VR is in reality but not reality.
VR is the abbreviation of English VirtualReality, which means virtual reality. It was put forward by JaronLanier, the founder of American VPL company, in the early 1980s.
VR technology is a computer simulation system that can create and experience virtual worlds. It uses computer to generate an interactive three-dimensional dynamic visual scene and entity behavior system with multi-source information fusion. A high degree of simulation can completely immerse users in this environment.
VR technology can be widely used in urban planning, interior design, industrial simulation, restoration of historic sites, geological disasters, education and training and many other fields, providing practical solutions.
Especially in the manufacturing, medical and film industries, VR technology can realize cross-platform interactive design, virtual assembly, medical training, remote surgery and virtual display, which has greatly innovated the existing technology.
Brother, what did you see in VR?
For mass players, the most concerned is the application of VR devices in the field of popular games. Steam official website shows that there are currently 204 games supporting virtual reality, among which there are many masterpieces such as Half-Life. At present, the more famous VR devices are OculusRift of Oculus, Vive of HTC and PlayStationVR of Sony.
AR is based on reality, but higher than reality.
The so-called AR is the abbreviation of AugmentedReality, which is a technology to calculate the position and angle of camera images in real time and add corresponding images.
1990 shows not only the real world information, but also the virtual information. The two kinds of information complement each other and overlap each other, overlapping the virtual world in the real world and interacting with each other, breaking through the reach of human senses.
AR technology is not only widely used in applications similar to VR technology, such as cutting-edge weapons, aircraft research and development, data model visualization, virtual training, entertainment art and so on.
Moreover, because it can enhance the display output of the real environment, it has more obvious advantages than VR technology in medical research and anatomical training, precision instrument manufacturing and maintenance, military aircraft navigation, engineering design, remote robot control and other fields.
Are VR products healthy?
MartyBanks is a professor of optometry at the University of California, Berkeley and the director of the Visual Space Perception Laboratory. He has done a lot of research in the fields of VR and human vision. He said that the biggest problem of VR at present is a phenomenon called "vergence-accommodation conflict"-it is directly linked to the user's eye fatigue. At present, these symptoms are only temporary, but the bank said that its long-term impact should not be underestimated. "At present, these symptoms are short-lived, because after removing the head monitor, your eyeball will adjust itself to restore its function," he said. "But I think it is unwise to conclude that the symptoms will not cause serious harm to the human body."
However, in the bank's view, showing the negative impact of these VR companies on VR in detail is just a way to prevent accidents. "The warnings of some games are simply nonsense." Some companies even said that pregnant women should not use VR headsets. "This will do? They are really careful. " He said.
SarahSharples, a professor of ergonomics at Nottingham University and chairman of the Chartered Institute of Ergonomics, said that the side effects of VR need further study. She said: "At present, the use case of VR is shorter than a few months or weeks-so the existence of its long-term effect needs further confirmation.
At present, Sharpless is very cautious about the known connection between "impact" and "problem"-all because of lack of evidence. "We recognize the existence of (virtual reality) influence. The key is, are these effects harmful? "
Another side effect of VR equipment is its influence on human behavior. AlbertSkipRizzo, director of the VR Medical Department of the University of Southern California, said that this research still has a long way to go. "Psychology, as a discipline, has been focusing on the interaction between human beings and the real world for nearly a century. In my opinion, the complexity of human interaction with the virtual world is no less than the former, "he said. However, what really excites Rizzo is the inexhaustible treasure of VR-in his eyes, VR is simply a new treasure in the medical field: from helping patients with post-traumatic stress disorder return to life to relieving patients with depression, VR has miraculous effects. "I am a big fan of VR myself, and I firmly believe that VR will make the world a better place," he said. However, there are good and bad. If you accept the advantages of VR, you must accept its possible disadvantages. However, I don't think people need to make a fuss about the potential risks of VR at present. It is important to plan ahead. "
As Sharpless said, VR companies are actively participating in exploring these issues. But now, common sense should prevail. Her advice echoes Oculus's warning: when you feel uncomfortable, stop using the head display, don't play for more than 30 minutes, and make sure that others are present during the game.
"VR will inevitably have potential negative effects, and our most important task is to prevent problems before they happen." She said. "However, we can't let it slow down our pace of excavating VR treasures."