The difference between ar and vr
Until the first half of 2015, VR was a relatively small all the circles since the product of hi, starting from the second half, however, as the Oculus, Sony, HTC and so on several big VR hardware giant has announced 2016 consumer products, domestic manufacturers are finally unbearable, tencent, baidu, Letv, millet, av a storm the exposes its "VR industry layout plan to already a long time", and at that time, VR.
For geeks and hardware enthusiasts, explain the VR it doesn't matter what is the problem, but as the consumer market is open, in the face of the general public of the VR cognitive universality is but few and far between. Most of the articles on the Internet are about VR, or the technology party has no upper limit on the superiority of intelligence, and various professional terms scare the little white people into a daze. Or there is no recognition, and the picture of AR starts to talk about the VR industry. So, I think it is very necessary to write an article, basic, popular, even in the industry that looks a little bit "two" to explain to the general public, what is VR?
Part1: what is VR?
Virtual Reality, or Virtual Reality, was proposed by lanier, founder of VPL, in the early 1980s. The specific connotation is: comprehensive utilization of computer graphics system and various display and control interface equipment, in the computer generated, interactive three-dimensional environment to provide the immersion perception technology. Among them, the computer-generated, interactive three-dimensional Environment becomes Virtual Environment (that is, Virtual Environment, or VE). Virtual reality technology is a kind of can create and experience the virtual world of the computer simulation system, which USES the computer to generate a simulation environment is a kind of multi-source information fusion and interactive 3 d dynamic visual and physical behavior of the system simulation, users immersed into the environment...
Okay, I know you didn't understand. Here's the human version.
Experienced friends will understand of VR equipment, VR perception is difficult to use language to describe, we try to extract three keywords from the above description, can be interactive, three-dimensional (3 d), immersion, around these three points to explain:
1. VR virtual reality scene is interactive instead of one-way. Through the man-machine interface, control equipment to realize human-computer interaction that is easy to understand, for example, we through touch operation to achieve the interaction with smart phones, with PC by mouse and keyboard and interaction, VR devices currently more common interaction mainly include the following:
Gesture control: you can see your hand in VR Settings with a pair of gloves.
Head tracking: the scene changes with the head Angle movement;
Tactile feedback: put on a VR headset, which will help you realize tactile feedback in VR scenes, such as when you play a shooting game.
Other technologies such as motion capture, eye-tracking and various sensor technologies are currently being developed, and more consumer products will be introduced in the future.
2. The visual effect is 3D, but it is not a concept with 3D movies. Human eye in the scope of the fixed Angle is 120 degrees, usually the scope, and often we the range of the best in the movie at the cinema, then beyond this range, you can look up to see is the ceiling, bowed their heads and may are the shoe, in addition to the screen part of your face, according to simple 3 d, as long as a bow "a second".
However, the most intuitive difference between VR and 3D is that VR has achieved 720 degree panoramic without dead Angle 3D immersive perception. The 720 degree panorama refers to the panorama of "sky" and "land", with a range of 360 degrees. Thus, cooperate with VR headsets gyroscope sensor, when your head rotation, watch the picture will be synchronized by switching scenes, this is what we call "immersive" into the virtual scene.
3, immersive, gradually let you distinguish between the virtual and the reality. Immersive are important indicators of success for a VR devices, the stronger the immersive device, the user is to believe in yourself, the more of the virtual scene is true, in theory, when reached completely, the user cannot differentiate themselves in a virtual world or the real world. , of course, want to achieve with the current technology is still too early to total immersion, the real completely is not only visual and auditory, including touch even the sense of smell, taste five implementation interactions with the virtual scene.
That if it is not easy to understand can imagine himself had the most real dream, in dream, in the first person perspective you observe everything is "real", by the same token, totally immersed VR that experience.
Part2: how to distinguish whether a hardware device is VR or AR by appearance?
A lot of people are easy to confused the concept of VR with AR, thought the two is one thing, but in fact it seems AR with VR in addition to belong to a frontier science and technology, both in technology and application and has no any relation. So, in the same way that VR and AR are also popular today, how do ordinary consumers differentiate between them? Let's look at a picture first:
Most basic, can you tell whether these three hardware devices belong to VR or AR?
Current VR devices are usually "clunky" and have the following characteristics: they need to be covered over their heads like helmets; Fully enclosed, with rubber or sponge products in contact with the face to close the face and equipment to prevent leakage; Eye lenses are usually round convex lenses.
AR devices are relatively "portable" (hardware devices in the AR area are actually relatively broad, and this article is just for example.) AR device usually appears in the form of glasses, such as Google glass, eye lens is usually rectangular prism, the user wear after AR glasses, mini projector projection of images through the picture frame on the prism, and through a prism reflection close to the human eye, the eye through the prism, looked to the display content superimposed onto the real scene.
So back to the beginning of the graph, which is the AR device Google glass and the VR device Oculus, so what does Microsoft's Hololens belong to? Because it doesn't look as clunky as Oculus, or GuGe glass. But then we look at a picture and we see:
As we can see, Hololens has a holographic lens (non-circular) that is similar to GuGe glass. The helmet is not enclosed, so we decided that it is an AR device. Is it simple?
From immersive VR virtual Reality, and AR (Augmented Reality), Augmented Reality, just as its name implies, namely through equipment to enhance the look and feel of the real world experience, the user is in the real world, the content of the observed is superimposed upon the real world.
For chestnut: this is a Microsoft in display using Hololens to play the game, "my world" in the figure presenter on the table in the real world to build a virtual game hologram, are the players in a real world, through augmented reality camera, we see the wear Hololens presenter can watch the pictures to:
The image below is a non-augmented reality camera, with the presenter acting like a "madman" in control of the air.
This is the augmented reality that is superimposed on the real world, and is only visible when you wear the AR device.
Why is VR video "curved"?
We often see pictures of people watching video/game being "bent". In fact, video was not bent, but we deliberately bent it. Why would you do that?
Mentioned before our VR equipment USES is two circular convex lens, so that when our eyes through the lens to see the back of the display screen, video edge of different degree occurs "pincushion distortion", this time in order to prevent distortion led to a decline in perception experience, we can advance the original video want to take a "barrel distortion", both so an offset, we see the video is normal, isn't it is easy to understand.
Through the above content, I believe that you have a certain preliminary understanding of VR, but the most effective way to know VR is to experience it in person after all.
Guangzhou Easyfun Animation Technology Co., Ltd is a professional manufacturer of 4D/5D/7D/XD cinema, 9D VR (9D virtual reality) cinema equipment, a series of VR simulators, outdoor parent-child playground rides, indoor arcade game machines and other amusement park equipment.
EASYFUN was founded in 2008 and located in Panyu District, Guangzhou - the center of China’s animation industry. Easyfun is an integrated company focusing on R&D, production, sales and marketing management. During the past over 10 years, Easyfun devoted itself to the most advanced technology in the world, and created lots of well-reputed 9D VR simulator products and popular arcade game machines. Base on global market, Easyfun already exported its products to more than 100 Countries.
Now Easyfun already set up a branch company in Indonesia, and also we have exchange and cooperation with USA team, Australia Team and Korea Team. Our aim to be a great internationalized company in entertainment industry.