VR-Virtual Reality
One of
the first commercially available headsets was the Forte VFX1 which
was announced at CES in 1994. The VFX-1 had stereoscopic displays,
3-axis head-tracking, and stereo headphones. Another pioneer in this
field was Sony who released the Glasstron in 1997, which had an
optional positional sensor which permitted the user to view the
surroundings, with the perspective moving as the head moved,
providing a deep sense of immersion. One novel application of this
technology was in the game MechWarrior 2, which permitted users of
the Sony Glasstron or Virtual I/O's iGlasses to adopt a new visual
perspective from inside the cockpit of the craft, using their own
eyes as visual and seeing the battlefield through their craft's own
cockpit.
The
Virtual Reality (VR), which consists in simulating physical presence
in computer-generated environments, whether they are inspired of real
places (past or existing) or completely imaginary ones. It was
created because of the resurgence of Virtual Reality in recent times,
mainly thanks to the Oculus Rift project which goal is to provide an
affordable wide FOV head-mounted display (HMD) to the masses.
It consists of a stereoscopic head-mounted display (providing
separate images for each eye) and head motion tracking sensors (which
may include gyroscopes, accelerometers, structured light systems,
etc.). Some devices also include headphones, eye tracking sensors and
gaming controllers
Basically,
VR is a theory based on the human desire to escape the real world
boundaries and this is done by embracing the cyber world. It is a new
form of human machine interaction that is beyond keyboard, mouse or
even touch screen for that matter. It is a means by which one can
interact
with full visual immersion. Immersion is based on two main
components: depth of information and breadth of information. Depth of
information includes resolution, quality and effectiveness of audio
visuals etc. Breadth of information is the number of sensory present
at a time. VR is implemented by using interactive devices like gloves
headsets or helmets.
-
Masked
Shaped Goggle device that works along with computers or mobiles.
Other VR headsets have problem of motion sickness to the user post
its usage. But here is a new technology which claims to have solved
this problem of motion sickness and dizziness post the usage. This
new
technology
is oculus rift.
The
Oculus Rift is a light weight headset that allows a user to step into
the game and look in any direction. The Oculus Rift is currently
present in developer kits versions. Two developer kit versions have
been released namely Developer Kit version 1 (DK1) and developer kit
version 2 (DK2).
INSIDE
VIEW
The
inside view of the oculus rift goggles is as shown in the figure
The
oculus rift kits come with three sets of lenses A, B and C. lens pair
A is to be used by people who have excellent long sighted eyesight as
the rift is focused at infinity. The pairs B and C are to be used by
people having problems with near sightedness, though cannot be used
by all, especially people with major vision complications.
Also
precise care should be taken while changing the lenses. A tiny dust
particle if gets settled on the lens creates a dead pixel view in the
VR. To worsen it further one can expect dust particles in both the
lenses at different locations.Furthermore glasses can also be worn
along with the oculusrift
goggles, provided that the glasses are not huge.
WORKING
How
does VR work? How does wearable tech make you think you're standing
on Mars when you're actually about to bump into the kitchen counter?
The
headset set-up is being used by Oculus, Sony, HTC, Samsung and Google
and usually requires three things. A PC, console or smartphone to run
the app or game, a headset which secures a display in front of your
eyes (which could be the phone's display) and some kind of input -
head tracking, controllers, hand tracking, voice, on-device buttons
or trackpads.
Total
immersion is what everyone making a VR headset, game or app is aiming
towards - making the virtual reality experience so real that we
forget the computer, headgear and accessories and act exactly as we
would in the real world. So how do we get there?
VR
headsets like Oculus Rift and PlayStation VR are often referred to as
HMDs and all that means is that they are head mounted displays. Even
with no audio or hand tracking, holding up Google Cardboard to place
your smartphone's display in front of your face can be enough to get
you half-immersed in a virtual world.
The
goal of the hardware is to create what appears to be a life size, 3D
virtual environment without the boundaries we usually associate with
TV or computer screens. So whichever way you look, the screen mounted
to your face follows you.
