The earliest history of VR can be traced back to the 19th century. Nowadays, the VR industry may seem hot, but the actual development and popularity are still not ideal. Competition is the driving force behind the advancement of the industry. At the same time, competition has also created a number of burials. Virtual reality VR is still the hottest development direction of the technology circle. Everyone is looking forward to its future application prospects. However, the development of VR technology is now facing a very big problem, directly leading to many people can not accept VR, the market space is greatly squeezed, even if the VR device has been cheaper to 10 dollars, it has not appeared for everyone to use VR's national feast. For a long time, everyone agreed that the main reason why the VR industry is currently winning is mainly due to the following aspects.
High prices, stringent hardware requirements, and harsh operating environment
The current major players in the VR industry are Facebook, Samsung, HTC and Sony. In addition to HTC, the other three players are in the top position in their respective industries, with a huge user base, such as Samsung mobile phones have billion-level users; Facebook has billion-level social users; Sony PlayStation game console has tens of millions of Users, this has become an important prerequisite for the development of VR; and HTC Vive reason why the hot is inseparable from the hardware's own performance and excellent immersive experience.
The cheapest Oculus Rift is about 3,000 yuan, the most expensive up to 25,000.
HTC Vive is the cheapest around 6,000 yuan, the most expensive is also more than 20,000 yuan.
Microsoft hololens is the cheapest, about 5,000 yuan, the most expensive twenty-eight.
According to the latest statistical data from the research organization Canalys, whether it is Sony's PS VR, or the more expensive HTC Vive and Oculus Rift, the total VR headset shipments this year will be around 2 million. The mainstream PlayStation VR shipments are 800,000; HTC Vive is around 500,000; Oculus Rift is up to 400,000. What is the hardware shipment that corresponds to or satisfies the above VR helmet? The official sales volume of PlayStation 4 has reached 50 million, while the number of PCs supporting VR Ready is 15 million (only the PCs that use the GeForce graphics card), and PCs with AMD graphics cards have not been calculated, which means that VR helmets are supported. The most conservative estimate of the number of PCs is also at least 15 million. According to this ratio, only 6% of PC users satisfying VR hardware requirements purchased VR helmets. According to survey data related to the game distribution platform Steam, there are already about 10% of Steam users, and their computer configurations have reached VR. The request. That is, there are about 15 million user computers running VR content, but only 3% of them buy VR helmets. As for Sony's PSVR, its purchase rate is only 4%.
Seeing this price, consumers will consider trade-offs, and they will be more inclined to stay at affordable prices. However, reality is not necessarily cheap. Simple VR glasses are inexpensive, and when combined with smart phones, they are more easily accepted and there are no restrictions on the use of space. However, the actual experience of using VR glasses is not very good. Most consumers are just out of curiosity and will not be dependent on it. There will be no user loyalty. There are also some "pseudo" high-end products that do not rule out security risks. The selection of those professional-grade VR devices can provide the most realistic experience, and because there must be a sufficient space range in use, the requirements for device users are even higher. However, if it is not easy to use, it is not fun. Is it to put home as an exhibit?
Lack of attractive content, user experience issues and costs
The analysis of Steam VR, the earliest online VR application distribution platform, showed that the average installed capacity and average game time of VR and VR only games lag behind significantly. In particular, the average game time is basically 1/5 of that of other types of games. Around -1/7, this seems to confirm that VR content is not only lacking but also not attractive (lack of stickiness for users).
So what causes the lack of content or the lack of stickiness to users?
The main reason is that current VR developers (including games) do not earn money. In this regard, Joe Radak of Eerie Bear Games recently wrote an article warning that if you go to develop VR games now, you are likely to lose everything.
Light Repair Team#4
Ladakh's warning is alarming. He is the developer of the puzzle game Light Repair Team #4, which is one of the recommended games on the HTC Vive, and it gives a positive positive rating on the majority of gamers on Steam every time. Download him for $8. However, so far, Ladakh has lost 36,000 U.S. dollars on this project.
