Looking at VR movies we are looking forward to "immersive"

If you talk about it, you don't talk about VR. Even if you are said to be OUT, it doesn't matter, but today you still have to talk about it.

Although an insider takes a look at the door and an outsider looks busy, since VR is ultimately designed to better serve mostly amateur users, our thinking as an layperson is still somewhat important.

Let’s say the most direct – why are we willing to spend money to buy or experience VR products? And this money is not a small money, not to mention VR resources and adaptable PC, just a VR headset also has to 4000RMB. why?

It is not just to experience the legendary “system simulation using interactive multi-source information fusion of interactive three-dimensional dynamic visual and physical behavior to immerse users” feeling! What is needed is a full 360-degree immersive experience without dead ends! This is the biggest attraction of VR technology, and it is also the biggest advantage. You can go to any place you want to go and experience it immersively. It feels good to think about it when you think about it.

So, what is the "immersion" effect of VR products?

First listen to the user's senses -

Netizen "nore": Samsung GearVR played for most of the day, if simple words summed up words: surprise, shock, worth starting, looking forward to upgrade.

First of all, the 3D stereoscopic effect is very good, and the immersion is very strong. It can be described as immersive. Due to the limited size of note4, there is a circle of blind area around the field of vision, so the specific point is like immersed in a pair of windproof glasses. See the world. Because Note4 uses a 2K resolution screen, the overall effect of the screen is still very delicate, of course, can still see the pixels, completely acceptable.

Netizens are "too serious": Don't expect to use GTA5 with VR devices. Using OculusRift to watch the city and the natural scenery for a while is very good, but really long time playing requires a strong willpower. "Compatible" game experience is still much worse than VR tailored design and full use of VR device features, immersiveness and vertigo (delay, etc.) are not comparable to native games, in fact everybody usually video Most of the VR game experiences that were seen using such software as VorpX, as well as some VR head-up experiences in the market that are compatible with ordinary left and right split-screen games, are not ideal.

Netizen "yvlo": We now use vr like a telephone in the 70s...

Netizen "combane": The real immersive experience is not just the display can be attached to the head can be resolved, the relevant sensing and feedback technology is not very mature, can only say novelty but fun is far from revolutionary .

Netizen "AndySun": There are still many problems to be solved at the current stage of VR equipment. Most VR devices are limited to the visual level, and some may come with a stereo mode. Imagine taking a VR helmet device to play the game. All the controls are still on the keyboard and mouse, just practicing the cervical spine for a while...

Netizen "oz01": It takes a long time to feel dizzy and nauseous.

The netizen “Drought Out of Sichuan”: The storm mirror 2 bought was really new at first. Can see panoramic pictures, video or something. Playing VR games, some games do have a sense of immersion. In the end, I really wanted to keep fresh, and I used software to put my computer screen on my cell phone and play computer games. Playing the kind of adult game with a very high resolution of Unreal Engine 3 is so cool! A kind of outstanding feeling! But playing for a long time was dizzy.

Netizen "BrianMaek": The new awareness and experience are no cooler than this.

User “shulanglei: The pixels on the screen are too thick, and the words a little bit farther away are not clearly visible. The sighted classmates will have a feeling of inability to focus; the NOTE5 I use, plus the helmet, will seriously affect the flexibility of the head rotation. Move with the handle will inevitably bring seasick feeling, playing for a long time will be accompanied by headache symptoms; do not turn the head, light with the eyes and turn to see the scene, you will find that in addition to the center of the outside is full of ghost; not suitable for Asia People are not high nose characteristics, eyelashes will encounter the lens, too close will be very easy to fog; play for a while is hot, the entire eye area can not breathe, long time there is a feeling of military training heat stroke.

Through combing, we can find that the common reflection of using VR products is that cool, cool, and immersive effects are good, and there are discomforts such as dizziness and nausea.

So how do related industry experts look at the future of VR products and VR movies?

In the “Film Market” industry dialogue at the 6th Beijing International Film Festival, Ding Liang, senior vice president of Huaqiang Culture and Technology Group, said bluntly. “At present, from a technical perspective, VR data volume processing capacity is improving, and the level of technology has been significantly improved, but only the passing of standards has been achieved. Only."

Xu Fei, CEO of Beijing Spotlight Technology Co., Ltd., said that not only the hardware and content but also the current VR experience are far from satisfying the needs of the user's comfortable experience. "The audience watching the VR video will get dizzy in more than 10 minutes. It is a common phenomenon at present."

Industry insiders said that VR technology "has a long way to go, but it runs faster," in order to hit the 2D flat-panel movie market and the 3D stereoscopic film market. Li Jie, senior vice president of United First Group, stated that in 2015, 70% of the global investment in VR technology will be concentrated in the hardware field. In the near future, content and software development will follow. "In three to five years, problems such as dizziness must be resolved," Li Jie said.

Liu Jun, director of the Scientific Informatization Department at the Beijing Film Academy, said that true “immersive” experiences not only need to create a realistic and realistic scene for the audience. When the audience moves the eyeball or turns, the device must also be able to sense the physical changes of the audience. The picture in the eyes must be adjusted accordingly. “The speed of the eye movement and the direction of movement require that the device can make a lot of calculations and precise judgments in a short time. If it is a high-definition picture, the requirements for technical conditions will be higher. At the current level, it is difficult to achieve. Liu Jun said.

However, some people still see great prospects for the development of the industry from the bottleneck of VR technology. Chen Yuetian, Investment Director of Innovation Factory, stated: “For example, the dizziness problems that many people are saying today can be achieved through the increase of computing power, improving the sensitivity of sensors, and developing low power consumption and high refresh rate screens, so there is still a lot of hardware. The vast opportunities will continue to grow in the future. There are broad prospects for operating systems, tools and social platforms around VR technology."

Liu Jun believes that VR technology will find its own place in the natural and humanistic scenery. "It not only puts the audience in the spotlight, but also interacts with the audience."

It is worth mentioning that, at the unveiling ceremony of the International Clerk of Animation Games held earlier in the period, Journey to Success CEO Shi Wei'an expressed his opinion on VR/AR: The VR is now in the era of reclamation. The status quo of the users is not optimistic. They finally have the courage to spend hundreds of thousands to buy a VR device on their heads, and then they feel good or dizzy after a lap, and then put it on the side of the gray. The ideal is full and the reality is very edgy. This gap is exactly what we all need to solve together. For example, how to improve the software is not dizzy, how to improve the hardware to allow users to better experience VR, and so on.

Therefore, if you want to do VR industry, how to improve the "immersive" experience and feed the user's eyes, this is the most critical. You refuel, we wait!

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