VR Quick Access Manual The most comprehensive VR knowledge study guide

Now that the VR industry is very popular, I can see new VR product information on the Internet every morning, such as VR games, VR shopping, VR viewing, VR live broadcasting, etc. VR products have extended to all aspects of our lives. Trends in various fields. As designers, we must understand the content and interactive design of VR products. Therefore, we should understand the VR industry information and master the methods and principles of VR design before this trend popularizes consumers. Standing at the forefront of the Internet industry and even the entire society is not eliminated by the times.

Recently, I consulted various major domestic and international information websites, and merged hands to experience VR glasses products (IOS and Android applications), and sorted out this article on the VR industry information, and shared it here for your reference.

1. The concept and development of VR

1.1 The concept of VR

Virtual Reality is the use of computer simulation to create a virtual world in a three-dimensional space. It provides users with simulations of visual and other senses, allowing users to see objects in three-dimensional space in a timely and unrestricted manner. When the user moves the position, the computer can immediately perform complex calculations and transmit the accurate three-dimensional world video to generate a sense of presence.

Most of today's VR technologies are visual experiences, typically obtained through computer screens, special display devices, or stereoscopic display devices. Some advanced haptic systems also include haptic information, also known as force feedback.

VR has three basic characteristics: immersion-interaction-imagination, which emphasizes the dominant role of people in a virtual system. The following table compares these three characteristics of past and present computer application systems:

It can be seen that in today's and future virtual systems, these information processing systems made up of computers and other sensors should try to "satisfy" people's needs instead of forcing people to "make do with" those computer systems that are not very affectionate. .

1.2 Development of VR

The development of VR can be traced back to the 5th and 60th centuries until the 1990s, when VR was implemented from preliminary concept products to some specific industrial fields (military, medical, etc.).

In the subsequent 90s, game companies such as Sony and Nintendo launched their own VR game consoles. However, the industrial chain is not complete and the technology is not mature enough to be recognized by consumers. However, VR is gradually applied in military, industrial, medical and other fields.

This period of VR has been tepid, really let VR fire up, all this has to start from Facebook's $ 2 billion acquisition of Oculus in 2014, and the VR glasses box Cardboard launched by Google I/O in the same year.

2, existing VR product equipment and principles

2.1 VR product equipment

1, wearing a display device

The head-mounted display device is a traditional VR all-in-one device. It may also be called a host-side head-mounted display device. The representative products are the products of the three major manufacturers:

(1) Oculus Rift

In the figure above, the sensor on the left is the motion capture. The middle is the head-mounted display. The right side is the operation handle (Xbox is a game-specific handle).

(2) HTC Vive

The two long handles in the figure represent our two hands in the VR world. All interactive operations need to be operated through these two handles; two square objects are base stations that can provide 360-degree movement tracking (for two Only handle displacement).

(3) Sony PlayStation VR

Sony's equipment is basically the same as the previous two.

At present, a large part of domestic display equipment manufacturers are doing such all-in-one products, such as big friends, 3Glasses, UCglass, antvision, game madman, EMAX, VRgate, etc., but there is still a clear gap with the three major manufacturers. .

Since all-in-one machines need to integrate display, calculation, storage, power supply and other functional modules into the head-mounted display device, it is difficult for the display devices to be lightweight and compact in order to achieve good performance, so the wear of these device users is generally compared. Heavy, the head will bear a greater sense of oppression and cannot be worn for a long time.

2, the input device

The handle is the mainstream game input device, and is the earliest large-scale use of VR input peripherals. Oculus, HTC, Sony, Gear VR products all use or compatible handles.

The above figure shows the dual 6DOF controller Oculus Touch, which is by far the best VR controller. This input device can provide users with a more advanced immersive interactive experience. But at present, its operating experience has not been able to be consistent with the real world, for example, I hold the bow to open a bow and then shoot the target. In VR, two hands press the Oculus Touch. The buttons are then separated by a certain distance, and then the release button (all real world drag and drop actions are integrated in the VR is pressed on the button on the handle), there is a certain difference.

