Virtual reality: from reality into virtual worlds next great invention
Over the past 30 years, virtual reality technology was thought to be “The Next Big Thing” (a great invention). But seem to have no obvious technological breakthroughs, until Facebook $ 2 billion acquisition of virtual reality helmet manufacturers Oculus, and after the Giants series of actions we saw a glimmer of light in this area.
At this year’s CES show, Oculus VR has launched its newly developed virtual reality helmet prototype Crescent Bay, this notion is Oculus VR acquired in December 13th and Nimble VR Lab after the launch of the latest version, the device creates a strong sense of immersion.
Nimble VR is a hand gesture tracking in the startup, starting in 2012, has been engaged in the gesture with a 3D camera technology to track. Solve Oculus VR, virtual reality control is one of the greatest challenges currently facing, so no surprise that its acquisition of Nimble VR.
Opening day of CES, CNET hosted the “next great invention: the new reality” topic forums. Leader in virtual reality and augmented reality are invited to share in 2015 both on how technology will evolve. Augmented reality glasses CastAR inventor, founder Jerry Technical Illusions? Ellsworth (Jeri Ellsworth), founder of Oculus VR virtual reality equipment manufacturer Palmer? Lakki (Palmer Luckey) were invited to participate in the discussion.
He said, to resolve the virtual reality, “I am more interested in is first perfect virtual reality technology, make it perfect, and then figure out how to bring the real world into the virtual world, instead of continuing to put things in the real world. ”
While he stressed that at present, many people are not satisfied with virtual reality technology, such as when the computer had just begun that year, we don’t feel good, not much help, but once you find interesting stuff, at some point, everyone will get used to it.
For the average consumer, virtual reality might seem like science fiction, is also relatively remote. But in fact, virtual reality is all around us. We have multiple folders in your notebook, often can not remember each folder’s specific content; but if it is your apartment, as there are millions of items, such as 1000 pieces, we can clearly describe which items are placed in the position.
Virtual reality gives to people is such a feeling of space. Using computer simulations to produce a three dimensional virtual world, providing users with Visual, auditory, tactile and other sensory simulation, let them as there will usually be able to observe things in three dimensional space, unlimited in time.
Believe that watching a virtual reality version of the audiences have experienced to star through the Oculus Rift helmets brought about by the strong sense of immersion. It can make you realistically feel the weightlessness of space, to truly experience sitting in a spaceship through space that wonderful feeling.
Once the popularity of virtual reality technology to consumers, will have great market imagination. According to global market research agency Markets and Markets predicted that by 2018, the virtual reality market will exceed $ 1 billion.
Manufacturers are betting on virtual reality
Last year, Sony’s virtual reality head-mounted display Project Morpheus GCD2014 appearance; Samsung Galaxy Note4 release new flagship machine, also launched the virtual reality Gear VR equipment; this year, Microsoft will launch Xbox One headset to resist the Oculus Rift.
Meanwhile, Intel invested last year Avegant company to develop a virtual reality helmet, called Glyph; Microsoft Osterhout for 150 million dollars to buy a large number of patents related to virtual reality equipment. Giants in the form of independent research and development or acquisitions into the virtual reality market, hope took the lead in the run-up to the market.
It is worth mentioning that, VC firm Rothenberg Ventures is at the end of December last year, launched the world’s first virtual reality Accelerator River, start-ups with capital and services for virtual reality.
Last year Facebook acquired Oculus VR, caused sensation in the industry. But most people may focus on “$ 2 billion” numbers, while ignoring the fact that. One is being bought Oculus VR‘s founder paermo·leji (Palmer Luckey) is a 21 year old dropout; another is being bought Oculus VR and the dilemma faced by virtual reality as a whole.
“When virtual reality technology into a dead end, I save it from dying and given a second chance at life. “He recalls,” it is not because I do better than others in this area well, but because a few people like me to persevere, expect to break through virtual reality technology. “Tencent technology interview from lakki said.
Later accepted the United States Science and technology media The Verge interview, he again stressed that “really prevented us from developing a virtual reality helmet is not necessarily the technical stuff 07 Rift has been developed in the second half, when selling for thousands of dollars. They could have in 08, and then developed a helmet device sells for $ 500, but no one care about this thing. ”
Lakki connection is with virtual reality at the end of 09, where he spent several months to research the market, others frantically buy the market all kinds of helmet-mounted display, try finding consumer-level virtual reality experience is not in place. Thought it was a military virtual reality technology is better, but later I found that the effect is also poor, so I decided to try to do this thing.
