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Game of Thrones is near and already available in AR

Experimental technology has become part of the marketing campaign for the final game of thrones season. Users are encouraged to try Magic Leap One’s augmented reality experience and a virtual reality scene with the HTC Vive Focus for the Game of Thrones at AT & T store in Powell Street in San Francisco. First, let’s […]

Facebook developers put the “Big Brother Watch” symbol inside the developer kit …

Oculus founder Neith Mitchell published three tweets revealing people working on Oculus Touch controllers and leaving “Easter eggs” inside the hulls of “tens of thousands of touch controllers.” Here are some tweets: Unfortunately, some “Easter eggs” intended for prototypes accidentally got into the internal equipment for tens of thousands of touch controllers. [1/3] Messages on […]

Meet Up “VR / AR in Marketing”: how virtual reality will change the paradigm of sales and advertising …

As part of the federal project CYBER RUSSIA, on April 24, 2019, a closed event will be held at the Kaliber Technopark for leaders and experts in the field of media content production, marketing and advertising discussing real-life cases and sharing best practices using VR / AR elements . Technological Meet Up “VR / AR […]

Game of Thrones is near and already available in AR

Experimental technology has become part of the marketing campaign for the final game of thrones season. Users are encouraged to try Magic Leap One’s augmented reality experience and a virtual reality scene with the HTC Vive Focus for the Game of Thrones at AT & T store in Powell Street in San Francisco. First, let’s […]

Meet Up “VR / AR in Marketing”: how virtual reality will change the paradigm of sales and advertising …

As part of the federal project CYBER RUSSIA, on April 24, 2019, a closed event will be held at the Kaliber Technopark for leaders and experts in the field of media content production, marketing and advertising discussing real-life cases and sharing best practices using VR / AR elements . Technological Meet Up “VR / AR […]

Beta testing Wizards Unite passes in New Zealand!

Wizards and sorceresses! It is not joke! The game developer announced on his and blog that the Harry Potter Wizards Unite beta test officially started in New Zealand! For wizards who live in New Zealand, just go to the App Store or Google Play and download Wizards Unite. In his blog, Niantic reminded everyone that […]

VR-debut of the film “The Deserted” will be held on HTC Vive

Over the past few years, a festival such as Tribeca and Sundance have demonstrated that virtual reality (VR) is relevant for cinema. For the first time, the Taiwan Film Festival is coming to the UK this week, and thanks to the collaboration between HTC Vive, Art Cinema and MSI, the VR concept was created for […]

CEO of Epic Games talks about the future of AR and VR

Upload VR journalists had a brief chat with Tim Sweeney, CEO of Epic Games, at GDC 2019 to learn more about his views on the future of AR and VR technology and its challenges. Tim Sweeney on the future of AR and VR: “I believe in a future in which billions of people wear AR […]

Google Spotlight Stories: VR movie studio will close after six years

The Google Spotlight Stories are officially closed, as Executive Producer Karen Dufilho announces in an official email to Variety. The VR-Filmstudio is well known for VR animated films like Age of Sail and Pearl. Google Spotlight Stories – VR movie studio closes after six years In an email to Variety, Karen Dufilho, executive producer of […]

Game of Thrones is near and already available in AR

Experimental technology has become part of the marketing campaign for the final game of thrones season. Users are encouraged to try Magic Leap One’s augmented reality experience and a virtual reality scene with the HTC Vive Focus for the Game of Thrones at AT & T store in Powell Street in San Francisco. First, let’s […]

Facebook developers put the “Big Brother Watch” symbol inside the developer kit …

Oculus founder Neith Mitchell published three tweets revealing people working on Oculus Touch controllers and leaving “Easter eggs” inside the hulls of “tens of thousands of touch controllers.” Here are some tweets: Unfortunately, some “Easter eggs” intended for prototypes accidentally got into the internal equipment for tens of thousands of touch controllers. [1/3] Messages on […]

Meet Up “VR / AR in Marketing”: how virtual reality will change the paradigm of sales and advertising …

