Where is the VR in the end, can the technology giants hold the sky?

Where is the VR in the end, can the technology giants hold the sky?

There is no doubt that virtual reality and augmented reality will become the next generation of mainstream computing platforms. I personally are very optimistic about the development prospects of these emerging technologies, especially their impact on all aspects of life, such as education, health care and consumer behavior.

The main content of this article is the various applications of virtual reality technology in real life. Nowadays, the development and changes of the technology industry are very rapid, and the virtual reality application on the market is even more dazzling. But in fact, after all, the core concepts behind these applications have never changed. No matter which industry you are in, as long as you want to use virtual reality technology to solve problems encountered by individuals or companies, the first thing to do is to have a clear understanding of these core concepts.

Below, we learn more about virtual reality technology in three ways:

The first is the definition of virtual reality;

The second is the important concepts related to virtual reality, and the differences between virtual reality and other media;

The third is the problem that can be solved with the help of virtual reality.

What is virtual reality?

Virtual reality is a computer technology that allows users to immerse themselves in an imaginary world or a replicated world, such as video games, movies, or simulated flights, and interact with the virtual world in real time. In general, users need to experience virtual reality through a headset. Sometimes, however, you need to combine some specific physical space or multiple projection environments. A fully immersive virtual reality experience that stimulates the user's multiple senses through synthesis and simulation. The most common are the visual, auditory, tactile and vestibular balances.

Simply put, virtual reality is a medium that puts you in some kind of media. If the quality of the virtual reality experience is high, then the user will feel that he is in a real world, and the various action behaviors will be very realistic.

Important concepts related to virtual reality

Experiencing the key elements of virtual reality is also a key element to distinguish it from other media. There are four main components: virtual world, immersion, sensory feedback and interaction.

virtual reality

The so-called virtual world refers to a three-dimensional environment created by a computer. In this environment, we are able to interact with other people or things, and also to create objects that do not exist.

Immersive

In the medium of virtual reality, the word "immersion" can refer to both the physical feelings in an environment and the spiritual feelings in this environment. Under normal circumstances, what we are talking about in most media is “immersing in”, which refers to an emotional or mental state, to see how the user is mentally integrated into the environment. However, when it comes to media such as virtual reality, in addition to mental immersion, physical sensory immersion is also very important. Because, in a virtual reality system, the user's body and senses need to interact with the virtual environment. Even we can say that physical sensory immersion is a more important feature of virtual reality than mental immersion.

Sensory feedback

The difference between virtual reality and other media is that users can get direct and real feelings through multiple body senses when experiencing virtual reality. These sensory feedbacks allow the experiencer to clearly see the results of all the behaviors in the media. When we are in other media, such as movies and radio stations, what we can perceive is the indirect, second-hand world that we imagined based on what these media present.

In other words, virtual reality media can make us perceive a virtual world that is highly similar to the real world. It is for this reason that virtual reality allows us to consciously want to reduce the risks that exist in the real world, and to create some safer scenes in the virtual world that do not exist in the real world.

interaction

Since virtual reality is to let users enjoy a highly realistic experience, from another perspective, it will also respond to the user's behavior in the virtual world in a more interactive way. If the virtual environment can respond to user behavior very naturally, then the immersive feeling will be more obvious. But if the virtual environment can't respond to user behavior in the shortest amount of time, then the human brain will soon discover that the immersive feeling will not exist.

Remote monitoring

The so-called remote monitoring, simply put, is the use of virtual reality technology to place users in one space into another. With the help of a remote sensing device, the user can see and hear everything in another space at a first person angle. Not only that, but users can also interact with people and things in another space through their own actions in one space.

Where is the VR in the end, can the technology giants hold the sky?

The case is as follows:

British singer Paul McCartney has teamed up with Jaunt, a well-known virtual reality film company in Silicon Valley, to release a 360-degree panoramic concert video through a virtual reality application, giving users a virtual reality experience and making them feel like they are Really the same stage as McCartney.

Collaborative environment

Collaborative virtual reality environment means that multiple users in the same virtual space experience virtual reality at the same time. In such a virtual environment, users can perceive the existence of other users and interact with each other. Their performance and actions can be seen as their respective virtual avatars. The virtual world is connected and maintained by multiple computers through the network, enabling multiple users in different geographical locations to enter the same virtual reality environment to obtain the same virtual reality experience.

Where is the VR in the end, can the technology giants hold the sky?

The case is as follows:

Bigscreen is a virtual reality multiplayer social desktop application that allows users to socialize with their own computers in the same virtual reality environment, to work, to play games, or even to hang out.

Problems that can be solved with virtual reality technology

Roughly speaking, as long as it is necessary to manipulate objects in a three-dimensional environment, if there is any problem, almost all virtual reality technology can be considered. In addition, we are able to take full advantage of the remote control and virtual collaboration capabilities of virtual reality and discover some other novel uses wherever possible.

Below, I list six types of problems that can be solved with virtual reality. Of course, these are just some of the summaries I have made from a personal point of view, not absolutely comprehensive.

The first category: immersive 3D display

Sometimes, an immersive 3D display or 3D visualization of an object is more convincing than a one- or two-dimensional form, so in such a situation, we can choose to use virtual reality to get more realistic. Effect. For example, it can play a big role in architecture, design, scientific visualization and 3D teaching.

Where is the VR in the end, can the technology giants hold the sky?

