Science fiction writers and futurists have been dreaming of VR decades ago, and hackers are no exception. Some people doubt whether VR will develop further, and many others are excited about VR because it brings more than just technological advancement and subversion of social interaction. Vincent Chen from YC shared his views on the current state of VR and how interdisciplinary approaches to VR development in the article "How to Get into VR". It also provides some resources and advice for getting started.
Why is it now?
VR is not a new technology, it just gets access. — Jeremy Bailenson (Stanford VHIL)
VR technology has existed for many years, ranging from stereoscopic mirrors to flight simulators. Scholars and researchers in the fields of engineering and physics have been working hard to make this technology feasible. In the past few decades, HMD (Head Mounted Display) has become the standard for experiencing VR.
In the late 1990s to the early twentieth century, there were a large number of attempts to introduce VR into the public. Sega has announced a (but never released) headset. Nintendo introduced the Virtual Boy, a video game console that includes a monochrome HMD. However, these attempts have been hampered by a lack of visual fidelity and processing power.
Only recently, the development of VR has become more popular. CPUs and GPUs provide a high-fidelity, immersive experience at an affordable price. Smartphones offer a cheaper and easier-to-use option for mobile VR without the need to bind devices to high-end computers. As more and more people have the opportunity to experience VR, the technology is increasingly aware of how to reach consumers on a larger scale.
Virtual reality and augmented reality are brothers and sisters
VR needs to simulate the world, while AR needs to superimpose information in the real world. Taking surgery as an example, we can see the difference more clearly. The VR can be used to simulate the surgeon's operational training, while the AR can superimpose the instructions and diagnostics in the view in real-time surgery.
Some people think that VR is the cornerstone of AR. While achieving high fidelity AR requires a greater technological leap, advances in VR development can help us get there.
In this article, we avoid discussing VR or AR who is better, more hopeful or more applicable. Instead, as others have speculated, we will discuss their common potential and the technical challenges they face. For both, it is a good time for development.
VR is a real technical problem
There is no natural molding like VR... only tracking, rendering and display. Tracking is the recording of the user's position and orientation in 3D space. Rendering is to build the appropriate image for the user. The display refers to the hardware that can display the fidelity of the rendered image.
We need to work hard to resolve these issues until the user does not feel uncomfortable or uncomfortable. When the visual and vestibular nervous system's feelings of self-motion do not fit (the same reason for motion sickness and seasickness), people will encounter simulator vertigo.
This is a difficult problem to solve. For reference, the traditional computer game is rendered at a resolution of 1920 & TImes; 1080 with a refresh rate of 60 Hz. The Oculus Rift operates at 2160&TImes; 1200 (90 Hz) (two displays for two eyes). In other words, the current VR solution for binocular stun must be able to render 1080p effectively, and the refresh rate is higher than computer games. At the same time, the processor needs to track the location of the user and provide this information to the headset as soon as possible.
Even if these requirements become a reality, it is not ideal! The VR display has not covered the entire field of view of humans. In addition, we can of course improve the rendering quality to achieve the fidelity of today's retina displays, but all of this shows that we need 8K resolution to render VR!
Now, we have an interesting technical problem, how to use the limitations of the human visual system to optimize bandwidth and computing power. (For example, our peripheral vision is worse than our central view - so why not try focus rendering?)
VR is not just for gamers
Yes, shooting robots with VR is fun.
But VR also offers immersive concerts, museums, concerts and sports events on the field. With VR, the quality of video conferencing will be improved because it provides better visual contact and provides subtle non-verbal cues. At the same time, training costs will decline as manpower trainers in industries such as construction or manufacturing are no longer needed. At the same time, the effect of repeatable hands-on training will increase. Scholars will conduct social psychology research with more repetitive, diversified sample sizes and daily recurrence of reality, so the human alliance will cease to exist. In addition, VR will bring true experiential learning to education with its flexibility.
Personally, I am very excited about the impact of VR on medical and pharmaceutical. The advantages of VR in personnel training and educational experience also apply to clinicians. In terms of patient care, VR can be used to treat problems with pain, combat addicTIon, and mental health.
VR does not exist mature
The landscape in this area is hot. —Morgan Sinko (NullSpace VR)
There are no standards, no best practices. Everyone can try something different.
Here are some of the technical areas related to VR, as well as the specific issues involved in each area:
• Human-computer interaction: How do we implement a situational user interface (non-diegeTIc UI)?
• Optics: How do we fit into a small projector and adapt the eye to the shape of the glasses?
• Electronics: How to optimize the battery, pressure and size of your face device?
