Of course, this alone is not enough, interactivity and immersion must also be considered.
The so-called interactivity can be divided into two parts.
First of all, what we want to talk about is visual interactivity. For example, if you turn your head, lower your head, or raise your head, the picture you see will also move accordingly. This is a kind of interactivity.
What it simulates is people watching visual motion pictures in a real environment. How to make it as real as possible requires that the movement of these pictures must be as smooth as possible, without delay and lag.
If delays occur and the picture is not smooth enough, the authenticity will be greatly reduced. This may even lead to negative physiological conditions such as dizziness and even vomiting. In some VR glasses and game experience exhibitions, there are many people who vomited directly while playing with them.
This is not caused by the 3D dizziness of some people as claimed by the merchants, but caused by their own equipment. Compared with other people, these people have more developed motor and visual nerves, so they will feel dizzy when faced with such incoherent and laggy images.
Of course, there are still some people who are really prone to dizziness. They may become dizzy after spinning a few times or doing something like a car.
The second type of interactivity is the operability of objects in the virtual world. For example, users can directly grab virtual objects in the mobile simulation environment with their hands, and the grabbed objects in the field of view can immediately move with the movement of their hands.
This requires additional sensors, which can be wearable gloves or some operating handles. It is an auxiliary device, so I won’t go into details here.
Immersion, also known as presence, refers to the user’s sense of reality in the virtual world. A good simulation environment should make it difficult for users to distinguish between real and fake, allowing users to fully immerse themselves in the three-dimensional virtual environment created by the computer.
Let users feel that everything in this environment looks real, sounds real, and moves real. Everything even smells and tastes real, just like it would in the real world.
This includes vision, hearing, touch, smell and even taste. The visual aspect is realistic 3D images, the auditory aspect is surround sound, and the tactile aspect is the interactive sensor mentioned earlier.
As for smell and taste, these two are currently under theoretical research.
According to the idea put forward by some scientists, a smell synthesis device has been developed, which can release different flavors based on real-time transmitted electrical signals. The same principle applies to taste synthesis devices, which will be used in conjunction with virtual reality products to help users achieve an immersive feeling.
However, this involves many chemical and health issues, so this aspect is still under research. As for Wu Hao and the others, they have just started pre-research work on the project in this area, and it is unlikely that there will be results in a short time. Especially for products that directly act on the respiratory system and oral cavity, safety is the top priority. Therefore, it requires a long cycle of research and development and experimental testing before it can be put on the market for use by a wide range of users.
In addition to these points, there is another point that is conceptuality. It can also be called autonomy, which means that in the multi-dimensional information space of the virtual world, users can obtain all-round knowledge by relying on their own perception and cognitive abilities, exert their subjective initiative, and seek perfect solutions to problems.
In fact, it is a kind of subjective initiative given to people, which allows users to learn and discover some information in the virtual reality world according to their own wishes, or do something they are interested in, just like building a world of their own. Same.
So this technology is not only difficult in the hardware part, but also in the software field.
First of all, in the hardware field, that is how to improve the picture 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 and top priority of the entire VR glasses. This is like the main frame of a building. Only when the main frame is completed and strong enough can it 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 capabilities of the system are directly related to the user experience. A good system must not only have a smooth operating experience, but also have strong data computing capabilities.
Real and shocking virtual reality images will inevitably bring massive amounts of data information. How to analyze and process this data in a timely manner not only tests the performance of the hardware processor, but also places extremely high requirements on the system.
In terms of information content, real pictures can be captured and transmitted using panoramic cameras. So what about virtual images? How can we present the most realistic virtual images in front of users? This is also a problem they have to solve.
To this end, they have opened up a set of their own AI three-dimensional rendering technology. This technology has also been used for the generation and real-time rendering of the virtual image of the family butler in their smart home terminals, and it has achieved good results so far.
However, there are still certain difficulties in moving this technology to AR systems for application. This is not only a technical problem, but also a design and even overall structure problem.
Of course, it's impossible to stay close to them in terms of content. That's why he supported Lin Weichuang to "build Weibo Media". In addition to helping to open up their relevant account resources, one of the important tasks is to acquire a large number of film, television and game copyrights and related network resources to enrich VR products in the future. Content.
Among them, film and television copyright mainly targets the 3D copyright of a large number of films. At present, after these 3D movies are released, they are basically sold to Internet playback platforms and then played in 2D.
This makes the original 3D effects in these movies greatly reduced or even disappeared, and the experience is reduced. If the 3D effects of these films can be retained and put into VR eyes, it can even bring a viewing experience that is comparable to or even better than that of a theater, then it will definitely have great market prospects.
You must know that in a theater, your viewing experience will be different depending on the location, light, and environment. If you can use VR glasses at home, you can experience the same feeling as in the theater, and it will also be the best viewing position, environment and light. In other words, according to your own preferences, we can create your own unique location, light, and viewing environment for you.
Or you can watch a live football match or live concert directly at home through VR glasses. Through the panoramic lens set up on 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 private room, and then watch and communicate with each other. It is definitely a great feeling.
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