The case is as follows:

InsiteVR helps architects move their designs from common modeling software to a three-dimensional virtual reality environment, viewing their designs in a 3D environment with the help of head-mounted devices. In this way, they can see the appearance of the building in advance, find out the shortcomings in the design process and make corresponding modifications. In addition, InsiteVR also provides remote control services, allowing multiple users in different locations to communicate and collaborate in a virtual environment.

The second category: exploring the unknown world

If you want to explore an unknown world, or are familiar with an unknown environment, then virtual reality is also a good choice. For example, if an art major is able to visit the Metropolitan Museum of New York or the Louvre in Paris with a simple head-mounted device, what a wonderful experience it will be.

From a business perspective, virtual reality is also an excellent tool for tourism and real estate to use for marketing and sales. A virtual reality display or experience can provide a personalized introduction service for potential consumers, let them feel that they have come to a resort or hotel in person, and truly feel the environment and services, thus improving the sales success rate of their own companies.

The case is as follows:

After working with virtual reality company Matterport, the New York Times is now able to provide readers with a virtual reality tour of the high-end buildings reported.

The third category: simulation

Specifically, in the simulation of virtual reality, the problems that can be solved include the following:

First, problems that cannot be solved in the real world (such as witnessing the formation of the Earth);

Second, there is no guarantee of security during the research process (such as observing an earthquake);

Third, there is a need to enrich practice to avoid costly mistakes in real life (such as football training and surgery);

Fourth, problems that cannot be effectively implemented due to cost constraints (such as the showroom of a car dealer);

The fifth is all questions with hypothetical and experimental nature. These problems can be fully and detailed in advance through virtual reality.

Where is the VR in the end, can the technology giants hold the sky?

The case is as follows:

Spain's emerging technology startup Psious specializes in treating phobias through virtual reality exposure therapy. The platform provides a variety of professional mental health exposure treatment services while ensuring that the environment is sufficiently safe. To ensure optimal treatment, the therapist can monitor the treatment process in real time, see what the patient sees, and adjust the treatment plan to the specific needs. Even if you are in the process of treatment, you can make the necessary adjustments.

Where is the VR in the end, can the technology giants hold the sky?

In addition, STRIVR is a technology start-up focused on virtual reality sports training. It is a pioneer in the virtual reality sports training industry. It is a pioneer in the virtual reality sports training industry and has received many professionals and school football teams. Recognition. According to a research report related to virtual reality sports training, training with STRIVR can bring a 30% increase in scores from the previous 70% to the current 100%.

The fourth category: live and live events

Due to the nature of remote control, virtual reality can also be used for live broadcasts of various live events. For example, fashion shows, concerts, sporting events and global conventions. Watching an event through virtual reality can maximize the user's feeling of the atmosphere, as if you are sitting in the best audience. On the one hand, this approach can solve the problem of insufficient seating on the ground; on the other hand, it can enable everyone in every region of the world to watch these events and competitions.

Where is the VR in the end, can the technology giants hold the sky?

The case is as follows:

After reaching a partnership with the virtual reality live industry unicorn NextVR, CNN broadcasted the 2016 Democratic Party presidential candidate debate through virtual reality, which was watched by as many as 121 countries around the world. Live broadcast of the debate. In addition, NextVR has partnered with sports and entertainment giants including NBA, FOX Sports and Live Nation to provide high-quality live broadcast services to sports and entertainment enthusiasts from all over the world.

Category 5: Social platforms and virtual collaboration

In a virtual reality environment, everyone will talk and interact as if they were face to face in real life. In addition to 2D objects such as PDF and PPT files, they sometimes interact in real time with 3D objects. This will allow a group of people who are far away to communicate more efficiently, and the frequency of private contact between them will increase accordingly. Virtual reality is more convenient and efficient than video conferencing, telephony, and traditional social media.

First, from a consumer perspective, in addition to the Bigscreen mentioned above, other virtual reality social platforms worth trying include Rec Room and AltspaceVR.

Where is the VR in the end, can the technology giants hold the sky?

For example, LiveLike is a virtual reality platform that provides sports content on demand, allowing users to watch sports events with Facebook friends through virtual reality.

Secondly, from a business and professional point of view, Skofield, which is still in the testing stage, is able to provide high-quality immersive virtual reality services for companies to ensure efficient cooperation between employees and teams in different regions.

Category 6: Resonance and sympathy

Compared to all other types of media, virtual reality is most likely to affect one person emotionally. Due to the nature of the immersive experience, virtual reality can not only provide users with a highly similar feeling in the geographical location, but also affect the emotional level. Virtual reality is a very useful tool for visual stories and simulation experiences. It can act as a bridge between people to communicate and interact, encourage and call for action on a social event and topic, and is more common in the news, non-profit and environmental fields.

For example, in order to draw attention to the Syrian refugee problem, the United Nations and virtual reality company Within (formerly VRSE) reached a collaboration to create a virtual cloud called Clouds Over Sidra. Realistic documentary. Compared to ordinary cinema screens, the virtual reality approach allows viewers to more realistically see the survival of children in refugee camps.

In 2015, the film successfully raised $3.8 billion in a fundraising event, 70% more than expected. According to a UNICEF study, one in six of the people watching the film chose to donate, which is twice the rate of ordinary film viewing.

Finally, there is another case that deserves our attention, which is the Stanford Virtual Interaction Lab's project for homeless people. In fact, to be honest, resonance and empathy are the most critical factors that have attracted me to focus on virtual reality.

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