Full immersive immersive VR research goal - virtual reality

Virtual Reality is preparing to change everything from education to adult entertainment and other industries In just a few years, virtual reality has moved from the future of technology to the mainstream. From the cheap Google Cardboard to the Oculus Rift that has invaded our lives, the current VR devices are in full swing, and they are preparing to change everything from education to adult entertainment. But if VR needs to be favored by the mass market, it must be as realistic as possible, visually and visually. It cannot be just a television screen that we wear on our heads. The rest of our body needs to be completely immersed in the VR world like the eyes. The following will discuss with you the tactile feedback technology, a technology that allows us to truly experience the VR experience. It is very likely that you have experienced haptic feedback techniques, such as the vibrations generated by the handle during game play. I. Immersion from the eyes to body immersion Companies such as Tesla Suit and Hardlight VR are now bringing this experience to our entire body. While exploring the virtual world, this kit can give you corresponding tactile feedback in a specific area. But don't worry so much first. Because haptic feedback technology is still a long way from becoming mainstream, and the most critical thing is that you can't say that you let someone put on a tactile suit, and then expect VR experience to feel real. Therefore, the industry is currently conducting a lot of research on the so-called "virtualization." This is a new research area that is complicated and less involved. It involves the use of a series of technologies, virtual agents, avatars, storytelling, touch, and other subtle visual, auditory and sensory cues to make you feel like you Thinking enters another body. 2. Explore the connection between body and mind Virtual concretization may be an entirely new field of research, but it is based on the research of scientists on the relationship between human thinking and the body, which can be traced back more than a decade ago. One example is the famous "rubber hand illusion." This experiment basically proves that with the right stimulation, you will believe that the rubber hand is your own hands. Fast forward to today, researchers are conducting similar rubber hand illusion experiments in VR settings. In the 2010 study, researchers found that the synchronization between touch, visual information and exercise may lead people to believe that the virtual arm is part of their body. Similar research has focused on the efficacy of virtual avatars for patient rehabilitation and visual therapy. Research shows that in most cases our virtual body feels as real as the real body. III. Defining Virtual Realization To understand the current status of research, we visited Dr. Abraham Cambell, Principal Investigator of Meetingroom, University of Dublin, and head of the VR Lab. Campbell explained: "Virtual concretization is difficult to define because it may mean different things to different people in different fields." He suggested that we refer to virtual concretization in three categories, and they are all about Tom. Tom Ziemke's revised version of the study of materialization. Campbell said: "Structural coupling is the most basic and classic definition of concrete. You have established a connection with a specific form of structure, such as a body. You move limbs in real life, and virtual limbs can imitate your actions... In this way, the virtual reality world has embodied you." Campbell uses the HTC Vive controller as an example. When you move the controller in the real world, this will become the hand that moves in the virtual world. The next is the historical reality, that is, the VR world that you enter has "remembered" what happened in the past. Campbell painted the whiteboard as an example. For the things you paint, it will still stay there after a day, a week, and a year later. Campbell said: "Socialization refers to your interactions with entities or artificial entities in the virtual reality world. This interaction must be realistic in nature so that you can trust your body to interact with them in the environment." Why is study specificization so important? Campbell explained: “The agents or human beings in the environment become more concrete, and their ability to interact with the world and to perceive the world is stronger.” IV. Social and Education Campbell’s main focus is on social collaboration in entertainment and educational environments. He said: "I am studying the use of telepresence and virtual reality in education and exploring ways to use Kinect technology to allow me in Ireland to teach remotely to China." Teachers must be very useful for distance learning through virtual classrooms. But the next challenge is social complexity, such as facial expressions. Although interacting with other people doesn't sound like the most interesting application of virtual reality, it is sure to get the attention of the market. Dr. Gary McKeown, a senior lecturer at Queen's University in Belfast, said: “This is obviously an industry goal. The company that will make the most of the social part of virtual reality will be able to get the most out of it, that is, Facebook and become the acquisition of Oculus. That company is not a coincidence." V. Remote guidance Imagine being able to remotely control machinery, or help family members solve problems from thousands of kilometers away, which will have a lot to do with work, commuting and socializing. This is a particularly interesting area. Campbell is using concrete research to assist telepresence or remote robots. This is also the application of virtual reality or augmented reality. He said: "I am very fascinated by Remote Expert, which is the concept pioneered by DAQRI. This allows experts in one area to be placed in an augmented reality environment next to non-professionals to help him perform complex tasks. DAQRI hopes to put This technology is used in the medical and industrial fields, but you can imagine more potential applications." Campbell explained that one of the many potential applications of this technology is remote oil pipeline maintenance. For example, engineers designing oil pipelines are located in another country, where local engineers can go to repair pipelines, and design engineers can provide real-time advice through VR, AR, or 360-degree imagery. As mentioned above, this technology can bring a sense of presence. But the significance of concrete research is to ensure that experience is more immersive, more realistic, and more realistic, providing help that is not limited by