Full-body motion capture captures more complete action signals and enables richer interactions. Representative products/companies include: Norit (full-body motion capture), Kinect (Microsoft Somatosensory Input), Obi Medium Light (depth camera) and others. However, since the user does not wear the device on the hand, the important operational feedback of the force is lacking, resulting in insufficient authenticity.

Other input modes include gesture tracking, the most famous being Leap Motion.

The VR glasses's front rounded rectangle module, Leap Motion, is equipped on the VR host device to track and capture gestures, and then feed it back to the virtual world. It is closer to the actual operation of the user in the real world than the Oculus Touch in terms of interactive operation. It completely releases the user's hands and realizes a more diverse operation mode. I haven't tried Leap Motion yet, but the demos I've seen so far are very good.

3, mobile VR glasses

In June 2014, Google released Cardboard at the I/O Conference, which started a wave of eyeglasses and box products.

In September 2014, Samsung released the Gear VR, which has become the best glasses box product for performance and experience so far. The custom-developed glasses case for a particular model phone offers a better experience.

Here is a detailed introduction to Google's Cardboard. Its hardware structure is very simple, only a few pieces of corrugated paper and two lenses, the official website can download the components of the glasses and the size map, hands-on students can make their own.

Cardboard has now derived a variety of styles of products, the basic price in the 15-30 knife range (slightly less expensive, but this is not afraid, there is a big Taobao ~).

4, JUMP

When it comes to Google Cardboard, you have to mention its VR video recording device JUMP. In short, Jump is a camera array, equipped with 16 camera modules in a circular array, and carefully adjusted in size and module arrangement. . It can capture full 3D effects, perfect 360 degree, high resolution video:

(1) With Jump, anyone can capture the highlights of the world in virtual reality videos (videos that give you immersive feelings) and share them with everyone. Jump combines 360-degree videos to let you feel the scene from any angle.

(2) The perfect three-dimensional effect can accurately reflect the near and far position of the object. Its 3D stitching method can produce beautiful and seamless panoramic video without leaving any traces.

(3) The compiled 3D video has an ultra-high resolution and is equivalent to 5 4k TVs playing at the same time.

Google

The finished video needs to be processed by the JUMP compiler, using advanced computer vision features and powerful computing capabilities, to convert 16 videos into three-dimensional virtual reality videos.

There are many people on YouTube who use JUMP video

2.2 Principles of VR

1. Stereoscopic image

The reason why people can see three-dimensional scenes is because our eyes can look at things independently, and there are gaps between the left and right eyes, resulting in some subtle differences in the perspective of the two eyes, and such differences will allow the two eyes to individually see the scenery. There is a little bit of displacement. Just as we look at an object, the picture seen by the left eye and the right eye is different. The human brain cleverly fuses the images of the two eyes to produce a stereoscopic visual effect in the brain. The 3D stereoscopic glasses control the host to output stereo signals (left-eye images and right-eye images) to the screen so as to switch the left and right eye images synchronously. In other words, the left eye sees the sight that the left eye should see. Seeing the right eye to see the scene, let this parallax continue to show on the screen.

2, shooting the depth of the object in the video

When the software processes and compiles the video, the relative distance and position between each two cameras are known. Therefore, only the scene pixels between the two cameras can be calculated and the depth of a certain point in the scene can be obtained. Generally speaking, two points can determine a line, and the known two line intersections can determine the depth distance of a point, and then countless multiple points constitute the depth information of the objects in the virtual world.

When you find the matching area and also know the distance difference between these areas in the image, you can calculate the distance between the camera array and the physical area of ​​the area. When the object is close to the camera, the object becomes larger on the screen. If the object is in infinity, the sky of the picture from two adjacent cameras will be very close.

3, mobile VR glasses

Its principle is very simple. With the aid of three-axis gyroscopes, gravity sensors, and other posture sensors, the picture seen by the user can respond to the movement of the wearer's head and produce corresponding visual feedback. The visual content can make corresponding feedback according to the movement of the user's head and provide real-time manipulation.

