Recently, the concept of "virtual reality" has been keeping a high level of popularity. Whether it is at the E3 game show that just passed or at the upcoming CJ 2015, this technology has been a highlight pursued by manufacturers and media. However, when it comes to virtual reality equipment, I believe that a large number of netizens first think of the box-shaped head-mounted display device called "VR helmet". But in fact, this is only part of it. origin From the very beginning, virtual reality was not proposed for display technology. According to relevant information, the earliest device with the idea of virtual reality can be traced back to the early 1960s. At that time, someone developed a 3D movie device called Sensorama, which can provide audiences with multiple sensory stimulations including vision, smell, hearing, and position according to the movie scenes, creating an immersive atmosphere. From the description, the effect is somewhat similar to what we experience in 4D cinemas today. This also lays the foundation for the demand for immersive virtual reality experience. develop Although there is no unified definition of virtual reality in academia due to various factors, it is certain that immersion is one of the most basic characteristics of this technology. A complete immersive experience can only be achieved by the combined effect of multiple senses. Therefore, the coordination between multiple devices is also a natural trend in the development of virtual reality technology. Since the 1990s, virtual reality technology has achieved unprecedented development. Among them, research related to image processing occupies a large proportion. Of course, this is inseparable from the important position of eyes in the senses. Studies have shown that the information received by normal people through vision accounts for about 83% of all external information received by the human brain. From this point of view, a perfect visual experience must be an important part of a complete immersive experience. This is also one of the reasons why VR helmets, rather than other equipment such as stereo headphones and data gloves, have become the focus of the virtual reality industry. Some professionals also revealed to us that the development of immersive experiences in other senses is no easier than image processing. Take smell, for example. It may be different from the principle of color formation. At present, it cannot be proved that all smells can be composed of several basic smells. Therefore, the research on simulated smell is still in a very early stage. In addition, people's pursuit of immersive sound experience has never stopped. Stereo headphones with surround effects can bring a better experience to virtual reality. VR glasses manufacturers have already noticed the user's auditory needs. The Glyph virtual reality retinal glasses released not long ago are a device that also has headphone functions. status quo At the iQiyi VR Summit last weekend, a hardware display manufacturer told us that during the test process, it was found that when users use virtual reality helmets, they will unconsciously follow the scene movements in front of them, such as turning, walking, grasping, etc. Therefore, the development of other supporting peripherals is also in the next step. Last year, a Japanese company demonstrated a virtual 3D imaging product that can be "touched". Developers can already make external devices in the shape of coins, sticks, pens or other simple shapes. The Virtuix Omni virtual reality treadmill, which completed crowdfunding on Kickstarter, also began shipping in the first half of this year. Not long ago, such projects also landed on crowdfunding in China. Earlier, there was news that Razer's virtual reality glasses will have a built-in Leap Motion somatosensory device, and users can interact directly with the virtual environment through body movements. Recently, some manufacturers focusing on virtual reality content have also begun to experiment with other peripherals. According to a person in charge of Ruiyue, the smart flight seat that is connected to the company's interactive SDK and can be matched with a VR helmet can complete 360° horizontal, 180° vertical, and 60° up and down, front and back, and tilt, giving users the experience of flying and weightlessness. The device will be exhibited at the CJ, which will open tomorrow. Outlook Natsuo Koda, a former virtual reality technology researcher at Sony, once said that physical contact is an important part of interpersonal communication, and the actual tactile participation in the virtual reality experience will give people the opportunity to touch the virtual 3D world with their own hands. In fact, it is not just the sense of touch. Many natural things in the real world need the help of equipment in the virtual world. For example, walking, speed perception, etc. Moreover, even in real life, many activities of people need the help of equipment. For example, driving, shooting, etc., which are common themes in the game world. Therefore, when ordinary games transition to virtual reality games, the improvement of players' demand for on-site experience will further promote the upgrade of game peripherals. The cooperation of these devices will bring users the greatest immersive experience. Imagine what it would be like if you had a realistic flying view in front of you, the sound of whistling wind in your ears, and the movement of your body position. In the field of home improvement, if users can walk through the model house in the virtual world, lie down, walk, sit, or even go up and down stairs like in the real world, the user experience will be greatly improved. Switching to extreme sports scenes, such as bungee jumping and skiing, the application of virtual reality technology has greatly improved the safety factor without reducing the degree of stimulation. This can also be transferred to VR adult applications that are favored by many people. Obviously, these cannot be achieved by VR helmets alone, so the field of virtual reality needs the addition of more other devices that can bring immersive experience. As a winner of Toutiao's Qingyun Plan and Baijiahao's Bai+ Plan, the 2019 Baidu Digital Author of the Year, the Baijiahao's Most Popular Author in the Technology Field, the 2019 Sogou Technology and Culture Author, and the 2021 Baijiahao Quarterly Influential Creator, he has won many awards, including the 2013 Sohu Best Industry Media Person, the 2015 China New Media Entrepreneurship Competition Beijing Third Place, the 2015 Guangmang Experience Award, the 2015 China New Media Entrepreneurship Competition Finals Third Place, and the 2018 Baidu Dynamic Annual Powerful Celebrity. |
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