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computer science

Reality Labs

Reality Labs is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Reality Labs rather than just read about it. In short: Reality Labs, formerly Facebook Reality Labs and Oculus VR, is a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as the Quest, and online platforms such as Horizon Worlds. In June 2022, several artificial intelligence (AI) initiatives that were previously a part of Meta A…

Reality Labs — main illustration
Reality Labs — illustration

Key takeaways

  • Reality Labs belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Reality Labs to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Reality Labs from memory before moving on to harder problems.

Reference excerpt

Reality Labs, formerly Facebook Reality Labs and Oculus VR, is a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as the Quest, and online platforms such as Horizon Worlds. In June 2022, several artificial intelligence (AI) initiatives that were previously a part of Meta AI were transitioned to Reality Labs. This also includes Meta's fundamental AI Research laboratory FAIR which is now part of the Reality Labs - Research (RLR) division. The Reality Labs unit is the result of the merger of several initiatives under Meta Platforms and the incorporation of several acquired companies. This includes CTRL-Labs founded by Thomas Reardon which develops non-invasive neural interface technology as well as Oculus, a company that was founded in 2012 by Palmer Luckey, Brendan Iribe, Michael Antonov and Nate Mitchell to develop a VR headset for video gaming.

History

Founding

As a head-mounted display (HMD) designer at the University of Southern California Institute for Creative Technologies, Palmer Luckey earned a reputation for having the largest personal collection of HMDs in the world and was a longtime moderator in Meant to be Seen (MTBS)'s discussion forums. Palmer created a series of new technologies that resulted in a VR headset that was both higher performance than what was currently on the market and was also inexpensive for gamers. To develop the new product, Luckey founded Oculus VR with Scaleform co-founders Brendan Iribe and Michael Antonov, Nate Mitchell and Andrew Scott Reisse. Coincidentally, John Carmack of id Software had been doing his research on HMDs and happened upon Palmer's developments. After sampling an early unit, Carmack favored Luckey's prototype, and just before the 2012 Electronic Entertainment Expo (E3), id Software announced that the BFG Edition of Doom 3 would be compatible with head-mounted display units. During the convention, Carmack introduced a duct-taped head-mounted display, based on Palmer's Oculus Rift prototype, which ran Carmack's software. The unit featured a high-speed IMU and a 5.6-inch (14 cm) LCD, visible via dual lenses that were positioned over the eyes to provide a 90 degree horizontal and 110 degree vertical stereoscopic 3D perspective. Carmack later left id Software as he was hired as Oculus VR's chief technology officer.

Funding for Oculus Rift and company

The Oculus Rift prototype was demonstrated at E3 in June 2012. On August 1, 2012, the company announced a Kickstarter campaign to further develop the product. Oculus announced that the "dev kit" version of the Oculus Rift would be given as a reward to backers who pledged $300 or more on Kickstarter, with an expected shipping date set of December 2012 (though they did not actually ship until March 2013). There was also a limited run of 100 unassembled Rift prototype kits for pledges over $275 that would ship a month earlier. Both versions were intended to include Doom 3 BFG Edition, but Rift support in the game was not ready, so to make up for it they included a choice of discount vouchers for either Steam or the Oculus store. Within four hours of the announcement, Oculus secured its intended amount of US$250,000, and in less than 36 hours, the campaign had surpassed $1 million in funding, eventually ending with $2,437,429. On December 12, 2013, Marc Andreessen joined the company's board when his firm, Andreessen Horowitz, led the $75 million Series B venture funding. In total, Oculus VR has raised $91 million with $2.4 million raised via crowdfunding.

… excerpt ends here. Continue reading the full article.

Illustrations

Reality Labs illustration
Reality Labs: Oculus Rift DK2 worn at a research showcase (Leap Motion sensor attached to the front)
Oculus Rift DK2 worn at a research showcase (Leap Motion sensor attached to the front)
Reality Labs: Lenses inside an Oculus headset
Lenses inside an Oculus headset
Reality Labs: The first-generation Oculus Quest
The first-generation Oculus Quest
Reality Labs: A Meta Quest 3 and controllers
A Meta Quest 3 and controllers

Worked examples

Example 1 — a first encounter with Reality Labs

Start with the simplest possible case. Write down what Reality Labs claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Reality Labs before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Reality Labs ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Reality Labs

In research
Reality Labs appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Reality Labs in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Reality Labs is common in secondary-school and first-year university syllabi. It links to neighbouring topics 2012 establishments in California, 2014 mergers and acquisitions, American companies established in 2012, so understanding it makes those chapters shorter.
In everyday life
Look for Reality Labs outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Reality Labs in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Reality Labs means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Reality Labs out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Reality Labs in simple terms?

Reality Labs, formerly Facebook Reality Labs and Oculus VR, is a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as the Quest, and online platforms such…

Why does Reality Labs matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Reality Labs?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Reality Labs.

Tags

  • 2012 establishments in California
  • 2014 mergers and acquisitions
  • American companies established in 2012
  • Companies based in Menlo Park, California
  • Companies based in San Francisco
  • Display technology
  • Electronics companies established in 2012
  • Head-mounted displays
  • Meta Platforms acquisitions
  • Oculus VR
  • Software companies based in the San Francisco Bay Area
  • Software companies established in 2012

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