3, VR interactive experience and design

3.1

VR interaction As VR heads are continuously optimized at the technical level, the key to overcoming vertigo and creating immersion is also transitioning to interaction. The interaction of VR will not be unified in the short term. At present, VR Headset has not yet formed a standardized interactive mode. VR promotes the two-dimensional world to the three-dimensional world, and the corresponding interaction method should be more complex and more expensive. In theory, VR interactions can include all interactions in the real world.

Although there are no conclusions about "what is the best VR interaction method," two points that can be formed are: First, good VR interactions should conform to the most natural and instinctive movement habits of the human body; second, interactions and content The match and fit is important.

1, handle

The first thing to mention is the handle. This is the most traditional form of VR interaction, and it is also the simplest and most mature in technology. The VR handle relies on multiple modes of sensors to complete the motion input through tactile feedback between the hand and the sensor.

2, gesture recognition

Gesture recognition may become a mainstream VR interaction. It is a kind of hand interaction that is more natural than the handle. The learning cost is low and the applicable scene is more abundant.

At present, gesture recognition has two ideas: one is through optical tracking, and the other is through gloves or mechanical bones with rich sensors. Optical tracking is represented by Leap Motion.

The disadvantage of optical tracking is that the recognition accuracy of the sensor is not high enough, the fine motion accurate to each finger cannot be recognized, and there is a limitation of the field of view in use. Faced with the failure to reflect the depth of field and the long-term operation caused by the fatigue problem, which will be limited to a certain extent the user's use of the scene.

3, motion capture

Divided into: inertial motion capture and optical motion capture. The former is realized by wearing an inertial sensor device, and the latter is required to be affixed with a sign such as a luminous point, and the motion capture is performed by tracking a specific light spot.

3.2 VR design

The Cardboard team at the 2015 Google I/O team showed the Cardboard Design Lab for the first time: an interactive and VR-based "matching application" that shows the guidelines and principles of VR production. Bringing designers a first look at VR design.

The design of VR application mainly refers to Google's design guide for Designing for Google Cardboard. Through it, we can understand some key points when designing VR content: head tracking, maintaining user control, audio and tactile feedback, and some other design principles that we did not think of at the moment. .

In the VR field, the design will be divided into two major trends:

(1) The design function will focus on the core user experience, including aspects such as interaction mode and interface performance. This is similar to the design team model we are familiar with today.

(2) More emphasis on content creation and output. They will focus on unique content experiences like an independent record company or a game studio.

Next, enumerate some of the more important principles of VR design (see Cardboard Design Lab for more details):

1, head tracking

The most important criterion for VR design is to always keep track of the head and never stop tracking the position of the user's head in the application. Even a brief pause in head tracking can make the user feel uncomfortable.

2. Use crosshairs

The classmate who played CS or crosses the line of the game must know that there is a cross point in the center of the game screen to represent the center of the picture. This point is the crosshair. It can show the user where the center is, and at the same time, it can let users know quickly whether something is selectable in some scenarios and quickly go through menus.

3, watching the clue

Watching the clue pointer responds to the user's gaze. The experience can respond more acutely, "floating state", or can be based on events, just like a monster appears behind you in a horror game. For example, in a scene in the Cardboard Design Lab application, when you stare at the sky full of stars, you will activate a hovering gaze cues and a series of constellations appear.

4, acceleration

How people perceive location in space is very important. Gravity generates acceleration, which is the way to determine azimuth. Neglecting acceleration and quickly switching to a constant speed can make people feel very unnatural. Roller coasters like the ones below will decelerate and accelerate through the top of the slope. If they pass at a constant speed, they will lose their authenticity.

5, space audio

Space Audio places sounds in physical locations in your surroundings. The sound from your left side sounds like it came from your left earphone. For example, in the following scenario in the Cardboard Design Lab application, when the user walks near the fire along the white light spot on the ground, he hears the owl's cry on the right ear, and then looks to the right, and finds that the owl is staring at the tree. Watch him.

6, physiological comfort

The problem of vertigo is a problem that VR design must face. Especially when users increase or decrease speed, they should pay special attention to the stability of the horizon as much as possible to avoid the appearance of seasickness (below).

