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Regarding VR, reality and illusion are alternating | Tiber River Album

Latest update time:2021-09-02 08:32
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This week’s Leifeng.com column recommends: Tiber River, a senior practitioner in the VR industry.


Here are 4 representative articles by the author, covering the artistic language of VR, VR experience halls, VR dizziness, and VR interaction. As a VR industry insider said, "When most domestic video factories are still talking about 360 splicing, some people have already started to study the artistic language of VR." Virtual reality alternates between reality and illusion.


If you are interested in any Leiphone columnist, please leave a comment or send an email to the editor: zhuanlan@leiphone.com. We will give priority to them in the next series. The following is Tiber River’s sharing in the field of VR:


1. Don’t think that VR experience center is VR, just like Phoenix Legend is to pop music (click to read)


Technically, offline virtual reality experience must involve large-scale scene tracking so that the experiencer can move around; precise motion capture system to create a very high sense of immersion and interaction; necessary machinery and venue layout to meet the needs of virtual reality. This system is definitely not affordable for consumers, so the best virtual reality experience must take place in an offline experience hall.


Do virtual reality experience centers have a future? Yes. But the existing virtual reality experience centers do not. In the next year, we will witness the process of reshuffling and even starting over in this industry.



2. With VR, what more does the art of film have ? (Click to read)


What will VR movies look like in the future? We don’t know yet.


It may not be completely passive like a movie; nor will it be as interactive as a game; it may be something between a game and a movie. I think a better term might be "VR narrative experience."


Movies have been used for more than a hundred years and have developed a mature narrative language; VR movies will also need to go through this process. VR will be a three-dimensional art with a time dimension. It may be the last art invented by humans before the arrival of the singularity.



3. What happened behind the VR headset that made you dizzy? (Click to read)


If you want to make the image of an object move more continuously, the best and simplest way is to increase the refresh rate and reduce the afterglow.


In fact, both Oculus and Valve use AMOLED low afterglow displays, while Sony uses its own OLED displays. Currently, most domestic VR headsets use traditional LCD displays, so it is natural that they cause dizziness.


But low persistence is not all good. It also has side effects: because each frame of the image is displayed for a very short time, the trajectory of the moving object is discontinuous, and the visual system will think that they are different objects. When the display is fully lit, the visual system has enough time to define them as the same object.



4. Everyone is talking about VR, so how can we make VR interaction better? (Click to read)


The two goals of VR interaction metaphors are "replacement" and "transcendence". As VR interaction, first of all, it must be able to complete all the functions of current two-dimensional graphic interaction, that is, "replacement".


We need to be able to click, slide, scroll, drag, and operate the virtual keyboard in the three-dimensional VR space, all of which can be accomplished in two-dimensional graphic interaction.


Using gesture capture as an interaction 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 to wear data gloves with sensors on the hands.