• Hardware: How to build a touch to better track and feedback our actions?
• Computer Vision: How to bridge the difference between VR and the real world through 3D reconstruction techniques and scene rendition?
• Artificial Intelligence / Natural Language Processing: How do we create virtual reality in VR that interacts with us?
Even in the non-technical field, there are many problems that remain unanswered:
• Psychology: What effect does VR have on addiction? What is the impact of virtual reality on real personality?
• Sociology: What does it mean to change the way of social interaction (TSI) (think eye contact)?
We are approaching the AR of the early form,
But still far from the mature AR
In many cases, scene prototypes experienced in AR are more accessible than in VR. Use the information provided by your phone, GPS and camera to enhance our connection to the world (think Pokémon GO).
However, AR faces many challenges that do not exist for VR. According to experience, AR technology benefits from unhindered, so we can make full use of the surrounding space. And once we can't run a high-end game console in the background, the corresponding resource calculation will be a big problem.
The other challenge for AR is hardware and HCI (Human Machine Interaction) - how do we create a perspective display with a large field of view? How do we design a device that people can wear in public? (Hint: Remember Google Glass?)
Now you can start getting involved
Download a game engine such as Unity or Unreal Engine and start a hacking attack. If you have developed a game before, you will notice that this process is very familiar, except that your headphones are installed in the in-game camera corresponding to the game console.
More generally, these game engines are designed to be intuitive and easy to learn. They only require basic scripting and can use shallow learning curve interfaces (eg drag and drop visualization scripts).
Here are some useful getting started resources:
• FusedVR tutorials and live broadcasts: including walkthroughs from modeling to content creation that the game engine can achieve, great.
• Udacity's VR developer Nanodegree: A complete program covering VR application development, design and optimization.
• Tutorials for Unity and Unreal.
•Toolkit:
â—‹VR: VRTK
â—‹AR: Vuforia, Hololens
• Useful tutorials (threads):
â—‹Reddit: How to start making VR games
â—‹Quora: Where do I start? What is the best information for VR learning?
Understanding the Graphics Pipeline will help you appreciate the limitations and possibilities of VR
Fundamentally, VR is a cool application that uses the head to track the scenes that are displayed in front of your eyes and render them. Learn about 3D geometry and how it is presented, and you'll get a better understanding of the limitations and possibilities of VR.
Here are some great online resources:
• Berkeley College CS184 Tutorial: Computer Graphics
• Scratchpixel: Learn advanced modern technology from graphical mathematics and physics
• Song Ho An's OpenGL Notes: Introducing OpenGL Tutorials and Concepts
Vision and imaging are driving VR frontier development
Investments in promoting computer vision, optics, imaging, and related topics can be rewarding.
• Computer Vision: How do we track and understand depth?
â—‹ Stanford University CS231N course: Phenomenally clear resource with modern CV techniques, written by Andrej Karpahty (now a research scientist at OpenAI)
â—‹ Computer Vision: Models, Learning, and Inference: Slides, Exercises, and Code Examples
• Computational Imaging / Photography: How does light enter the camera and image? Similarly, how can we present the focus of a virtual image on the retina?
â—‹Computer Photography (Raskar, Tumblin): Textbooks for professors at the Massachusetts Institute of Technology and Northwestern University
â—‹Udacity's computer photography course
In the process of learning: "Learning VR with a rookie mentality." —Aashna Mago (RabbitHole VR)
Of course, the hype is real, but it also provides us with more reasons to stay away from all the interference. Try to accept the beginner's point of view: willing to learn and absorb. Don't start doing something because you think it's necessary. It’s a good time to learn, experiment, fail and make amazing progress. If you think that you are late, it means that I am very ugly in this article!
The Brazilian plug is implemented in accordance with the Brazilian 14136:2002 manufacturing standard. The pins are three cylinders in an isosceles triangle shape. Standard electrical parameters: 10A and 20A. The Brazilian 14136 standard is based on the evolution of the international IEC 60906-1 standard reference. International standards are committed to formulating and encouraging countries to adopt global unified plug and socket standards. NBR14136 was released last time: In 2002, there were three different types of plugs used in Brazil. The first is that two blade plugs complying with NEMA 1-15 are used in North America and Japan. The second is that NEMA 5-15 with two parallel flat prongs and a round pin plug with grounding in the middle is also used in North America and Japan. Finally, European standard plugs can also be used throughout the European continent.
Brazil Power Plug,Inverter For Home Appliance,Brazil Power Outlet,Brazil Plug Type
Guangdong Kaihua Electric Appliance Co., Ltd. , https://www.kaihuacable.com