Chapter 360: Building a Virtual Reality World
Of course, this is not enough, but also interactivity and immersion.
The so-called interactivity can be divided into two parts.
First of all, we want to talk about visual interactivity, for example, if you turn your head, look down, and look up, the picture you see will also move, which is a kind of interactivity.
What it simulates is that people are watching the visual motion picture in the real environment, how to make it as realistic as possible, then the motion of these pictures must be as smooth as possible, without delay and stuttering.
If there is a delay and stuttering, the picture is not smooth enough, and the realism is greatly reduced. There will even be some negative physiological conditions such as dizziness and even vomiting. In some VR glasses and game experience exhibitions, there are not a few people who play and vomit directly.
This is not what the merchant claims to be this part of the people 3D, but the equipment itself. Compared with other people, these people have more developed motor and visual nerves, so they will feel dizzy in the face of this incoherent and unsmooth stuttering picture.
Of course, there are some people who are really dizzy, and they may be dizzy after a few turns or a car.
The second type of interactivity is the operability of objects in the virtual world. For example, the user can directly grasp a virtual object in the moving simulation environment with his hand, and the object in the field of view can immediately move with the movement of the hand.
This requires additional sensors, either in the form of wearable gloves or some operating handles. It belongs to auxiliary equipment, so I won't go into detail here.
Immersion, also known as presence, refers to the user's sense of realism in the virtual world. A good simulation environment should make it difficult for users to distinguish between real and fake, so that users can fully immerse themselves in the three-dimensional virtual environment created by the computer.
Make the user feel that everything in the environment looks real, sounds real, and moves real. Even everything that smells and tastes is real, just like it feels in the real world.
This includes sight, hearing, touch, smell and even taste. The visual aspect is a realistic 3D picture, the auditory aspect is surround sound, and the tactile sense is the interactive sensor mentioned earlier.
As for the sense of smell and taste, these two are also currently being studied theoretically.
According to the idea proposed by some scientists, an odor synthesis device has been developed, which can release different flavors according to the real-time transmission of electrical signals. The same is true for taste synthesis devices, which will be used in conjunction with virtual reality products to help users achieve an immersive experience.
It's just that there are a lot of chemical and health issues involved, so it's still being studied. As for Wu Hao, they have just started the pre-research work of the project in this area, and it is unlikely that there will be results in a short period of time. Especially for products that act directly on the respiratory system and mouth, safety is a top priority. Therefore, it requires a long R&D and experimental testing cycle before it can be put on the market for the majority of users.
In addition to these points, there is another point, which is conceptuality. It can also be called autonomy, which refers to the fact that users can obtain knowledge in an all-round way by relying on the perception and cognitive ability of the white body in the multi-dimensional information space of the virtual world, exert their subjective initiative, and seek the perfect solution to the problem.
In fact, it is a kind of subjective initiative that allows users to understand and discover some information in the virtual reality world according to their own wishes, or do something that interests them, just like building a world of their own.
Therefore, the difficulty of this technology is not only in the hardware part, but also in the software field.
First of all, in the field of hardware, that is, how to improve the image quality to the point where it can deceive people's eyes. The second is how to place a large number of parts and electronic components in a limited volume and weight, so that this device has ultra-high performance.
This is the foundation of the whole VR glasses, and it is also the most important. This is like the main frame of a building, only when the main frame is completed and strong enough to support the layout and decoration in the frame to achieve a comfortable living environment.
The second is the software part, a powerful VR processing system. The processing and computing power of the system is directly related to the user's experience. A good system must not only have a smooth operation experience, but also have powerful data computing capabilities.
How to analyze and process these data in a timely manner not only tests the performance of the hardware processor, but also has ultra-high requirements for the system.
In addition, in terms of information content, the real picture can be shot and transmitted using a panoramic camera. So what about the virtual picture, how to show the most realistic virtual picture in front of the user's eyes, this is also the problem they want to solve.
To this end, they have opened up a set of their own AI 3D rendering technology, which has also been used for the generation and real-time rendering of the avatar of the home housekeeper in their smart home terminals, and they also feel that they have achieved good results.
However, it is still difficult to transfer this technology to the AR system, not only in terms of technology, but also in terms of design and overall structure.
Of course, it's impossible to get close to them in terms of content. That's why he will support Lin Weichuang to 'build micro media', in addition to helping open their related account resources, one of the important tasks is to acquire a large number of film and television and game copyrights and related network resources for enriching the content in VR products in the future.
Among them, film and television copyrights are mainly aimed at the 3D copyrights of a large number of films. At present, after these 3D movies are released, they will basically be sold to Internet playback platforms, and then played in 2D.
As a result, the original 3D effect in these films is greatly reduced, or even disappears, and the experience is reduced. If the 3D effect of these films can be retained and put into VR eyes, and even bring a viewing experience comparable to or even more than that of theaters, it will definitely have a very promising market.
You should know that in the theater, your viewing experience is not the same depending on the location, light, and environment. If you can use VR glasses in your own home, you can experience the same feeling as in the theater, and it is also the best viewing position, environment, and light. Or according to your own preferences, create your own exclusive location, light, and viewing environment for you.
Or you can watch a live football game or a live concert directly at home through VR glasses. With the panoramic camera set up above the stands, you can watch the game or concert in real time with the fans or fans next to you.
You can even bring three or five friends in to create your own VIP room, and then watch and communicate, which is definitely a great feeling
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