technology. Campbell explained: "Remote experts need gestures to guide non-experts to operate. Experts and the remote world they will be placed in need real-time scanning to 3D. Such an implementation will enable them to really help with any complex issues that need to be performed. ” This can have a huge impact and may disrupt a series of industries. NASA has set up a remote robotics control research department that hopes to use this technology for space exploration and is expanding to other fields including engineering and medical. Campbell believes that such telepresence technology will have a tremendous impact on the medical industry and advancement of science and technology. He said: “One solution I hope to explore in the future is the application of a complete holographic projection pyramid. Medical professionals have already made this suggestion to me and they hope to meet the patient by using a full-size projector pyramid. With this kind of technology, doctors will be better able to treat patients." VI. Treatment and rehabilitation It is not only a physical sensation, virtual reality also has a huge application to medical and emotional presence. In 2016, researchers found that realistic virtual avatars can help people gain concrete immersion, which can help them better face mental health challenges and trauma. VR software developer ProReal is developing a virtual environment that includes avatars to help people deal with a range of challenges from bullying to post-traumatic stress disorder to rehabilitation. For patients unable to get help from talk therapy or medicine, continuous advances in technology will provide patients with a whole new field of treatment. However, not only can we use virtual avatars to explore more serious mental health challenges (such as post-traumatic stress disorder), virtual avatars can also be used to enhance confidence or change our perception of ourselves. Campbell said he noticed that users with larger avatars would feel stronger. He explained: “I got an unexpected discovery when I was watching the VR game. When the virtual avatar is an average foot higher than the other characters, the player feels stronger than the computer-controlled character.” This observation is in line with a 2009 study. In 2009, researchers found that users who obtained higher, larger avatars would perform more positively in interactions with others. Therefore, in addition to treatment and mental health exceptions, VR may be applied to the corporate environment. For example, you can use the technology to increase your confidence before making recommendations to the board. VII. The Challenge of Realization If researchers can easily find innovative use cases in which virtual reality has a positive impact on our lives, they can easily find the negative effects of virtual concretization. Some technology critics believe that as VR headlines become more common and experience becomes more immersive, social isolation may become a problem that has become more common in games. However, many people in the industry believe that the fear of social isolation is excessive panic. Campbell explained: “I have never found anyone who feels isolated from society. Even students who are interested in pure escapism from VR want to share it with others, and they have become communicators of VR as empathy machines. As with materialization, you can really see things from the perspective of others." Another important discussion issue is that users will feel separated from or separated from the body after exploring the virtual world. Researchers have had little research in this area, but a 2006 study found that VR can increase the sense of disassociation, especially if you are immersed in a virtual world for a long time. Ten years later, with the improvement of VR technology and content quality, it is not surprising that the emergence of “post-virtual reality sadness” will not surprise the real world. Campbell believes that one potential side effect that we need to avoid is indulging, but unlike traditional addictive games, VR can be designed differently. He said: "In VR, users need to re-enact the action of the real world, so they can quickly eliminate the traditional dopamine reward cycle that often leads people to addiction. For example, if you pass a level in VR, you are likely to put a lot of effort and effort on it, so you may feel physically tired after the end of the level. This is different from traditional games. Of course, you may still be addicted to this feeling. But Campbell pointed out: "It is the responsibility of the game designer to ensure that VR games reward players for the real hard work, rather than develop a game that will be difficult at first but will gradually become easier." We then asked Sol Rogers, founder and executive director of VR Studio Rewind. He said: "We have been studying how humans interact in the real world for hundreds of years. We may need the same amount of time to study human behavior in virtual reality and its impact." However, he hopes that people should be excited about the potential of VR, not fear. Rogers added: "Although we can speculate on what impact VR will have, we need to proceed with caution rather than advocacy." “The self-discipline of content creators is the key, but regulators also need to shoulder certain responsibilities. In the end, we need more research and more time to fully understand the impact.” Eight. More effective and concrete recipe But only after all other things in the experience reach the standard can concreteness be convincing. Rogers explains how their team uses this technology to create a more realistic experience. He said: "Because of the tremendous advances in computer processing capabilities, graphics, video and display technologies, it has become possible to create realistic user experiences in VR. However, technology cannot have any impact on the experience, or the spell will be invalidated." Rogers added that technology only accounts for half of the equation. His job is to make sure the content tells the best story. "Content is also the key to creating a forest farm. Although technology is very important, if the experience is bad, all users will have suspicions." From entertainment and socialization to engineering and healthcare, the more we understand, the more we test and implement concrete experiments, the more we can achieve real experiences and make them more effective. As Campbell and other teams continue to make breakthroughs, as technology continues to advance, the head becomes significantly lighter, sensory feedback is easier to achieve, and body holograms become a reality. I believe only the sky will be the only limit for humanity in the future.