As part of the federal project CYBER RUSSIA, on April 24, 2019, a closed event will be held at the Kaliber Technopark for leaders and experts in the field of media content production, marketing and advertising discussing real-life cases and sharing best practices using VR / AR elements . Technological Meet Up “VR / AR […]

Game of Thrones is near and already available in AR

Experimental technology has become part of the marketing campaign for the final game of thrones season. Users are encouraged to try Magic Leap One’s augmented reality experience and a virtual reality scene with the HTC Vive Focus for the Game of Thrones at AT & T store in Powell Street in San Francisco. First, let’s […]

Meet Up “VR / AR in Marketing”: how virtual reality will change the paradigm of sales and advertising …

As part of the federal project CYBER RUSSIA, on April 24, 2019, a closed event will be held at the Kaliber Technopark for leaders and experts in the field of media content production, marketing and advertising discussing real-life cases and sharing best practices using VR / AR elements . Technological Meet Up “VR / AR […]

Sony “hit” in eSports: a new VR patent for virtual matches

Recently, Sony filed a patent application called “the viewer’s eye on the interactive game world, demonstrated at an event held in the real world.” The patent describes the use of an array of cameras to make the VR user feel as if they are attending a cybersport tournament. Cameras and microphones will be built into […]

Understanding what Virtual Reality is

Virtual Reality technology has developed rapidly in recent years. Any definition of Virtual Reality may become untimely after a year or two. Here, we try to get out of the technical details of the moment to discuss the basic principles of virtual reality, so that the understanding of VR will not become obsolete too quickly. The first problem that we need to solve is to define “virtual reality” by working out the most critical aspects of virtual reality from the technical details of today’s rapid innovation. This definition must be broad enough to explain what virtual reality looks like today and to reflect the future of virtual reality that we can see.

Wearing a VR helmet for a perceptual experience also satisfies this definition. But how far does our definition of “virtual reality” allow our discussion to deviate from these common examples? Maybe listening to music on headphones is virtual reality? Is it true to watch a movie in the cinema? Obviously, these technologies also provide artificial sensory stimulation through projection devices and sound systems. Can we go a little further, portraits or oil paintings hanging on the wall are virtual reality? The painter came to the canvas and pigments to help us create artificial sensory stimulation. Finally, we can even think that reading fiction is also a virtual reality experience. Authors create another world experience for us through writing and printing. Novels stimulate our visual senses, but this stimulation is not as straightforward as movie screens and sound devices. Here, we don’t spend too much thinking about where we define the boundaries of virtual reality. As long as we have a little “tuning “, these ambiguous examples of boundaries can be considered or not as examples of virtual reality

When animals explore their surroundings, a neural structure consisting of “place cells” is generated in animals that encode spatial information and the surrounding environment. Every time the animal reaches a location in the environment, the corresponding “grid cells” in this nerve structure is activated. Although we haven’t figured out some of these details, coordinate cells encode coordinates very similar to the Cartesian coordinate system. Scientists have discovered that in the virtual reality experience, this nerve structure in the organism will also be constructed. This means that our brain generates location cells for locations that don’t exist in reality! This means that our brain has been deceived! Our brain does not perceive, or at least in some respects, that the stimulus it gets is not true. Now, maybe you’ll go back and think, when reading a novel, does the brain create location cells for places in the book that don’t exist?

Further, we would even wonder whether our brain has been deceived? We may all perceive the virtual world, and the larger real world has never unveiled its veil. This possibility has always attracted the greatest philosophers in history. In Plato’s “Ideal Country,” there is a chapter called “The Cave Metaphor,” which describes a group of people shackled in the depths of the cave, with a white wall in front of them, and when someone walks through the outside world can only see the shadow projected on the white wall. Plato claims that philosophers are like those who eventually get freedom from the hole and see the real world. This idea has been constantly reformulated and developed throughout history and is deeply associated with neurological and religious ideas.

