This year, an emerging industry in the country suddenly broke out. What is interesting is that not only is it concerned in the field of technology, but also in real estate, games and other fields. It is true that the VR industry and corresponding VR helmets are important products. Some people say that this year is the first year of VR. After a long period of technological accumulation, VR has seen an explosive growth this year. Countless VR helmets and VR technical teams and related content providers and service providers have emerged.
Regarding the type of VR and the current market situation, we have already introduced it to you before. In fact, VR is still not mature enough at the application level. The entire industry is still in the early stage of development, and it is inevitable that the gap between the products is uneven and the gap between the advantages and disadvantages is relatively large. Of course, whether it is a hot product with a high price and high popularity, or a product with a low price and a simplified version, it will meet a problem more or less. This problem is also the most concern in the field of VR. It is VR dizziness.
What is VR dizziness
In fact, strictly speaking, VR vertigo should be called virtual reality motion sickness, also known as VR motion sickness. According to actual conditions, it can be subdivided into two different symptoms, namely simulated motion sickness and visual motion sickness. What difference does it have between them and how will it affect us?
Simulated motion sickness
Also known as simulated motion sickness, this term does not come with VR. As early as when TV appeared, it evolved from a disorientation, somewhat similar to seasickness, motion sickness, but It is due to long time watching the screen.
When the visual focus is on a position (screen), although the screen is still, the objects on the image keep moving, especially when approaching or extending towards you, the eyes are deceived and the spirit is in a state of high tension, but Your body did not make any corresponding movements, and there was a mismatch between the mind and body.
Generally, the effect will be increased with the realisticness of the screen simulating the real environment. However, after decades of baptism, the modern people's ability to adapt to the screen has been very strong, coupled with the advance shooting, post-processing technology upgrades, and us The improvement of video hardware equipment, now if the screen is not an intense scene change, the performance of motion sickness is almost negligible. However, in the intense environment, there are still some reflections. This is why when people play FPS games for a long time, some people may not be dizzy. Some people do not clearly reflect the reason, because people have different adaptability.
In fact, we have a fairly adaptable screen, but VR, a completely immersive 3D scene, is still not very adaptable, so most people have simulated motion sickness.
Visual motion sickness
Visual motion sickness is relatively simple, not because of physical reasons, but because of problems with the device itself, such as screen refresh rate, delay, and so on.
If the screen itself has a delay, it is very obvious. When you add the screen itself, the delay is relatively high. When you turn the head, you should see the corresponding side image. However, due to the delay of the device, wait for a while to see it. The state of life does not match and the body will have a reflection. Of course, glasses also have a delay time to the brain itself, but we adapt it and the biological signal transmission speed is very fast, so it's okay. Fortunately, the vast majority of devices at this stage have already solved this problem. This problem is most often seen on mobile phones with a simple version of VR. Professional VR helmets are much better.
There is also the problem of refresh rate. The refresh rate can be understood as the number of frames per second of the picture. In general, a picture of 60 frames per second or more looks much better. In the VR helmet field, the refresh rate needs to be above 90 Hz. More than 90 frames per second will have better results. Oculus Rift's frequency is 75Hz, the performance is pretty good, Sony and HTC's VR helmet requirements can not be less than 90Hz, Sony PS VR most of the content actually requires 120Hz, which is the number of frames more than 120, the picture will be more delicate Smooth, visual motion sickness is not obvious.
Of course, other factors, such as refresh rate, delay, and resolution, are all hardware-level, and will be resolved as technology improves.
How to solve vertigo
Now that you know the problems that cause dizziness, then the problem has come. How should we solve it? In fact, there are different solutions to different motion sickness problems, and the solutions are various.
Improve the equipment's own strength
The best solution for visual motion sickness is to enhance the device itself. If all devices can achieve an effect above 120Hz, the picture that is seen by the naked eye will be very delicate, and the increase in the operating speed can also reduce the delay and tearing. Such abnormal situations as cracking, flash break, etc. If we see a screen that is delicate, continuous, and without delay, it will be difficult to experience visual motion.
Not long ago, Nvidia released a new technology at the GTC conference. This technology can be used in the VR field. The screen refresh rate using this technology will reach 1700Hz, completely subverting the existing screen refresh rate value, even for traditional monitors. It may not be significant, but it may be disruptive for use on VR screens.
Content level avoids vertigo
For the simulation of motion sickness, there is no particularly ideal and simple solution, of course, do not care too much, because many times our body will automatically adjust to slowly adapt to virtual scenes. However, if the picture changes too quickly, it will still cause discomfort.
Therefore, we need to adjust from the content level, for example, when we are in a certain virtual scene, of course, from what kind of visual angle can be displayed more smoothly, how to operate to avoid the emergence of simulated motion sickness.
For this problem, some experienced game production teams and content service providers already have some experience. Now many existing scenes and content can be relieved by various ways such as lowering the exercise range and adjusting the perspective.
External factors suppress vertigo
For simulated motion sickness, it can also be relieved by external force. Samsung once demonstrated a device called Entrim 4D. He is a pair of headphones, but when used with VR, it will emit a weak current to stimulate the inner ear. Through current stimulation, the user is deceived and the user's vestibular is mistaken to believe that the body is exercising, so that the mismatch between the body and the vision can be reduced to achieve remission.
Of course, apart from the new technology, there are drugs, surgery, etc., but these risks are relatively high, it may also have adverse effects on the body, the feasibility is relatively low.
