From the flesh to the body to talk about where VR sense of vertigo comes from

The development of VR products first appeared in the 60s!

Virtual Reality Technology, also known as VR, has brought the "game helmet" that was once only a science fiction novel back to real life. This technology was first proposed in the 1960s with the help of computer computing systems. To create a three-dimensional environment, by bringing the user's audio-visual experience fully wrapped, brings an unparalleled sense of experience and presence, we first summarize the development of VR concept.


In 1935, the novelist Stanley.Weinbaum described in the novel a VR glasses, based on glasses, including visual, olfactory, tactile and other immersive experience of the virtual reality concept, the novel is considered to be the world's first virtual The concept of reality works.


In 1962, a virtual reality prototype machine named Sensorama was developed by Morton Heilig to be simulated flight training in a virtual reality manner. The VR technology at this stage was limited to the research phase and did not produce products that could be delivered to users.



Sensorama

Since 1994, Japanese game companies Sega and Nintendo have launched products such as SegaVR-1 and Virtual Boy, respectively, for the gaming industry. At that time, they did cause quite a stir in the industry. However, due to the high cost of equipment, the actual experience of the game is very limited. In the end, this game console product ended in a market failure.


Virtual Boy

In 2016, products with mixed results began to explode, and along with the first-tier manufacturers such as Oculus, HTC, and SONY, they made efforts and efforts for many years. VR products ushered in a major explosion in 2016. This stage of the product has more affordable device pricing, more powerful content experience and interactive methods, supplemented by strong capital support and marketing. The entire VR industry has officially entered the outbreak of growth.


SONY PS VR

I believe that now experience VR product players have experience, in addition to VR can bring us an incomparable experience, its commonality "dizziness" is also a very headache, even including the production of HTC, Oculus, SONY and other top manufacturers The VR product still has this "hard injury" and it is this willingness. Now players who experience VR, just stop at the VR device, and what causes the VR head-mounted device to cause us to Dizziness? Today we set out from our own physical structure and talk about why Virtual Reality Vertigo is.

Depth of field problem is not as fooling as possible

The first one we have to say is the problem of depth of field. We all know that if we want to get the best experience, we must use VR equipment to deceive our eyes and create a sense of distance before and after the scene in the display process, but we It should be noted that the screens of display devices are generally flat. To display a multi-dimensional space on a plane object, it is not simply a matter of large distance and small size that can be controlled, including changes in light, changes in shadows, etc. Among the deep factors, it includes "depth of field".


From the actual to the virtual distance can be simply understood as the depth of field details show the site is called focus

Then what exactly is the "deepening depth"? It is believed that friends who study photography understand this concept very well. The control of "deep depth" is the basic skill of every photographer. We do not say that we set aside the level of photography. Everyone can go online and find out about the "depth of field". The explanation of the vocabulary is believed to be no less than me, adhering to the principle of mutual learning and mutual progress, and today I must say some of my own understanding.


A picture tells you what is near real far

Actually, our current display technology constitutes respect for the fine arts, such as depth of field, distance, shadow, and the color of the three primary colors. The human understanding of fine arts has created the current display technology, from film and television, games, and application software. From the production process, we must abide by the iron rule of art theory. To take a basic sketch, it specifies that the details you want to focus on to the viewer are relatively full, and the next part is Relatively weakened details, to highlight the main display parts, the overall picture will be clear and resolute. However, following the display of fine arts, there is no problem with the distance. Does it really fit physiology when it comes to VR?

In electronic display devices, the most direct rules of sketching are the two concepts of “focus” and “depth of field”. These two concepts are themselves separated. However, the virtual environment generates an image with binocular parallax, but it has a significant depth and blur feeling. The place the eye wants to observe is imaginary, which itself is uncomfortable.

·Simple summary, the construction of a three-dimensional space on a screen with a planar structure requires the aid of depth-of-field blur effect. However, this traditional assisted construction mode itself is contrary to our binocular vision. Reality and virtual parallax have caused us to adapt , it caused dizziness.

Delay and smear are the scourges of the LCD?

The picture delay depends to a large extent on the refresh rate of the display. The world’s most advanced virtual reality device has a refresh rate of 75Hz, including the well-known Oculus DK2. 75Hz means that rendering is completed until it is displayed on the screen. It takes at least 1 second divided by 75 times equals 13.3 milliseconds per time, including security. The insurance time is generally a delay of 19.3ms.


19.3 ms delay generation process diagram

The above figure is also the entire video signal from the sampling, to the completion of the presentation process, this process has not yet included the process of data packet loss, and CPU frequency loss, so to achieve 19.3ms is already a very good delay, During the delay, our eyes can easily become uncomfortable, causing dizziness. Therefore, video delay is also one of the factors causing vertigo.

· Screen smear vision is not a big problem in VR

Today, there are still many users complaining that the LCD TV screen is not smooth enough, especially for some low-end TV products. To put it a little deeper, the problem of response time is even more pronounced for the new internet brands that lack TV manufacturing experience. So? Why does LCD technology have a slow response time?


The physical structure of the LCD screen can't be eradicated due to the destined response time.

Of course, LCD is the main screen choice for TVs and monitors. Remote viewing is completely free of problems. However, it is totally not the same thing to use in VR. This is the reason why Sony, who loves LCDs in the television field, chooses its VR products. OLED screen causes.


Smear severe enough to see the static image will spit

The liquid crystal technology cannot fundamentally solve the image sticking phenomenon by any means or technology, because the liquid crystal molecules deflect and arrange in a time-consuming manner, and the liquid crystal molecules deflect different materials in different ways. The liquid crystal molecules receive the drive chip instructions to change the state. The time required for this process is what we often call "response time." In other words, no matter how advanced drive technology can't change the fact that liquid crystal molecules need deflection work, the response time is fast or slow, but it's impossible. Zero, so the residual image of the LCD screen is doomed to be eradicated.

·VR still has a long way to go from physiological structure research and development will do more with less

Interested readers believe that they have discovered that the above problems are caused by blurry screens. The VR product is very close to the eye of the screen and adopts a cover-type design. The human eye is paying attention to it. On the blurry screen, when there is no focus, the brain will re-find the focus. The process of repeated re-focusing is the culprit causing vertigo. It is like the human eye catches no attention on the snow-capped mountains. Snow blindness caused.


After the two images with binocular parallax generated by the virtual environment system are reflected in the retina, as in the real world, the line of sight can also be focused on any virtual object in the virtual environment, but the sense of depth and front-to-back position are different. Each virtual object does not only emit light with a degree of dispersion corresponding to its location, but also, like the planar image, the degree of dispersion of the entering pupil light emitted by each object is almost identical to each other.



What is the value of the current VR product is not worth buying, the author holds a more conservative attitude, if you like the latest and best experience, then you may wish to buy a taste of fresh, if you do not have any spare cash, you can buy one now domestic Many manufacturers sell so-called "VR" headsets for simple experience, but you must pay attention to the performance of your mobile phone. The experience of this kind of support is completely inferior to the VR of a few thousand dollars. Obviously, the VR quality of manufacturers such as Oculus, HTC, SONY, etc., although it can not eliminate everyone's sense of vertigo (different in the human body), has already begun to work hard to optimize the physiological experience, the current stage of VR products in the final analysis Still visual display technology also requires display panel vendors to work with these virtual reality developers.

Smart TV/box information can focus on smart TV information network sofa butler (http://), China's influential TV box and smart TV website, providing information, communication, TV boxes, smart TVs, smart TV software, etc. Answering questions.

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