Virtual Reality

1. How Does Virtual Reality Work? 1. How Does Virtual Reality Work?

The Basics: HMDs(head-mounted displays) In the VR device, whatever way you look, the screen mounted to your face follows you. This is unlike augmented reality, which overlays graphics onto your view of the real world. Video is sent from the console or computer to the headset via an HDMI cable in the case of headsets such as HTC’s Vice and the Rift. For Google’s Daydream headset and the Samsung Gear VR, it’s already on the smartphone slotted into the headset. VR headsets use either two feeds sent to one display or two LCD displays, one per eye. There are also lenses that 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, varying 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 a 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 goes way beyond this – Oculus is capable of 90fps, for instance, while Sony’s PlayStation VR manages 120fps.Head Tracking: when you wear a VR headset, the picture in front of your 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 backward, side to side and shoulder to shoulder, otherwise known as pitch yaw and roll. Internal components which are used in a head-tracking system: gyroscope, accelerometer, and magnetometer. The Basics: HMDs(head-mounted displays) In the VR device, whatever way you look, the screen mounted to your face follows you. This is unlike augmented reality, which overlays graphics onto your view of the real world. Video is sent from the console or computer to the headset via an HDMI cable in the case of headsets such as HTC’s Vice and the Rift. For Google’s Daydream headset and the Samsung Gear VR, it’s already on the smartphone slotted into the headset. VR headsets use either two feeds sent to one display or two LCD displays, one per eye. There are also lenses that 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, varying from person to person.These lenses focus and reshape the picture for each ey

Motion TrackingLeap Motion accessory – which uses an infrared sensor to track hand movements- straps to the front of Oculus dev kits. Oculus Touch is a set of wireless controllers designed to make you feel like you are 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. Valve’s Lighthouse positional tracking system and HTC’s controllers for its Vive headset: it involves two base stations around the room which sweep the area with lasers. These can detect the precise position of your head and both hands based on the timing of when they hit each photocell sensor on both the headset and around each handheld controller. Like Oculus Touch, there also feature physical buttons too, and incredibly you can have two Lighthouse systems in the same space to track multiple users. Other input methods(Xbox controller, joystick, voice controls, smart gloves, and treadmills) allow you to stimulate walking around a VR environment with clever in-game redirections. Motion TrackingLeap Motion accessory – which uses an infrared sensor to track hand movements- straps to the front of Oculus dev kits. Oculus Touch is a set of wireless controllers designed to make you feel like you are 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. Valve’s Lighthouse positional tracking system and HTC’s controllers for its Vive headset: it involves two base stations around the room which sweep the area with lasers. These can detect the precise position of your head and both hands based on the timing of when they hit each photocell sensor on both the headset and around each handheld controller. Like Oculus Touch, there also feature physical buttons too, and incredibly you can have two Lighthouse systems in the same space to track multiple users. Other input methods(Xbox controller, joystick, voice controls, smart gloves, and treadmills) allow you to stimulate walking around a VR environment with clever in-game redirections.

Eye Tracking: It is possible the final piece of the VR puzzle. An infrared sensor monitors your eyes inside the headset so FOVE knows where your eyes are looking in virtual reality. Its advantage is apart from allowing in-game characters to more precisely react to where you are looking which makes a depth of field more realistic. Fully Immersive Virtual Reality: presentation of an artificial environment that replaces users’ real-world surroundings convincingly enough that they can suspend disbelief and fully engage with the created environment. It would be able to encompass every single sense and interact directly with the brain and nervous system. In some sense, it could even be a replacement for consensus reality. Immersiveness is an important element of virtual reality applications, such as VR gaming and VR therapy. Immersiveness is usually considered on a scale or along a continuum, from least immersive to fully immersive. Typically, user engagement will vary accordingly, although to some extent dependent on individual differences. An inadequately immersive environment will not engage the user, while one that completely replicated the real world could have unpredictable psychological effects. To date, the latter scenario is not an issue because that level of immersiveness has not been achieved. Elements of virtual environments that increase the immersiveness of the experience:Continuity of surroundings: The user must be able to look around in all directions and have continuity of the environment.Conformance to human vision: Visual content must conform to elements that allow humans to understand their environments, so that, for example, objects in the distance are sized appropriately to our understanding of their size and distance from us. Motion parallax ensures that our view of objects changes appropriately as our perspective changes. Freedom of movement: It’s important that the user can move about normally within the confines of the environment. That capacity can be achieved in room-scale VR and dedicated VR rooms but requires complicated hardware for stationary VR and is impossible for seated VR. Physical interaction: A user should be able to interact with objects in the virtual environment similar to the way they do with real-life ones. Data gloves, for example, can allow the user to make motions like pushing or turning to interact with objects naturally conditions of a doorknob or picking up a book.Physical feedback: The user should receive haptic feedback to replicate the feel of real-world interaction. So, for example, when a user turns a doorknob, they not only replicate the movement but experience the feeling of having that object in their hand. Narrative engagement: The user should have the ability to decide the flow of the narrative. The environment should include cues that lead the user to create interesting developments.3D audio: For immersiveness, VR environments should be able to replicate the natural positioning of sounds relat

 

An image of “NerveGear” the VR headset used at the event. Prototypes of the“NerveGear” VR machine headgear featured in the SAO series were created exclusively for this event so that participants could experience the SAO world. In order to replicate the SAO world experience, developers went with the helmet-type VR machine, because of the assumption that the helmet-type may be created during the “alpha test” part of the story, and called the“NerveGear”. However, a feasible “alpha test” prototype of the story’s “NerveGear” machine would be limited to the visual and auditory among the five senses. It also includes a voice chat feature, allowing players to communicate in real-time during gameplay.The movement was detected from a diverse range of angles with Leap Motion, Kinect, OVERVISION, and the 9-axis sensor among others. Player movement was detected using various sensors. The headset used devices called Leap Motion and OVRVISION to detect hand and finger movement, ensuring visual capability when it was put on. Kinect was positioned in front of the player to determine which direction he or she was facing, as well as movement, arm-waving, etc. Combining this with Leap Motion produced an optimal effect. Such high-level sensing technologies are even able to sense the fingertips. When holding a weapon during battle, players could view the front and back of their weapons when moving them, as if viewing the front and back of their hands. In addition, original devices to be attached to the legs were created exclusively for this event. The internals included a 9-axis sensor capable of detecting rotation speed, acceleration, and terrestrial magnetism. This made it possible to reproduce spontaneous player movement at a range of 360 degrees. Using these sensing technologies enabled players to walk freely around the world of the original story at a slow or brisk pace.Can cognitive computing be used in a game world as well? Cognitive computing is a technology that is clearly different from artificial intelligence which has the goal of imitating human behavior and which has been thought about up to now. Not only should it be able to interpret natural language, written language, and visual information, but it should also be able to deduce or reason based on inferences behind the information taken in.In the image, a “Cog” character appeared to help players get familiar with movement techniques in the game and how to defeat the monster in a fighting scene, and the development of this character was based on evoking IBM’s cognitive system. Although cognitive computing technology was not used at this event, certain experiences with the “Cog” character stimulated thoughts and discussion on what sort of new experiences we could have if cognitive computing was truly incorporated into the game world.3. Quantum Brain DynamicsIn neuroscience, quantum brain dynamics(QBD) is a hypothesis to explain the function of An image of “NerveGear” the VR headset used at the event. Prothttps://www.stuff.tv/wp-content/uploads/sites/2/2021/08/samsung_gear_vr_stuff.png?w=1080