In 1641, René Descartes assumed that there was an “evil demon” in the world, who did everything to create the illusion of the outer physical world to deceive mankind. In 1973, Gilbert Harman proposed the famous thought experiment “The Brain in the Cylinder”, which is perhaps a viable way for Cartesian’s “demons” to create illusions. This thought experiment inspired the 1999 film The Matrix. In this film, the artificial intelligence system “Matrix” connects human computers to a virtual world that is completely fake, thereby deceiving the entire human being and occupying the human world. The protagonist in the film must choose whether to summon up the courage to face the real world or to take a memory erase pill to continue living in a comfortable virtual world.

A virtual reality thought experiment, 1973 Gilbert Harman proposed the brain in the cylinder (provided by Alexander Wivel). The term “virtual reality” was first used by the German philosopher Emmanuel Kant, the term “virtual reality”, but in the context of Kant, it has nothing to do with technology. The popularity of “virtual reality” in contemporary society dates back to Jaron Lanier in the 1980s. The term “virtual reality” is an all-encompassing term, and several confusing phrases related to its meaning are widely used. “virtual environments” had been widely disseminated before virtual reality came into fire, and many researchers in universities now love the term. “Virtual environments” are often considered synonymous with virtual reality; here, we emphasize that a user perceives a virtual environment as data from a real environment that is collected in advance or a completely artificial world. Augmented reality (AR) systems typically overlay virtual visuals on the user’s real world with cameras or glasses and pass them to the user’s eyes. Mixed reality (MR) is often used to refer to a collection of virtual implementations, augmented reality and real realisation worlds.

Further, we would even wonder whether our brain has been deceived? We may all perceive the virtual world, and the larger real world has never unveiled its veil. This possibility has always attracted the greatest philosophers in history. In Plato’s “Ideal Country,” there is a chapter called “The Cave Metaphor,” which describes a group of people shackled in the depths of the cave, with a white wall in front of them, and when someone walks through the outside world can only see the shadow projected on the white wall. Plato claims that philosophers are like those who eventually get freedom from the hole and see the real world. This idea has been constantly reformulated and developed throughout history and is deeply associated with neurological and religious ideas.

In 1641, René Descartes assumed that there was an “evil demon” in the world, who did everything to create the illusion of the outer physical world to deceive mankind. In 1973, Gilbert Harman proposed the famous thought experiment “The Brain in the Cylinder”, which is perhaps a viable way for Cartesian’s “demons” to create illusions. This thought experiment inspired the 1999 film The Matrix. In this film, the artificial intelligence system “Matrix” connects human computers to a virtual world that is completely fake, thereby deceiving the entire human being and occupying the human world. The protagonist in the film must choose whether to summon up the courage to face the real world or to take a memory erase pill to continue living in a comfortable virtual world.

A virtual reality thought experiment, 1973 Gilbert Harman proposed the brain in the cylinder (provided by Alexander Wivel). The term “virtual reality” was first used by the German philosopher Emmanuel Kant, the term “virtual reality”, but in the context of Kant, it has nothing to do with technology. The popularity of “virtual reality” in contemporary society dates back to Jaron Lanier in the 1980s. The term “virtual reality” is an all-encompassing term, and several confusing phrases related to its meaning are widely used. “virtual environments” had been widely disseminated before virtual reality came into fire, and many researchers in universities now love the term. “Virtual environments” are often considered synonymous with virtual reality; here, we emphasize that a user perceives a virtual environment as data from a real environment that is collected in advance or a completely artificial world. Augmented reality (AR) systems typically overlay virtual visuals on the user’s real world with cameras or glasses and pass them to the user’s eyes. Mixed reality (MR) is often used to refer to a collection of virtual implementations, augmented reality and real realisation worlds.

In recent times, the words VR/AR/MR have been widely used on various occasions. The term Telepresence (which is usually used for remote monitoring, video conferencing, but it’s not yet possible to translate it here) refers to systems that make users feel like they are in another place in the real world. If the user can also control the drone remotely, for example, we use the term Teleoperation. In this book, the words mentioned in this paragraph are regarded as a specific form of virtual reality. The most important point of virtual reality is that users’ perception of the world has been tampered with by technical means.