The reason is that the current exclusive agreement restricts the developers to a single platform and can only develop games for this platform, which in turn increases developer's costs. Another point that cannot be ignored is the recognition of VR by the market and users. Still low, according to a recent study by Parks Associates, 63% of Americans are unaware of VR or even know nothing about it. Only about 6% of men and 2.5% of women are interested in purchasing VR helmets. In this situation, even the best VR games may not earn money.
Since we can't make money, let's talk about how developers can develop high-quality VR games or applications. Here, VR is obviously caught in the vicious circle of the industry.
VR gives the body a sense of vertigo
1, vestibular system
In normal situations, humans work together through vision, vestibular systems, and muscles to communicate information through the nerves and tell the brain where our body is located and where it is. But in the virtual world brought about by VR devices, only humans can perceive only visual movements. The vestibular system and muscles do not move due to physical reality, and they send information to the brain that is contrary to the visual system. However, the human brain cannot handle phases. Two kinds of conflict information, which leads to vertigo and nausea physiological responses. Humans rely on the vision, vestibular system and muscles to determine the state of the body. Humans rely on the vision, vestibular system and muscles to jointly determine the state of the body.
We manipulate the VR device to walk in the vision. The vision tells us that our body is moving, and the vestibular system that senses the body's movement clearly perceives that the body does not move. At this time, our body will feel nauseous and dizzy. And this feeling will last a long time.
2. Delay problem
There is a certain delay in the perception of human body movements by VR devices. The picture we see in VR devices is not synchronized with the actual movement of the body. This gap may be very small, but it will still make our brains react to misjudgments. , which causes human discomfort.
Human beings may feel dizzy due to the inconsistency of VR vision and movement. Humans may experience dizziness due to the inconsistency of VR vision and movements.
For example, when we go without a VR device, when we turn our heads, there is no delay between the perceptions of vision and body movements. When we wear VR glasses, when we turn around, VR devices need a certain amount of time to judge us. The movements that occur within a short period of time may not cause significant discomfort, but when we use the VR device for a longer period of time, the discomfort caused by this phenomenon will rise rapidly and we take off the VR device. After a long time.
3, scene and mobile issues
The range of visual scenes brought by VR devices is greater than the normal visual range of humans. In order to provide us with a better immersive experience, VR devices provide a wider visual range than our normal visual range. At the same time, VR devices present an environment we are unfamiliar with. Human instincts will frequently move the eyeballs and rotate. Head to observe and perceive this environment. Frequent movement of the visual focus will also cause dizziness. Frequent movement of the visual focus will also cause dizziness.
But this action is different from our actions in the normal world. In our normal world, the environment will not move along with the movement of the head. When we tilt our heads, our vision can tell our brain. It is a real world; while the vision in a VR device will turn with the rotation of our heads, even when we tilt our heads, the picture will follow the tilt, which will significantly increase the human discomfort.
4, visual convergence
The physical depth of field and human vision of VR devices are not uniform. When humans are observing objects that are closer, they need the ciliary muscle to drive the lens to focus. When the focus point is closer, the pupil distance will be relatively close. When the focus point is farther, the pupil will be relatively outward. This phenomenon is called visual convergence. Flat screen does not produce physical depth of field The screen does not produce physical depth of field
The light emitted by the screen in the VR device is flat and does not have depth information. The current VR device cannot form a physical depth of field temporarily, and can only form the depth of field through blurring or clearness of the picture. When humans observe different depth-of-field images, they can only locate the visual focus on the screen because they cannot perceive distance information. This conflicts with the displayed depth of field. If human beings exist in such an environment for a long time, it will produce a more severe dizziness, and this problem cannot be solved with the current technology.
The development potential of VR virtual reality industry is huge, but it cannot be blindly optimistic. It is precisely because of the potential of VR in many areas that it is necessary to focus on the development of the industry. On the one hand, we must pay attention to the exploration of equipment technology and functions of VR. On the other hand, we must work closely with closely-connected industries such as medical care and games to work together to apply VR virtual reality to actual situations. At the same time, VR's content venture will be the main increment in the industry in the future. There are countless hardware manufacturers, but high-quality VR content will be the main goal of the competition in the future.
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