VR
headsets use either two feeds sent to one display or two LCD
displays, one per eye. There are also lenses which are placed between
your eyes and the pixels which is why the devices are often called
goggles. In some instances, these can be adjusted to match the
distance between your eyes which varies from person to person.
These
lenses focus and reshape the picture for each eye and create a
stereoscopic 3D image by angling the two 2D images to mimic how each
of our two eyes views the world ever-so-slightly differently. Try
closing one eye then the other to see individual objects dance about
from side to side and you get the idea behind this.
One
important way VR headsets can increase immersion is to increase the
field of view i.e. how wide the picture is. A 360 degree display
would be too expensive and unnecessary. Most high-end headsets make
do with 100 or 110 degree field of view which is wide enough to do
the trick.And for
the resulting picture to be at all convincing, a minimum frame rate
of around 60 frames per second is needed to avoid stuttering or users
feeling sick. The current crop of VR headsets go way beyond this -
Oculus is capable of 90fps.
Head tracking
Head
tracking means that when you wear a VR headset, the picture in front
of you shifts as you look up, down and side to side or angle your
head. A system called 6DoF (six degrees of freedom) plots your head
in terms of your x, y and z axis to measure head movements forward
and backwards, side to side and shoulder to shoulder, otherwise known
as pitch, yaw and roll.
There's a few
different internal components which can be used in a head-tracking
system such as a gyroscope, accelerometer and a magnetometer. Sony's
PSVR also uses nine LEDs dotted around the headset to provide 360
degree head tracking thanks to an external PS4 camera monitoring
these signals, Oculus has 20 lights but they are not as bright.
Head-tracking tech
needs low latency to be effective - we're talking 50ms or less or we
will detect the lag between when we turn our head and when the VR
environment changes. The Oculus Rift has an impressively minimised
lag of just 30 milliseconds. Lag can also be a problem for any motion
tracking inputs such as PS Move-style controllers that measure our
hand and arm movements.
Finally, headphones
can be used to increase the sense of immersion. Binaural or 3D audio
can be used by app and game developers to tap into VR headsets'
head-tracking technology to take advantage of this and give the
wearer the sense that sound is coming from behind, to the side of
them or in the distance.
Motion tracking
Head tracking is one
big advantage the as-yet unreleased premium headsets have over the
likes of Cardboard. But the big VR players are still working out
motion tracking. When you look down with a VR headset on the first
thing you want to do is see your hands in a virtual space.
For a while, we've
seen the Leap Motion accessory - which uses an infrared sensor to
track hand movements - strapped to the front of Oculus dev kits.
We've also tried a few experiments with Kinect 2 cameras tracking our
flailing bodies. But now we have exciting input options from Oculus,
Valve and Sony.
Oculus
Touch is a set of prototype wireless controllers, designed to
make you feel like you're using your own hands in VR. You grab each
controller and use buttons, thumbsticks and triggers during VR games.
So for instance, to shoot a gun you squeeze on the hand trigger.
There is also a matrix of sensors on each controller to detect
gestures such as pointing and waving.
Eye tracking
Eye tracking is
possibly the final piece of the VR puzzle. It's not available on the
Rift, Vive
Well, an infrared
sensor monitor's your eyes inside the headset so FOVE knows where
your eyes are looking in virtual reality. The main advantage of this
- apart from allowing in-game characters to more precisely react to
where you're looking - is to make depth of field more realistic.
In standard VR
headsets, everything is in pin-sharp focus which isn't how we're used
to experiencing the world. If our eyes look at an object in the
distance, for instance, the foreground blurs and vice versa. By
tracking our eyes, FOVE's graphics engine can simulate this in a 3D
space in VR. That's right, blur can be good.
Headsets still need
hi-res displays to avoid the effect of looking through a grid. Also
what our eyes focus on needs to look as life-like as possible.
Without eye tracking, with everything in focus as you move your eyes
- but not your head - around a scene, simulation sickness is more
likely. Your brain knows that something doesn't match up.






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