Have you ever imagined that one day you would become Iron Man? Have you ever imagined going to Jurassic Park and having a close encounter with dinosaurs? Have you ever fantasized about being able to meet the goddess face-to-face? What was once considered illusory can now be realized. Turning these fantasies into reality, VR(Virtual Reality) is actually a computer system that can create and experience virtual world. It is to create a real-time reflection of the change and interaction of the object entity in a three-dimensional virtual world in a simulated way, and provide users with a three-dimensional interface for observing the interaction with the virtual world through auxiliary sensing devices such as head-mounted displays and data gloves, which enables users to directly participate and explore the role and variation of simulated objects in their environment and creating immersion. VR allows us to connect the real world with the virtual world, allowing us to have unprecedented experience and explore new world.
Nowadays, VR and AR often appear together. AR(Augmented Reality) is a new technology that integrates the information of real world and virtual world "seamlessly", and is to put the entity information (such as visual information, sound, taste, touch, etc.) that is difficult to experience within a certain time and space range into the real world perceived by human senses to achieve a sensory experience that beyond reality through computer technology which is simulating and then superimposing and applying the virtual information. Real environments and virtual objects are superimposed on the same space in real time.
VR allows you to experience virtual world, and AR creates virtual world for you.
VR looks great now, but it still take time to develop.
Factors affecting the development of the VR industry are:
1.The "mobile dilemma" restricts the application scenarios of high-end VR devices.
In the future, excellent user experience is the foundation and application scenarios need to be greatly expanded if VR devices want to be popularized in the consumer market.
2. There is still a gap between the picture quality experience and consumer expectations.
The picture quality experience of excellent VR requires the combination of hardware and content, and the bottleneck of the previous picture quality experience improvement is the problem of related hardware. The suitable viewing distances of "screens" commonly used in our daily lives, such as mobile phones, computers, TVs, etc., are different, but the field of view (FOV) is about 36 degrees, and the resolution of 2K-4K can meet the needs of users for high-definition videos. But the mode of VR headset is completely different. Because the VR headset belongs to the near-eye display, the screen is very close to the human eye and the user's field of view in the virtual part can be considered as a space ball, with a left and right latitudinal full-angle of 360 degrees and the up and down longitudinal surface of 180 degrees. The visual information actually seen by one eye is only a part of the total spherical data when the users using the terminal.
3. “Vertigo” is an obstacle in increasing the device service time.
Visual sense and sensory conflict are the main factors that contribute to the "vertigo". According to the data, the most criticisms by users for VR experience is "vertigo", which directly leads the service time of VR devices less than terminal devices such as smartphones. There are many reasons of "vertigo" about the VR experience, and there are three main reasons. First, the visual discomfort caused by the low display quality. Second, the sensory conflict in the process of human-computer interaction. Last one is the vergence-accommodation conflict caused by the visual depth of field mismatch.
For AR/VR devices, clarity is a very important indicator of image quality, which determines the amount of detail that the imaging system can reproduce. If the clarity is low, it will lead to a low realism, which will seriously affect the user experience. Therefore, for AR/VR devices, clarity is an important indicator that determines the user's immersion and realism in a virtual scene.
In the development and production of AR/VR devices, clarity measurement is a very important part.
However, due to the complexity of the optical path design, AR/VR products cannot be measured using the common mobile phone or tablet screen clarity test method. If the clarity of the devices is simply subjectively evaluated through the naked eye, it will lead to inaccurate clarity measurement results and it is difficult to ensure the display quality of the product because there are differences in the judgment of the clarity of each person.
RayClouds' V-20S virtual display optical analyzer
equipped with a unique AR/VR lens and a high-resolution sensor with a cooling temperature as low as -45° room temperature, provides the perfect test solution for near-eye display (NED). ProICM software provides excellent optical measurement analysis algorithms as well as dedicated AR/VR test modules. Test items include basic luminance, chrominance, contrast, uniformity, etc. For the analysis of AR/VR display
, the software function also has MTF, distortion, FOV, focus uniformity and other project analysis, and MTF is an important judgement of AR/VR devices clarity.
In today's increasingly technological development, the 5G information technology revolution continues to affect our lives, the emergence of AR/VR is an inevitable trend of the times. The market of AR/VR is also expanding. The charm is that they have changed people's perception of the world and begun to see the world from a new perspective. The emergence of the epidemic changed the way of people's work, and the rapid development of AR/VR in the game industry are even more obvious. And AR/VR has applied in multiple industries such as construction, healthcare, and education. AR/VR is driving technological reform unpredictably, and it slowly penetrates into every families and industries with its uniqueness.