Military Technology

Chapter 360 Building a Virtual Reality World

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

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

First of all, we want to talk about visual interactivity. For example, when 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 that people are watching the visual motion pictures in the real environment. How to make them as real 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 vomiting. In some experiential exhibitions of VR glasses and games, there are quite a few people who vomited directly from playing.

This is not what the merchant claims is that these people are dizzy with 3D, but it is caused by their own equipment. Compared with other people, this group of people has more developed motor and visual nerves, so they will feel dizzy when faced with such incoherent and unsmooth pictures.

Of course, there are still some people who are really prone to dizziness, and they may become dizzy after a few laps or a car.

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

This requires another sensor, which can be a wearable glove or some operating handles. It belongs to auxiliary equipment, 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, so that users can fully devote themselves to the three-dimensional virtual environment created by the computer.

Let the user feel that everything in this environment looks real, sounds real, and moves real. It even smells, tastes, and everything feels real, just like it does 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 above.

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

According to the idea put forward by some scientists, it is to develop an odor synthesis device, which can release different odors according to the electrical signals transmitted in real time. 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.

It's just that many chemical and health issues are involved, 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 that there will be results in a short time. Especially for such products that directly act on the respiratory system and oral cavity, safety is the top priority. Therefore, a long R\u0026D and experimental testing cycle is required before it can be put on the market for users to use.

In addition to these points, there is another point that is conceptual. It can also be called autonomy, which means that in the multi-dimensional information space of the virtual world, users can obtain knowledge in an all-round way 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, allowing users to learn and discover some information in the virtual reality world according to their own wishes, or to 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 field of hardware, 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 super high performance.

This is the basis of the entire VR glasses,

It is also the top priority. 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 capability of the system is directly related to the user experience. A good system should not only have a smooth operation experience, but also have powerful data computing capabilities.

Real and shocking virtual reality images will inevitably bring massive amounts of data information. How to analyze and process these data in a timely manner not only needs to test the performance of the hardware processor, but also has super high requirements for the system.

In terms of information content, the real picture can be shot and transmitted by a panoramic camera. As for the virtual screen, how to present the most realistic virtual screen in front of users is also a problem they have to solve.

To this end, they developed their own set of AI 3D rendering technology. This technology has also been used in the generation and real-time rendering of the virtual image of the family housekeeper in their smart home terminal, and they have achieved good results so far.

It's just that there are still some difficulties in moving this technology to the AR system for application. This is not only a technical problem, but also a problem in design and even the overall structure.

Of course, it is impossible to be close to them in terms of content. That's why he supports Lin Wei's creation of "Jianwei 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 and game copyrights and related network resources, which will be used to enrich VR products in the future. Content.

Among them, the copyright of film and television is mainly aimed at the 3D copyright 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.

This makes the original 3D effect in these films greatly reduced, or even disappear, and the experience is reduced. If the 3D effect of these films can be preserved and placed in VR eyes, it can even bring a viewing experience comparable to or even better than that of a theater, then there must be a very promising market.

You should know that in the theater, your viewing experience is also different due to the influence of location, light, and environment. If you can use VR glasses at 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 watch a live football game or a live concert directly at home through VR glasses. Through the panoramic lens set above the stands, you can watch the game or concert in real time with the fans or fans next to you.

You can even invite three or five friends to come in and create a VIP room exclusively for you, and then watch and communicate with each other, which is definitely a great feeling

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