VR uses computer simulation to create a three-dimensional virtual world, providing users with simulations of vision, hearing, touch and other senses, allowing users to observe things in three-dimensional space in real time and without restrictions as if they were actually there. It gives people the feeling that there is no clear boundary between virtual and reality. Through some means, such as wearing VR equipment, users can feel like they are in a virtual world, including vision, hearing, and even extending to touch and smell.
VR Development History This was mentioned as early as the novel "Pygmalion's Spectacles" in 1935. In 1957, Morton Heilig invented the Sensorama and proposed the concept of VR. From the early exploration in the 1960s to the 1980s, from the explosion point and silence in the late 1980s to the early 1990s, it has now fully entered the public eye. From the essence of technological development, virtual reality has gone through four stages of evolution: the first stage is desktop virtual reality, which is related applications based on computer simulation and display; the second stage is immersive virtual reality, including head-mounted display and content consumption in virtual space; the third stage is augmented reality virtual reality. The use of head-mounted displays and related somatosensory devices gives virtual reality a preliminary interactive experience; the fourth stage is a distributed virtual reality system. All the previous virtual reality scenes are single-person and single-user virtual scenes. The goal of virtual reality is to connect people, so multi-user collaborative sharing of virtual reality is the future of virtual reality. Difficulties in the development of VR in my country In reality, the existing VR technology still mainly relies on the handle to select the interface and interact with it, and uses various sensors and mechanical devices to capture and identify human movements and collect human motion. However, this interactive method is difficult to give people a perfect experience and a high user penetration rate. Considering the launch of various VR devices and the gradual unification of VR content manufacturers, the interactivity of VR will become the core. However, each interaction method has its own advantages and disadvantages, and it is difficult to achieve unification in the short term. First, VR devices are different from mobile phones, PCs, etc. It is not yet a standardized interaction carrier, so it is difficult to standardize the interaction mode; secondly, VR is a three-dimensional world, which will inevitably increase the complexity and diversity of interaction. If you want to achieve immersion in the three-dimensional world, VR interaction should naturally include all the interaction methods in the real world. In addition to technical difficulties, my country's VR industry also has problems in content format. The current virtual reality industry focuses on game and application developers. For example, in the first 33 lists of HTC's virtual reality incubation project ViveX, content products account for less than 1/10, and panoramic videos and virtual reality video content, which are part of virtual reality consumer content, are ignored. Compared with the increasing number of game masterpieces, there are relatively few outstanding video content works. There are two reasons for this: first, the industry regards games as the key direction of educating users, and second, the cost of tools for producing content is too high, and related products and solutions are focused on the commercial market. As the third first year, 2016 is a year of rapid development of VR. my country's VR industry should seize this opportunity, innovate technology, improve the overall level of the VR industry, and go global. Although compared with the adoption process of smartphones and tablets, it is indeed difficult for VR basic equipment to reach the public in one or two years, but its huge development potential and far-reaching prospects have drawn a beautiful development blueprint. Let us wait and see. |
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