A brief introduction to the terminology of VR

1) Head mounted display (referred to as head display) - Head mounted display (HMD)

A typical head-mounted display is a goggle or helmet-type device that allows the user to visualize the VR through a built-in display. Typically, this device will have a sensor that tracks the head.

2) Head Tracking - Head tracking

The sensor is used to track the movement of the user's head, and then the displayed content is moved according to the posture of the head. For example, if you wear a VR head display, you can look up and down, and then part of the virtual world will appear in the corresponding position. For example, look around and watch 360-degree panoramic video:

3) Eye Tracking - Eye tracking

Eye tracking is similar to head tracking, but the presentation of the image depends on the direction in which the user's eyes are looking. For example, people can use the "eyes" in the game to complete a laser gun aiming.

Eye tracking technology is closely watched by VR experts. Oculus founder Palmer Rachi once called it "the heart of VR." For the detection and tracking of the human eye position, it can provide the best 3D effect for the current perspective, allowing the VR head to display a more natural image, less delay, and greatly increase the playability.

In addition, the eyeball tracking is used to know the true gaze point of the human eye, thereby obtaining the depth of field of the viewpoint position on the virtual object. This is probably the key core technology to solve the problem of VR helmet vertigo.

4) Field of view - Field of view

The field of view is the angle at which the eye can see the image. Vision is very important for the VR experience, because a broader perspective can give users a more immersive experience. Generally speaking, people's field of vision is mostly about 200 degrees. Without the distortion, the VR device can provide a larger viewing angle, and the more immersive experience can be given to the user.

A brief introduction to the terminology of VR

5) Delay - Latency

Latency is the time difference between moving the head and the screen to capture your movements. If you have tested VR, you will find that when you turn your head, the image you see does not move immediately with your line of sight. This is the delay.

In the real world, people don't have a similar feeling of delay at all; thus it will seriously affect people's experience with VR. This delay phenomenon is a common complaint of VR users and has become a measure of VR technology.

6) Simulator vertigo – Simulator sickness

Dizziness is one of the side effects of VR devices, and this symptom comes from two reasons.

The first reason: it is caused by inconsistencies in the processing of information between the brain and the body. The human body is determined by the balance of the eyes and the inner ear to determine whether it is in motion. Under normal circumstances, the information transmitted to the brain is consistent.

But because of the immersion, the picture feels too realistic, and the sight seen by the eye tells the brain that "I am exercising"; but in reality, it is sitting without motion, and the inner ear organ transmits to the brain a static state information, which produces dizziness. phenomenon. At the same time, the brain will recognize as: "I am poisoned, this is an illusion!" and the human body will instinctively react to discharge "toxins", which leads to vomiting.

The second reason: it is caused by delays in time caused by Latency. This delay is the main cause of dizziness, so reducing the delay is currently the main issue of reducing VR vertigo.

7) Refresh rate – Refresh rate

This is closely related to the time. When you are using a VR device or watching TV, you are actually looking at a lot of continuous images, and the refresh rate is the rate at which this new image is updated. A higher refresh rate reduces latency, while a lower latency means less chance of causing dizziness. In VR, if the frame rate is below 60fps or 90fps (depending on the header used), it can be a serious problem. Because it will make users feel uncomfortable.

8) Panoramic camera - Panoramic camera

Capture 360-degree pixel photos and show you a full 360x180 degree view for immersive content.

9) Motion capture - Motion capture

VR is a new revolution in the way of interaction. People are realizing the transition from interface to space. Such interactions emphasize immersion. However, the user wants to get a complete sense of immersion and truly "enter" the virtual world. The motion capture system is a must. It can be said that motion capture technology is the invisible key to the VR industry.

For example, Gesture tracking gesture tracking can be divided into two ways: the first is to use optical tracking, such as depth sensors such as Leap Motion and NimbleVR, and the second is data gloves that wear the sensor on the hand. . The advantage of optical tracking is that the threshold is low and the scene is flexible. The user does not need to wear the device on the hand. It is very feasible to integrate the optical hand tracking directly into the interactive mobile VR head in the future. thing. But the downside is that the field of view is limited, and the two basic problems we mentioned before: the interaction that requires the user's mental and physical strength to achieve is not successful, using gesture tracking will be more tiring and not intuitive, no feedback. This requires a good interaction design to make up for.

10. Tactile feedback - Tactile Feedback

Mainly the button and vibration feedback, this is called the VR handle. At present, the three major VR head manufacturers Oculus, Sony, and HTC Valve all adopt the VR controller as the standard interactive mode: two discrete, 6-degree-of-freedom space tracking (3 rotational degrees of freedom, 3 translational degrees of freedom), Handle with push button and vibration feedback.

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