As for the user’s perception of the world, it is not so important whether the world is “real” or completely “virtual”. So “perception engineering” is another synonym for virtual reality. On the other hand, the word “virtual reality” is logically contradictory, since “virtual” and “reality” are themselves antonyms. There are philosophers who have proposed the use of virtuality in order to correct this error. We acknowledge the existence of these logical contradictions, but we still use the word “virtual reality”. The following two definitions are very important. “The real world” refers to the real world of the real world at that point in time, and “the virtual world” refers to the designed virtual reality experience that the user perceives.

In recent times, the words VR/AR/MR have been widely used on various occasions. The term Telepresence (which is usually used for remote monitoring, video conferencing, but it’s not yet possible to translate it here) refers to systems that make users feel like they are in another place in the real world. If the user can also control the drone remotely, for example, we use the term Teleoperation. In this book, the words mentioned in this paragraph are regarded as a specific form of virtual reality. The most important point of virtual reality is that users’ perception of the world has been tampered with by technical means.

As for the user’s perception of the world, it is not so important whether the world is “real” or completely “virtual”. So “perception engineering” is another synonym for virtual reality. On the other hand, the word “virtual reality” is logically contradictory, since “virtual” and “reality” are themselves antonyms. There are philosophers who have proposed the use of virtuality in order to correct this error. We acknowledge the existence of these logical contradictions, but we still use the word “virtual reality”. The following two definitions are very important. “The real world” refers to the real world of the real world at that point in time, and “the virtual world” refers to the designed virtual reality experience that the user perceives.

Interactivity (Interactivity) Most VR experiences have a very important component: interactivity. Will the generated simulation signal change depending on the actual behavior of the experiener? Or does the user perceive virtual world give feedback on the different behaviors of the experiencers? If the answer is no, such VR systems are often called open-loop; conversely, closed-loop (closed-loop). In a closed-loop virtual reality experience, the experience can partially control the virtual scene, which changes as the body moves, including the movement of the eyes, head, hands and legs. Other possible ways of interaction include voice control, heart rate changes, skin conductivity (is the experience sweating?) etc.

First vs. Third-Person, you most likely want to create a virtual reality device or experience. If so, pay special attention to this next point. When scientists use organisms to experiment, the subject of the experiment (creature) acquires a first-person experience, and the scientist is a third-person spectator. Scientists carefully design virtual reality systems to argue their scientific assumptions. For example, does it affect the ability to navigate by turning off some of the nerves in the brain of a mouse? On the other hand, when engineers or programmers create a system or software for virtual reality, they usually assume that they or someone similar to themselves are experiencers. They will be first-person experiencers and third-person developers who will constantly switch between the two roles to correct and improve their work. Here, we do not advocate this practice.

System creators evaluate system effects with great bias, because subjectively they do not want to rework many times, so they usually unconsciously improve the evaluation of experience effects. On the other hand, they know what the system they design is trying to achieve, and therefore are not as objective as an experienced person who is completely unaware. Further, developers will gradually adapt both physically and mentally to the shortcomings of the system. After a long time, they will not even be aware of the shortcomings themselves. We’ve seen a lot of similar situations before. For example, it is difficult to estimate what others say about your writing. At the same time, it is difficult for you to find errors in your writing, and it is relatively easier to find errors in others. In virtual reality, this effect is stronger and more elusive, and therefore requires special care. Be particularly careful when you deceive your senses, after all, you were completely confident in them in your previous life, which is probably a whole new field for you. More real virtual reality experiences than the real world should be more “real”? It should be as similar as possible to our real physical world. This rule is called the Universal Law of Simulation.

