With virtual reality products such as Oculus and VIVE being interviewed one after another, the VR industry is gradually entering the eyes of people. However, even the most sophisticated VR products are still unable to solve the problem of dizziness and become the most serious obstacles to the stumbling block of the virtual reality industry.
Four causes of VR dizziness
1. The principle of VR dizzy is actually very simple, because the (VR) picture seen by the eye does not match the information (real position) felt by the vestibular system in the ear, and the two kinds of information fight in the head, causing dizziness. .
For example, when you are sitting in a “VR roller coasterâ€, you are visually in the picture, doing intense high-speed movements, but the vestibular system means that you are not moving, and this will cause dizziness.
2. Another reason is that there is a delay in the motion observed in the VR glasses: you swing your head and the virtual world takes a few tenths of seconds to capture your movements.
In a full-view screen such as VR, such delay is the biggest problem causing dizziness.
3, In addition, because each person's interpupillary distance is different, for some people, the center of the pupil of the human eye, the center of the lens, and the center of the screen are not the first line, so the phenomenon of ghosting appears, and if you look at it for a long time, people will be very easily dizzy. . In the end, the depth of field is not synchronized and is one of the causes of dizziness. For example, in front of you, there is a table. On the table, a cup is placed near and a doll is placed in the distance. You look at the nearby cup. It is reasonable to say that the dolls in the distance should be blurred, but now, the dolls in the distance also look very clear.
In general, the simulation of reality by the VR device is not realistic enough, and it is impossible to really deceive the brain. The troubled brain is overwhelmed and can cause dizziness.
Solution to vertigo problems:
1. Electrical vestibular stimulation
In view of the first dizziness factor, there is currently a company called vMocion abroad and intends to use the technology researched by the Mayo Medical Center's aerospace medicine and vestibular research laboratories for more than 10 years to solve this problem. The technique is called electrical vestibular stimulation (GVS). The electrode is placed in a strategic position (two electrodes behind each ear, one in the front and one in the back of the neck) to track the sensory motion of the user's inner ear and will The motion of the field of view triggers the GVS synchronization instruction and stimulates three-dimensional motion. If it works, it allows the user to fully immerse himself in the current environment and truly feel that the spacecraft he is driving is diving or turning.
2, reduce the delay
An important indicator for choosing a virtual reality device is the delay from rotating the head to rotating the screen. This is the hottest part of the technology that can reduce the glare. Research shows that the delay of head movement and visual field cannot exceed 20ms, otherwise dizziness will appear.
The 20ms delay is a very big challenge for VR heads. First, the device needs to be accurate enough to determine the speed, angle, and distance of the head's rotation. This can be done using an inertial gyro (responsive but with poor accuracy) or optical methods. Then the computer needs to render the picture in time and the display needs to display the picture in time. All this needs to be completed within 20ms. Correspondingly, if the time displayed by each frame exceeds the previous frame by more than 20 ms, the human eye will also feel delayed. Therefore, the VR head refresh rate should exceed 50 FPS. At present, 60 FPS is a benchmark. However, in order to achieve better results, this refresh rate should also be mentioned. For example, Oculus Rift CV1 and HTC Vive currently use a 90hz refresh rate, while Sony Project Morpheus uses a 120hz refresh rate.
Another way is to reduce the amount of afterglow. The significance of the low-afterglow display to the VR head is that the trajectory of the object moves closer to the real trajectory of the physical world when the head moves, and no noticeable smear is produced at a certain refresh rate. . To achieve this goal, current LCD displays are weak, and only new types of displays such as OLEDs can be used. Since each pixel is actively emitting light, the OLED screen can be made to have a low level of afterglow. In fact, Oculus and Valve both use AMOLED's low-gloss display, and Sony uses its own OLED display.
3, adjust the distance between the lenses
4, light field photography
Currently the best Magic Leap in this area. Magic Leap does not display the picture on the display screen, but directly projects the entire digital light field onto the user's retina. This allows the user to freely select the focused position according to the focusing habit of the human eye so as to accurately Combining virtual reality with simulated human eye visual effects. There is no need to mention such issues as refresh rate and resolution. Magic Leap solves all problems in another way, from another direction.
5, add a virtual reference
According to the researchers, the effect of the halo could be due to the fact that people need a fixed visual reference, so even adding a car dashboard to VR can produce the same effect.
Dizziness is the most important reason to hinder the outbreak of virtual reality. It is believed that time will be the master key to solve all problems. We expect that in the near future, we can experience virtual reality that does not faint. God, lying in the sea, lying in the home, the true experience of all the good, it is good.
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