I have visited many VR companies recently and interviewed many great gods. I have heard a lot of insights and many feelings. I intend to share my thoughts with others, and today I want to talk about the interaction in VR. So far, there is an interaction method that basically gains the consensus of the industry, that is, the way of supporting the head tracking VR head to add two somatosensory controllers, in this way, the user can obtain a relatively complete in a virtual world. Immersive experience. In PC-based (HTC Vive, Oculus Rift) and game console-based (PSVR) high-end VR hardware, this interaction has basically become standard: HTC Vive first provided two somatosensory controllers, and does not support Other interactions; the Oculus Rift comes standard with an Xbox One gamepad at the beginning of the release, and at the end of the year it finally launched the somatosensory controller Oculus Touch; for PSVR, although the two glow sticks PS Move are not standard, But considering its low price and some VR games only support somatosensory operations, more and more PS4 players will also consider purchasing a PS Move set (two somatosensory controllers plus a positioning camera). So why does the "head control plus body feeling" interaction method become the standard for high-end VR? I think this is mainly related to the actions of our human beings. Although there are many links in our body, this means that we can make a variety of actions, but in fact our main action is through both hands, and the head is an observation "device." Although our legs still do a lot of movements, the movement of the legs is more about displacement. In real life, we often don't need legs, such as sitting in a chair, sitting on a sofa watching TV and playing games, or standing on a bus or subway, and most of the work and life behaviors are It is done by both hands. So if we want to achieve a sense of immersion in the VR environment, after we solve the problem of head motion tracking, the next problem that needs to be solved is naturally how to simulate the hand movement. In fact, in addition to the somatosensory controller, we have other options . One of the choices is the traditional gamepad, which used to be our most popular game interaction device. Through the handle, we can complete the movement and movement of the character, can view the menu, can save and read the game, but the operation of the traditional game controller is not consistent with the real action of human beings, the result is a sense of violation. The role of our control in the game is actually not our own. We can complete a roll by pressing a button, but in real life, many of us may not be able to complete this action for a lifetime. Although this also produces a lot of fun, for example, you can do everything in the game, but it can't happen the immersion that VR emphasizes - I am in it. Another option is to interact through the side touchpad . Both Google Glass and Samsung Gear VR use this interactive approach, which seems to be a way to control through the touchpad on the side of the glasses. But there are a lot of problems with this approach. The first thing is that this operation seems so stupid, why it seems silly, because it does not conform to human nature's operation. As a simple example, when doing left and right operations, we need the user's right finger to slide on the right touchpad. This is very unnatural and does not show the strength of the operation. The result is a lot of misoperations. This type of operation is doomed to fail. It can be said that Google Glass's failure is due to this immature operation. Compared with the above two interaction modes, the scheme of the somatosensory controller is so reasonable. We used the TV and air conditioner remote control to operate the mobile phone and the MP3 player, and we all operated one device in the hand. This way is “very easyâ€. The Wii that Nintendo launched in previous years is a hit, and its success is largely due to its innovative somatosensory controller, through which we can play a lot of somatosensory games, such as playing a tennis match through your hand movements. The strength of the system will judge the role of the action, although the Wii's somatosensory controller now seems to be relatively junior, but it can be said that it provides a lot of valuable experience for the subsequent somatosensory equipment. Someone here may say that we can also use our hands to recognize and interact directly with our hands. Microsoft's somatosensory device Kinect and MR head-mounted Hololens used gesture recognition, but so far there are some challenges in gesture recognition. First of all, the accuracy of gesture recognition is not enough. Friends who have tried Hololens or Leap MoTIon will find that your gesture recognition is often not captured because of the limited tracking angle of the camera. The second challenge is the touch. People who like to play games must have this feeling. The comfort of a handle largely determines the experience of playing games. Relative to gesture recognition, the handle or controller's key position gives the user a sense of feedback that the empty hand can't bring to us. At least at this stage, the somatosensory controller experience is better than gesture recognition. . Finally, there is no suspenseful "head control plus body" interaction on the PC and the host VR, and there has been some progress in mobile VR. We have seen this trend from the handles in the Daydream reference design from Google, to the handles attached to the VR helmets recently released by Xiaomi. Although the current mobile VR device is still a single handle, including VR head display can not achieve true location tracking, but I believe that with the development of technology, we will soon see mobile VR products in the proximity of PCVR, perhaps to that At that time, we will usher in a truly "standard" VR interaction, and then usher in a real outbreak of VR content. Cold And Heat Impact Test Chamber Cold And Heat Impact Test Chamber,Thermal Shock Test Chamber,Cold And Heat Shock Test Machine,Climate Simulation Testing Test Box Wuxi Juxingyao Trading Co., Ltd , https://www.jxymotors.com