Of course, the so-called VR motion sickness can not be regarded as a kind of illness, but it is a kind of mechanism that our body is out of self-protection and a kind of unfitness for new things. With the development of technology and our increased resilience, we will eventually overcome this problem.
Regarding the type of VR and the current market situation, we have already introduced it to you before. In fact, VR is still not mature enough at the application level. The entire industry is still in the early stage of development, and it is inevitable that the gap between the products is uneven and the gap between the advantages and disadvantages is relatively large. Of course, whether it is a hot product with a high price and high popularity, or a product with a low price and a simplified version, it will meet a problem more or less. This problem is also the most concern in the field of VR. It is VR dizziness.
What is VR dizziness
In fact, strictly speaking, VR vertigo should be called virtual reality motion sickness, also known as VR motion sickness. According to actual conditions, it can be subdivided into two different symptoms, namely simulated motion sickness and visual motion sickness. What difference does it have between them and how will it affect us?
Simulated motion sickness
Also known as simulated motion sickness, this term does not come with VR. As early as when TV appeared, it evolved from a disorientation, somewhat similar to seasickness, motion sickness, but It is due to long time watching the screen.
When the visual focus is on a position (screen), although the screen is still, the objects on the image keep moving, especially when approaching or extending towards you, the eyes are deceived and the spirit is in a state of high tension, but Your body did not make any corresponding movements, and there was a mismatch between the mind and body.
Generally, the effect will be increased with the realisticness of the screen simulating the real environment. However, after decades of baptism, the modern people's ability to adapt to the screen has been very strong, coupled with the advance shooting, post-processing technology upgrades, and us The improvement of video hardware equipment, now if the screen is not an intense scene change, the performance of motion sickness is almost negligible. However, in the intense environment, there are still some reflections. This is why when people play FPS games for a long time, some people may not be dizzy. Some people do not clearly reflect the reason, because people have different adaptability.
In fact, we have a fairly adaptable screen, but VR, a completely immersive 3D scene, is still not very adaptable, so most people have simulated motion sickness.
Visual motion sickness
Visual motion sickness is relatively simple, not because of physical reasons, but because of problems with the device itself, such as screen refresh rate, delay, and so on.
If the screen itself has a delay, it is very obvious. When you add the screen itself, the delay is relatively high. When you turn the head, you should see the corresponding side image. However, due to the delay of the device, wait for a while to see it. The state of life does not match and the body will have a reflection. Of course, glasses also have a delay time to the brain itself, but we adapt it and the biological signal transmission speed is very fast, so it's okay. Fortunately, the vast majority of devices at this stage have already solved this problem. This problem is most often seen on mobile phones with a simple version of VR. Professional VR helmets are much better.
The higher the refresh rate, the better the effect and the finer and clearer the picture.
There is also the problem of refresh rate. The refresh rate can be understood as the number of frames per second of the picture. In general, a picture of 60 frames per second or more looks much better. In the VR helmet field, the refresh rate needs to be above 90 Hz. More than 90 frames per second will have better results. Oculus Rift's frequency is 75Hz, the performance is pretty good, Sony and HTC's VR helmet requirements can not be less than 90Hz, Sony PS VR most of the content actually requires 120Hz, which is the number of frames more than 120, the picture will be more delicate Smooth, visual motion sickness is not obvious.
Of course, other factors, such as refresh rate, delay, and resolution, are all hardware-level, and will be resolved as technology improves.
How to solve vertigo
Now that you know the problems that cause dizziness, then the problem has come. How should we solve it? In fact, there are different solutions to different motion sickness problems, and the solutions are various.
Improve the equipment's own strength
The best solution for visual motion sickness is to enhance the device itself. If all devices can achieve an effect above 120Hz, the picture that is seen by the naked eye will be very delicate, and the increase in the operating speed can also reduce the delay and tearing. Such abnormal situations as cracking, flash break, etc. If we see a screen that is delicate, continuous, and without delay, it will be difficult to experience visual motion.
Not long ago, Nvidia released a new technology at the GTC conference. This technology can be used in the VR field. The screen refresh rate using this technology will reach 1700Hz, completely subverting the existing screen refresh rate value, even for traditional monitors. It may not be significant, but it may be disruptive for use on VR screens.
Content level avoids vertigo
For the simulation of motion sickness, there is no particularly ideal and simple solution, of course, do not care too much, because many times our body will automatically adjust to slowly adapt to virtual scenes. However, if the picture changes too quickly, it will still cause discomfort.
Therefore, we need to adjust from the content level, for example, when we are in a certain virtual scene, of course, from what kind of visual angle can be displayed more smoothly, how to operate to avoid the emergence of simulated motion sickness.
For this problem, some experienced game production teams and content service providers already have some experience. Now many existing scenes and content can be relieved by various ways such as lowering the exercise range and adjusting the perspective.
External factors suppress vertigo
For simulated motion sickness, it can also be relieved by external force. Samsung once demonstrated a device called Entrim 4D. He is a pair of headphones, but when used with VR, it will emit a weak current to stimulate the inner ear. Through current stimulation, the user is deceived and the user's vestibular is mistaken to believe that the body is exercising, so that the mismatch between the body and the vision can be reduced to achieve remission.
Of course, apart from the new technology, there are drugs, surgery, etc., but these risks are relatively high, it may also have adverse effects on the body, the feasibility is relatively low.
Of course, the so-called VR motion sickness can not be regarded as a kind of illness, but it is a kind of mechanism that our body is out of self-protection and a kind of unfitness for new things. With the development of technology and our increased resilience, we will eventually overcome this problem.
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