VR interactive way big PK, who will become mainstream

Every important milestone in the history of interaction design comes from the collision of technology and humanity. From the initial tape punching, to keyboard input, mouse input, to current touch operations, speech recognition, and the arrival of 3D gestures, eye movement recognition. In the future, brain-computer interfaces, mind control, etc. will be realized. Every technological innovation and product upgrade will bring about a major change in human-computer interaction. From the perspective of its development, the core is to conform to the natural movements of the human body, so that people can obtain information in the most comfortable way.

At present, VR display terminals are in the early stage of development, and major manufacturers rely on their respective VR interaction solutions. For a time, VR display terminals with various interaction modes flooded the market, some were bound to handles, some were equipped with remote controls, some were equipped with touchpads, and some even had gesture recognition functions. The current state of coexistence of multiple forms of interaction has led to a situation in which VR interactions contend. Among these so many interaction methods, which ones will become the mainstream form of VR interaction?

1, "eye tracking" to achieve interaction

Most people believe that eye tracking technology is a breakthrough in solving the problem of vertigo in virtual reality head-mounted devices. Oculus founder Palmer Rach used to call the eye tracking technology "the heart of VR" because it detects the position of the human eye and provides the best 3D effect for the current viewing angle, making the VR head appear. The image is more natural and the delay is smaller. At the same time, because the eye tracking technology can know the true gaze point of the human eye, the depth of field of the viewpoint position on the virtual object is obtained. Although there are many companies in the research, there is still no satisfactory solution.

Representative company: Qixin Yiwei

2, "motion capture" to achieve interaction

The motion capture system allows the user to get a complete sense of immersion and truly "enter" the virtual world. At present, there are not many mobile capture systems for VR on the market. Some of the existing ones can only be used in specific scenarios, and it takes a long time to calibrate and wear time. In contrast, optical devices such as Kinect may also be used in some scenes where accuracy is not critical. Whole body movement is not necessary in many occasions, and the main pain point of its interaction design is that there is no feedback, and it is difficult for users to feel whether their operation is effective.

Representative company : uSens Ling sense technology

3, "EMG simulation" to achieve interaction

Because the nerve channel is a delicate and complex structure, it is not possible to stimulate from the external skin, so it takes some difficulty to use the muscle electrical stimulation to simulate the real feeling. Current biotech levels cannot use muscle electrical stimulation to highly simulate actual sensations. There is a VR boxing device Impacto that interacts with EMG simulation. The Impacto device is divided into two parts, one part is the vibration motor, which can generate vibration, which can be experienced in the general game controller; the other part, which is also the most meaningful part, is the muscle electrical stimulation system, which stimulates the muscle contraction movement through the current. . The combination of the two can give people the illusion that they hit the opponent in the game, because this device will produce a "shock" like real boxing at the right time.

Representative company : Hasso Pletna Institute, HCI, Germany

4, "tactile feedback" to achieve interaction

Tactile feedback is mainly button and vibration feedback, mostly through virtual reality handles, so the advantages of highly specialized/simplified interactive devices are obviously very easy to use in applications such as games, but it can not adapt to a wider range of applications. . At present, the three major VR head manufacturers Oculus, Sony, and HTC Valve all adopt the virtual reality controller as the standard interactive mode: two-handed discrete, six-degree-of-freedom space tracking, and buttons with buttons and vibration feedback. Such devices are obviously used for some highly specialized game-like applications, which can also be regarded as a business strategy, because most of the early consumers of VR headsets are gamers.

Representative company : TacTIcal HapTIcs

5, "voice" to achieve interaction

VR users are mainly looking around and constantly discovering and exploring. Graphical indications may have an impact on immersion. If the user interacts with the VR world, it will be more natural, and it is ubiquitous all the time. Users don't need to move their heads and look for them in any orientation. Communicate with them from any corner.

Representative company : Fraunhofer IIS

6, "direction tracking" to achieve interaction

Direction tracking can be used to control the user's direction of advancement in the VR, but in many cases it will be limited by the space, and the tracking adjustment direction may also be unable to turn around. The interaction designer gave the solution - pressing the right mouse button would return the direction to the original front view or to reset the current gaze direction, or you can adjust the direction with the joystick or press the button to return to the initial position. But this may also be very tiring and weaken the comfort.

