Military Technology

Vol 2 Chapter 360: Building a virtual reality world

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Of course, this alone is not enough. Interactivity and immersion must also be considered.

The so-called interactivity can be divided into two parts.

The first thing we want to say is the visual interactivity. For example, if you turn your head, lower your head, and raise your head, the picture you see will follow. This is an interaction.

What it simulates is that people are watching the visual motion pictures in the real environment. How to be as realistic as possible requires that the motion of these pictures must be as smooth as possible without delay.

If there is a delay and the picture is not smooth enough, the authenticity will be greatly reduced. There may even be some negative physiological conditions such as dizziness and even vomiting. In some VR glasses and games experience exhibitions, there are not a few who spit people directly playing.

This is not because the business claims that this part of the person is dizzy 3D, but because of their own equipment. Compared with other people, this part of the motor visual nerve is more developed, so in the face of this incoherent and smooth Karton pictures will appear dizzy.

Of course, there are still some people who are really vertigo-prone. They may not be able to stun a few laps or make a car.

The second type of interactivity is the operability of objects in the virtual world. For example, the user can directly grab a virtual object in the mobile simulation environment with his hand, and the object being grasped in the field of vision can also immediately move with the movement of the hand.

This requires additional sensors, which can be wearable gloves or some operating handles. Belonging to auxiliary equipment, I won't go into details here.

Immersiveness, also known as telepresence, 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 true and false, and let users devote themselves to the three-dimensional virtual environment created by the computer.

Let users feel that everything in this environment looks real, it sounds real, and it is real. It even smelled, tasted, and so on, all feeling 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 aspect is the interactive sensor mentioned earlier.

As for smell and taste, these two are currently under theoretical study.

According to the idea proposed by some scientists, an odor synthesis device has been developed, which can release different flavors according to the electrical signals transmitted in real time. The same principle is used for taste synthesis devices. They will be used with virtual reality products to help users achieve an immersive feeling.

It's just that this involves a lot of chemical and health issues, so this aspect is still under study. As for Wu Hao, they have just started the project pre-research work in this area, and it is unlikely to have results in a short time. In particular, this product that directly affects the respiratory system and the oral cavity is of paramount importance in terms of safety. Therefore, it takes a long period of R & D and experimental testing before it can be put on the market for users.

In addition to these points, there is also the conception. It can also be called autonomy, which means that in the multi-dimensional information space of the virtual world, users can obtain knowledge in all directions by relying on the perception and cognitive ability of the white body, exert their subjective initiative, and seek the perfect solution to problems.

In fact, it is a kind of subjective initiative given to people. It allows users to learn and discover some information in the virtual reality world or to do things they are interested in, just like building a world of their own. same.

So this technology is not only difficult in hardware, but also in software.

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 install a large number of components and electronic components on a limited volume and weight, so that this device has super high performance.

This is the foundation of the entire VR glasses, and it is also the top priority. This is like the main frame of a building. Only this main frame is completed and strong enough to support the layout and decoration in the frame to achieve a comfortable living environment.

The second part is the software part, a powerful VR processing system. The system's processing power 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.

Really shocking virtual reality pictures will inevitably bring huge amounts of data information. How to analyze and process these data in a timely manner must not only test the performance of the hardware processor, but also have extremely high requirements for the system.

Then there is the information content, the real picture can be shot and transmitted using a panoramic camera. Then how about the virtual picture, how can the most real virtual picture be displayed in front of the user's eyes? This is also the problem they need to solve.

To this end, they have opened up a set of their own AI 3D rendering technology. This technology has also been used for the generation and real-time rendering of home steward virtual images in their smart home terminals. They have also found a good result ~ www.readwn. com ~ It is just that there are certain difficulties in moving this technology to AR system for application. This is not only a technical issue, but also a design and even an overall structural problem.

Of course, it is impossible to be close to them in terms of content. That ’s why he supports Lin Weichuang ’s “Building Micro Media”. In addition to helping to open their related account resources, one of the important tasks is to acquire a large number of film and television copyrights and related network resources for future enrichment of VR products. Content.

The film and television copyright is mainly aimed at the 3D copyright of a large number of movies. 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 videos greatly reduced, or even disappeared, and the experience is reduced. If the 3D effects of these films can be retained and put into the eyes of VR, it can even bring a cinematic experience comparable to or even beyond that of theaters, then it will certainly have a very promising market.

You need to know that in the theater, your viewing experience is different due to the influence of location, light, and environment. If you can use VR glasses in your own home, you can experience the same feeling as in the theater, but also the best viewing position, environment, and light. In other words, according to your preferences, you can create your own unique location, light, and viewing environment.

Either go to a live game or watch a live concert through VR glasses at home. Through the panoramic lens set on the stands, you can watch the game or concert in real time with the fans or fans next to you.

You can even pull in three or five friends to create a VIP room exclusive to you, and then communicate while watching. It is definitely a great feeling.

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