7, environmental comfort

In some specific virtual environments, people will also experience discomforts that correspond to reality, such as height and fear of heights, claustrophobia caused by narrow spaces, and square phobia caused by open space. To make rational use of the interaction between man and the environment in reality, do not do the opposite:

8, other

The following figure shows the comfort zone where the head moves in the X and Y axes. Green represents best, yellow represents acceptable, and red means discomfort.

People use the mobile phone to change the pressure on the neck due to different holding postures. Try to avoid long bow interactions as much as possible.

4, VR content and resources

The two most important forms of VR content today are video and games.

4.1 VR video has three forms

(1) 3D effect video. The 3D video threshold is low. Most of the video content is transcoded to generate 3D effects, but no interaction can be generated. At present, many teams have begun to develop "VR theater player" that is, the cinema effect. The so-called cinema effect is to create a virtual cinema environment for the user, so that the user can get a 3D movie in the theater through the head.

At the present stage of VR film and television content being scarce, the ability to load traditional video content into a VR experience through a player is a way to allow content to scale quickly. However, many practitioners believe that this will only be a transitional form in VR film and television content.

(2) 360-degree panoramic video. The 360-degree panoramic video needs to be involved from the shooting stage to restore a 360-degree scene through panoramic shooting and post-splicing. Changes in the perspective of the user will be accompanied by changes in the picture, similar to the effect of the Street View map. The difficulty lies in the splicing algorithm.

(3) Real interactive video. Compared with the former two, real VR video that can realize interaction is the subversion that VR brought to the traditional film and television industry. How many characters in a VR interactive video should have, and these storylines happen in parallel. For the audience, he is no longer a passive observer, but actively involved - can choose to follow the perspective of which character to develop the story - and therefore will also become a story line in the movie. Can also be understood as: In a certain time and space of the real world I am in the company to meet, if this time and space I chose to play basketball outside, then the previous time and space meeting is still carried out as usual, but I went to play basketball in this space-time.

4.2 VR Live

Live streaming is currently the most likely breach of VR content.

On the one hand, the production threshold for live content is low, and teams with panoramic video production capabilities can participate, depending on who can integrate more and better live streaming resources and celebrity IP; on the other hand, users’ demands for live broadcasts are even greater. Sex, after all, is only a small part of the audience to the scene, a large number of viewers who want to go but can not go to the scene will easily be converted into VR live users. The current well-known live web site is Nextvr. At present, only the basketball game is the most suitable for VR live broadcasting, and NextVR is also based on the NBA.

4.3 VR Games

VR killer content in the consumer market will appear in the game field with a high probability. With the delivery of the Oculus Rift and HTC Vive consumer editions, VR game developers generally believe that there will be satisfactory boutique games this year, and one or more "explosive games" will activate the market.

4.4 VR applications

Since Android is open source, there are more apps than iOS and Android VR apps can be downloaded on Google Play

These applications must be used with VR glasses. Students who want to experience these applications can go to Taobao to buy a homemade VR glasses (within $100) as the lowest entry threshold for VR.

4.5 VR Experience Platform

The main experience platforms are:

1, application store. At present, the application store is mainly based on hardware manufacturers, such as the Big Three, Gear VR, Big Friend, Storm Mirror, DreamVR, and Fireworks.

2, experience shop. The experience shop operator purchases or rents various hardware devices from hardware vendors, obtains VR content from content providers, and integrates hardware and content into a VR entertainment system through a unified control system. Typical players are: music, music and so on.

3, theme park.

The theme park provides a richer VR experience that can interact with multiple people. Based on this unique interactive experience and stronger passenger carrying capacity, the theme park may become an important force in the offline offline experience battlefield in 2016. The Void in Utah is the world’s first theme park and Shanda has become the only investor outside its founder.

4.6 Resources

Resources are now all sorts of content on the Internet, and the state is still vacant on the management (copyright). I went to search for VR resources on Taobao and jumped out a lot of content. The seller also sent some resources (normal content ORZ) when they bought glasses. In short, the channels are all sorts of different things, so let's look at the personal tastes of the officers.

All in all, VR is still a product worthy of our expectation. We are optimistic that there will be several stunning or even disruptive VR products or applications in the past two years.

AC Drives

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