All interactions in the real world can be simulated in virtual reality. Our brains are familiar with these interactions, so they should be reproduced as naturally as possible. This rule sometimes dominates the video game industry, for example, when developing highly realistic first-person shooters, we’re constantly improving graphics performance to render more detailed game scenes. But there are other extreme examples, sometimes cartoon games are more popular with users. There are many such examples in history.

As a virtual reality developer, you should carefully evaluate your tasks, goals and experiences you want to create for users. You have the opportunity to create a virtual experience better than the real world. What will users do in the virtual world? For different goals, developers should think carefully about how users’ needs change. For example, how users would write code in virtual reality. In the real world, users can only knock code in a window in a large display. Even this experience that we have become accustomed to is unbelievable for people in the 1950s.

In virtual reality, we can also create a scene where users feel like they’re sitting on a big screen and writing code. But this does not take full advantage of virtual reality. In virtual reality, we might be able to create new ways to write code. For example, we can set aside the display, let the window appear directly in an isolated beach or forest, or even let the debugger show the process in a new way. Simulation or acquisition. In order to create a virtual world, we usually have two very different methods. On the one hand, we can use real-world geometric and physical laws to create a world of simulation.

This is similar to the way used in the video game industry today, and it was the mainstream method of generating virtual worlds in the early years. On the other hand, we can use imaging systems to record what the real world looks like. Using the camera to capture images and then display them on the screen to the user, a way that has existed for more than a century. To expand this traditional approach, we can use the camera to capture panoramic images and then play them from different viewpoints to the user in virtual reality. But in the vast majority of cases, a lot of information has been lost in the process of projecting the real world onto the camera’s image plane. What if the user moves his head while watching? In this case, we need to collect more information. With the depth sensor and simultaneous localization and mapping technology, we can capture and maintain a constantly updated 3D world, which can solve the problem of head movement. However, in current technical conditions, it is difficult to maintain an accurate and reliable real-world 3D model unless the captured environment is pre-arranged, for example, a motion capture studio.

As for interaction between users, it is important to track the movement of the user’s body, which is also a collection in a sense. What is the expression of a user when wearing a VR device? Do we need to know the user’s gestures? How can we know how the user’s mood changes? Where is the user’s eye focus? Users can generate an avatar in the virtual world, which makes it possible for users to interact with the virtual world while maintaining anonymity, which is important in some applications. Attention and emotional changes in the virtual double can be synthesized by technical means. We can even track the movement of the user’s body so that the virtual double can act accordingly. But there is still a problem with this. There is a well-known theory called “Uncanny Valley of Terror,” and when virtual alias are too real, humans feel strong disgust and anxiety. Under existing technology, it is difficult for users to interact with other users in the virtual world as naturally as in the real world, and in most cases we do not want it.

All VR systems need to meet a basic requirement: ensuring the health and safety of users. Unlike traditional media such as radio and television, virtual reality can fully dominate the senses and brains of users, making it easier to feel fatigue or nausea. This phenomenon, known as simulator sickness, has been studied for decades. In this book, we refer to this discomfort caused by virtual reality as VR sickness. Sometimes user discomfort is caused by virtual reality hardware or underlying software; however, in most cases, this discomfort is due to the possible side effects of virtual reality being misunderstood or disregarded by the developer of virtual reality. That’s why much of this book is related to human physiology and perceptual psychology.

To develop a good virtual reality experience, you must have a sufficient understanding of this content. In many cases, users are vulnerable to fatigue because the brain takes more effort to understand sensory signals that are not the same as usual. In some cases, users may even feel dizzy and nausea because the signals perceived by an organ are not consistent with expectations or with signals from other organs. Users can also easily feel fatigue if interaction in the experience requires a lot of muscle movement. For example, in a sandbox game, users need to move their arms frequently to move things. This quickly leads to fatigue and triggers a phenomenon called “gorilla arms”, where users feel that their arms are unusually heavy. This is because users have become accustomed to using the mouse to move objects in the virtual world. In the past, users only need to move the mouse or game controller easily to move objects in the virtual world. When the user experience is long enough, the brain adapts gradually, and this fatigue is greatly reduced.