Mobile phone or the next platform that will become virtual reality technology

The smartphone-based virtual reality eye mask launched by Samsung and Oculus VR further reduces the threshold of virtual reality technology, but it also brings a series of new challenges.

Gear VR eye mask developed by Samsung and Oculus VR

Max Cohen is the head of Oculus VR's mobile business, a startup focused on virtual reality devices that was acquired by Facebook for $2 billion last year. In Marx Cohen's view, most consumers' future experiences The main channel for virtual reality technology will be mobile devices.

"Despite the advantages of computers and special equipment, in some respects, the graphics cards equipped with mobile devices are enough to show the charm of virtual reality technology," Cohen said. "Is it two years later? Or five years? Ten years." I don't know about this. But I believe that this day will come sooner or later."

The upcoming Gear VR from Samsung and Oculus VR is a bold attempt. In fact it was an accidental product of a conference when Oculus VR wanted the Korean electronics giant to provide screens for its upcoming Rift. And Samsung is also developing a portable virtual reality device that can use the Galaxy Note smartphone as a screen, so the two hit it off and eventually led to the Oculus VR product, which is responsible for technology and software.

Although Gear VR was developed on the basis of Rift, it is not a casual work that is just full of gimmicks. After all, the project is led by the well-known game designer John Carmack. Under his leadership, Gear VR was able to successfully land and realize the vision of the two companies.

Mobile devices are a logical platform for virtual reality technology. After all, when you are fully immersed in the virtual reality world, the cable connected to the computer will make you feel like a cat being held. This will undoubtedly make the use experience greatly compromised. So in theory, unrestricted mobile devices are actually more suitable for the display of virtual reality technology, and these devices are not only fully equipped, but their prices are more acceptable to ordinary consumers.

However, before Gear VR became a mass consumer electronics product, there were some major technical obstacles to overcome.

"The heat dissipation is the primary problem we have to solve now," Cohen said. "When you run the CPU of a mobile phone and the performance of the CPU is maximized, the temperature of the device will quickly rise and you will not have to take it. Speed ​​down measures or direct shutdown."

This is exactly what the Carmack and Gear VR teams are working on. "Unfortunately, this problem will not be completely solved in the future with the development of technology," Cohen said. "We always need to deal with the heat dissipation problem of the equipment. This will be a problem that can never be completely solved. ”

Device cooling is not the only technical problem. Another problem is that the refresh rate of the mobile phone screen is lower than other screens, so there will be a splash screen phenomenon, which will affect the visual display to a certain extent. I also acknowledged a keynote speech at the Oculus Connect conference held in Hollywood last September.

The third problem is location tracking, which requires the device to accurately capture the user's head movements in the virtual space, but the built-in sensor of the phone is difficult to meet this requirement, but there are rumors that Gear VR tries to pass the relative An accurate electromagnetic motion tracking system (STEM) solves this problem.

Of course, there is also the problem of battery life that all mobile phone developers have a headache. Because virtual reality technology needs to make the CPU and hardware of the mobile phone in a high-energy state, the battery that the mobile phone is equipped with can hardly withstand. High strength use. For these reasons, Gear VR can only be labeled as "innovative" (actually a "prototype"), and there is still a long way to go.

"These problems will be gradually resolved over time," Cohen said.

Despite facing so many challenges, Cohen is optimistic about the future of this product. "This is a pretty cool product, but it still needs to be finely ground."

Since Oculus was founded in 2012 by the inventor Palmer Luckey, Oculus has had a hard 12 months.

At that time, Oculus was just a small, well-organized team of engineers with several enthusiasts. Now it needs to work with giants such as Facebook and Samsung. The team is expanding and therefore becoming dispersed, which makes the company face even greater challenges. .

Even if the hardware problem has been solved, the software problem is still very difficult.

Video games are an application area of ​​virtual reality technology. The video game development community is a leader in exploring the potential of virtual reality technology.

However, movies may play an important role in the process of virtual reality technology going to the public. The Oculus Cinema app, developed by Oculus VR, is a virtual cinema that lets wearers watch 2D and 3D movies through the Oculus VR. At the same time, Oculus also wants to put people in the same virtual space and present each person to create a different social experience for the audience.

“When I am on a business trip, I can talk to my family through a video conferencing system, but if I can feel the feelings around them, I believe there will be a more real emotional experience,” Cohen said. “Social virtual Reality is also a technology that we have been thinking for a long time, which actually came to mind before we joined Facebook."

Virtual reality technology has been a wave of enthusiasm since the end of the 1980s. More than two decades later, driven by virtual reality enthusiasts, this technology has returned to people. Before people realized the true value of virtual reality technology, the technology turned to mobile virtual reality. Although there are many interesting games and applications under development, we have not seen the necessity of this technology or the urgency of promotion. So for Gear VR, the challenge now is not only to overcome technical barriers, but also to find a broader use of this technology that can bring an immersive experience.

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