatstone utilizaba dos espejos para llevar a cabo la ilusión óptica, y como en esa fecha todavía no había fotografías, se utilizaban dibujos. David Brewster incorporó unas lentes al estereoscopio en 1849, consiguiendo diseñar un dispositivo de menor tamaño. Se fabricaron más de 250.000 unidades que se enviaron a todo el mundo, sin duda un gran éxito para la época. El diseño de Holmes era mucho más sencillo, lo que abarató su fabricación. Todavía hoy se siguen fabricando algunas unidades manualmente, eso al menos dice wikipedia. Sor- prende el parecido que tiene con los que se fabrican actualmente, la forma o el concepto, y el interés que en su día se generó en torno a ellos, muy parecido al que hay actualmen- te. Se puede decir que existía una rivalidad entre ambos, y el hecho de no patentar el in- vento, recuerda un poco a la maniobra de Google cuando saca en junio de 2014 el popu- lar Cardboard. 3 2 El primer HMD fue desarrollado por Un largo camino Ivan Sutherland, y recibió el apodo de “Espada de Damocles “ 4 Empecemos por definir qué es la realidad virtual, o mejor dicho qué conseguimos con ella, con la realidad virtual generamos en el usuario la sensación de estar inmerso en un mundo diferente al real. La forma en la que perdemos el contacto con la realidad se produce al po- nernos un dispositivo que nos aísla de nuestro entorno, nos sumerge en un mundo en el que únicamente recibimos estímulos del mundo virtual, es lo llamamos inmersión, pérdi- da de contacto con la realidad. Pero ¿cuándo empezamos a mostrar inquietud por la reali- dad virtual? Ya hemos visto que hace más de 150 años ya se inventaron los primeros dis- positivos, con gran éxito de ventas en el caso del estereoscopio con lentes de Brewster, pero tenemos que esperar hasta 1962 para uno de los primeros ejemplos de inmersión multisensorial, el Sensorama de Morton Heilig, un dispositivo mecánico en el que podían verse 5 cortometrajes distintos, y que incorporaba una serie de innovaciones para estimu- lar los sentidos. El prototipo de Heilig no se pudo desarrollar en profundidad por falta de apoyo financiero. Unos años más tarde, en 1965, Ivan Sutherland publica un artículo, “The Ultimate Display” en el que describe una serie avances tecnológicos que posteriormente revolucionarán nuestras vidas, entre ellos hace una descripción básica de lo que ahora es la realidad virtual. Sutherland era un apasionado de la realidad virtual, hasta tal punto de que un año después, en 1966, después crea el primer HMD, Head Mounted Display o cas- co con visor, conocido como “Espada de Damocles”. No tardo mucho tiempo en desarro- llar junto a David Evans un primer generador de imágenes tridimensionales con tubos cató- dicos que incorporaba ya aceleradores para la detección de movimientos. Se puede decir que la realidad virtual, tal y como la conoce- mos ahora, acababa de nacer. La realidad virtual no tardó en llamar la atención del ejército de los EEUU, el poten- cial de este sistema no iba a pasar desaper- cibido para el mejor ejército del mundo. Era cuestión de dinero que se consiguie- sen hacer prototipos que sacasen en ma- yor provecho posible a esta tecnología, y dinero era precisamente lo que le sobraba en aquellos momentos a la Armada norte- americana. Más de una década de desarro- 5 llo dan como resultado que en 1982 Thomas Furness presen- Virtual Boy tara el simulador de vuelo más avanzado hasta la fecha. Han de pasar casi tres décadas para tener lo más parecido al primer HMD para videojuegos. En 1993, Sega presenta en el CES un prototipo de VR que añade un auricular y con un dise- ño muy similar a los actuales. El prototipo causó gran expecta- ción y su posible salida al mercado a finales de 1994 precipitó la aparición de otro jugador en la escena de la realidad virtual del momento. En 1995 Nintendo lanza Virtual Boy, la mayor apuesta por la realidad virtual que se hace hasta el momento. Este novedoso sistema de juego no llegaba a ser una consola totalmente portátil debido al tamaño. No era precisamente muy ergonómica, el jugador tenía que colocarla sobre la mesa unida a una base doble no regulable en altura, así, la consola se elevaba unos centímetros, suficiente para acercarnos al vi- sor sin inclinarnos demasiado. La propia compañía recomen- 6 daba en el manual hacer pausas cada cierto tiempo para evitar daños en la vista y dolores de cabeza, algo que asustaba un poco a los compradores Cada una de sus dos pantallas mostraba un desfase ligero, creando un efecto tridimensio- nal muy bien logrado. Aunque tuvo muy pocos títulos en su librería, eran de buena cali- dad, pero esto no pudo evitar que Virtual Boy dejara de comercializarse sólo un año des- pués de que saliera a la venta. Esta consola fue el mayor fracaso de Nintendo, y tal vez el mayor fracaso en la historia de las consolas. Ni siquiera llegó a comercializarse en Europa, solo estuvo a la venta en Japón y en EUA. Hay varios factores que explican este fracaso, aparte del tamaño y la ergonomía, es determinante que que las compañías de desarrollo de videojuegos no apuestan por ella y que la tecnología era todavía insuficiente. Esto va a condicionar el desarrollo de la realidad virtual durante más de dos décadas. Nin- guno de los fabricantes de la época, ni los nuevos que aparecerían posteriormente, apos- tarán por la realidad virtual. Sega nunca lanzaría al mercado su prototipo presentado dos años antes, según ellos por que era demasiado realista y ello po- dría dañar al usuario. La realidad es otra, por una parte no hay tecnología suficientemente avanzada para llevar a cabo un desarrollo que consiga una experiencia de usuario com- pleta, y sobre todo que en ese momento Nintendo se les ha- bía adelantado en la carrera con lo virtual y su fracaso en ven- tas terminó por enterrar ese primer intento por acercar la rea- lidad virtual a los juegos. Será Palmer Luckey, diseñador y un apasionado de la reali- dad virtual, quien desencadene una revolución en el año 2012 con Oculus Rift. Nada de esto tendría senti- do si en 2014 Facebook no hubiera comprado Oculus Rift por 2.000 millones de dólares, quizás lo más impor- tante que ha ocurrido alrededor de la realidad virtual desde que Wheatstone realizase su invento, no solo por el montante de la operación, sino por haber despertado para siempre el letargo que estaba sufriendo la realidad virtual desde hacía varias décadas. Hay varios factores 7 que en mi opinión han propiciado este despertar: Kickstarter, una tecnología madura, soft- ware al alcance de todos y las ganas de de mucha gente de nuevas formas de vivir expe- riencias. Tampoco habría sido posible sin plataformas de crowdfunding como Kickstarter e Indiego- go, las más populares. Estas plataformas no sólo han permitido que estos y otros proyec- tos salgan adelante, sino que han despertado el interés de las grandes compañías de inter- net. La tecnología que hace posible fabricar dispositivos de realidad virtual es lo suficiente- mente madura como para reducir su coste y fabricarlos de manera masiva y al alcance de cualquiera.
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