On behalf of the company: Creative Intelligence

7, "real site" to achieve interaction

The Void, a virtual reality interactive theme park, adopts this approach by creating a freely movable real venue that is exactly the same as the virtual world's walls, barriers and borders. This real site is carefully planned and The scene design can bring users a good experience that all kinds of peripherals can't bring. The virtual world is built on the physical world, allowing users to feel the surrounding objects and use real props, such as lanterns, swords, guns, etc., which Chinese media call "the strongest entertainment facilities on the surface." The disadvantage of this type is that the scale and investment are large, and it can only be applied to specific virtual scenes, and is limited in the wide application of the scene.

Representative project : Theme Park The Void

8, "gesture tracking" to achieve interaction

The advantage of optical tracking is that the use of the threshold is low, the scene is flexible, and the user does not need to wear the device on the hand. At present, there are two ways to track gestures, each with its own advantages and disadvantages. One is optical tracking and the second is data gloves.

Optical Tracking In the future, it is very feasible to directly integrate optical hand tracking on the integrated mobile VR head to be used as a mobile scene interaction. However, because the field of view is limited, the interaction that requires the user to exert mental and physical strength will not be successful. Using gesture tracking will be more complicated and not intuitive, and there is no feedback.

The advantage of data gloves is that there is no field of view limitation, and feedback mechanisms can be integrated on the device. However, the user needs to wear and take off the device, and its use as a peripheral is still limited.

Representative company: Leap MoTIon

9, "sensor" to achieve interaction

Sensors can help people interact naturally with multidimensional VR information environments. For example, people entering the virtual world want to walk around in the virtual world, but most of them are generated by various sensors on the device, such as smart sensor rings, temperature sensors, light sensors, pressure sensors, vision sensors, etc. It can make the skin feel the corresponding feeling through the pulse current, or transmit various senses such as touch and smell in the game to the brain. At present, the application experience of the sensor is not high, and there are still many breakthroughs in technology.

Representative company: FeelReal

to sum up

So far, there is no mature and universal control interaction method in the VR field. The above enumerates several types of interactions that are currently theoretically advocated by the industry. These interaction forms have their own advantages, but they all have certain defects. For example, eye tracking, although many companies are researching eye tracking technology, almost none of the solutions are satisfactory, and they are unable to provide accurate and real-time feedback. Or, as in motion capture, the motion capture device on the market will only be used in certain overweight scenes, and it takes a long time for the user to wear and calibrate to use it, and the big pain point of this method is that there is no feedback, the user It's hard to feel that your operation is effective.

Another example is tactile feedback, which can't adapt to a wider range of application scenarios. Although the three major VR head manufacturers Oculus, Sony, and HTC Vive have adopted the virtual reality controller as the standard interactive mode, this is only for some highly specialized. The game-like application or the light consumer application is just one of the compromise strategies that the merchants are second to none, because the early consumers of the VR headset are basically gamers. For example, voice interaction, first of all, the understanding of the human language is a big problem. Simple voice is good, and complex ones will not work. After understanding, it is a big problem for the machine to accurately execute the instructions.

For humans, the most natural and effective way to interact is to have two actions, because even if the language is unreasonable, you can still communicate with others through the action's plan. In the VR, limbs and gestures can be used for most interactive scenarios, especially for fixed scenes with light interactions or for moving scenes with heavy interactions. The advantages of gestures are outstanding.

Virtual reality is a new revolution in interactive mode. As a ultimate technology that can “cheat” the brain, virtual reality has been applied in the fields of medicine, military aerospace, interior design, industrial design, real estate development, and cultural relics protection. Although the input method of virtual reality interaction has not been unified, various interactive devices on the market still have their own shortcomings. However, with the intervention of multi-player virtual reality interactive games and the development of player tracking technology, it is not difficult to judge that the real interaction of multi-person virtual reality in the future will be in full swing.

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