11, he found a mixed reality research Mark Bolas, University of Southern California and started working over there, which brought him into contact with a wide range of virtual reality heads-up display. He later founded Oculus VR and the beginning of 13 has unveiled the first Rift VR virtual reality equipment.
Oculus VR team members at present is mainly dominated by software developers and programmers. When asked why Facebook, rather than a company like Google (microblogging), Microsoft owns the hardware companies, he said, they are not looking for a partner that understand hardware, because they have great hardware team. They don’t want to be big company after the acquisition, become part of the whole product line.
Facebook founder and CEO Mark Zuckerberg said after acquiring Oculus, Oculus virtual reality heads-up display to change a lot of people think about video games. Virtual reality will be the platform of the future, it could change the way we work, play and communicate in the future.
Commercial road of the three “Tiger”
When will virtual reality of large-scale commercial? From the hands of game developers in the consumers home or how long will it take? Business must overcome what are the bottlenecks? Here are the current three commercial way of virtual reality “Tiger”.
First, the core technologies and user experience. When we build a location-centric virtual environments, make sure the user’s experience. If poorly designed games or applications, users are not satisfied with, the initial phase would be worse. For example, some after a virtual reality helmet-mounted devices, users will feel dizzy.
Secondly, the short Board. Users buy hardware product not so much to the hardware itself, but needs extensive and high quality content. Currently supports the number of virtual reality games, videos and other products fell far short of the needs of users.
Experts say the “Oculus Rift is a helmet-mounted display products at present, instead of a system. Actually drives virtual reality development of ecosystem and the future is content. So in order to see the virtual reality platform, there are a lot of integration work to do. ”
Third, pricing of its products. Oculus VR delay in launching the consumer version of the virtual reality helmet, mainly because development costs are too high. Who want universal access to users, location must be a user can afford. In fact, mentioned the lack of content, the key is quality content production costs are too high, Oculus end users is relatively small.
Zuckerberg had said, acquisition of Oculus VR is an investment for the future. Sony Electronics Entertainment worldwide Studios President Shuhei Yoshida (Shuhei Yoshida) also believe that virtual reality products from game developers to the average consumer, you need to go through a process. Now the most important thing is that continuous development of new technologies, and produce more quality content, establish a complete ecological system.
Virtual reality has made people more confident?
Virtual worlds so lifelike, it is easy to forget that is part of a virtual environment, often can not tell what is the real world and virtual world. So what happens when people leave the virtual reality environment?
Director of the virtual human interaction lab at Stanford University jieruimi·bailunsen (Jeremy Bailenson), based on the virtual interactions of the self-presentation, avatar could unintentionally affect user perception, attitude and behaviour, that is what psychologists call the “Proteus effect” (Proteus Effect).
In late July last year, bailunsen was invited to Baidu when hundreds of the The Big Talk of the activities, to name a few court cases, impressive. He said beautiful avatar girl will feel more confident and her way of speaking, pronunciation and intonation, vocabulary choice, will be changed for beautiful avatars. Likewise in virtual interaction, a male tall image is positively correlated with his income and confidence.
The feeling of the beautiful and tall in real life how long it will last? Studies have found that after take off helmets, virtual reality effects will still be around for some time, such as the girl with the beautiful avatars in real life would more actively participate in various social activities, men with tall avatars would in reality become more assertive, with stronger leadership.
Virtual reality also helps to reduce the United States obesity epidemic. Bailunsen said that in virtual reality, you doing leg lifts three times, you will obviously find the embodiment of a pound lighter. You may not believe that you can slim down before, but the avatar gives you the impression that as long as I exercise, it can be done, this is the social cognitive theory of “self-efficacy” concept.
Room for future commercial applications
Virtual reality of concept origin Yu in the 1960 of the 20th century; with computer graphics technology, and simulation technology, and AI and the multimedia, technology of development, 80 generation then, virtual reality helmet has using Yu military, and aviation space of simulation training in the; current virtual reality technology main also is application in game field; future virtual reality technology in education, and medical, and commercial Conference, field of application will has is big of imagine space.
First is the field of education. Last October, TutorGlass VIPABC launched a wearable smart glasses, makes online learning users are immersed in real-world feel, enhanced consumer online English learning experience. Meanwhile, in a three dimensional virtual world, teachers can show students some books and tablets can not display things.
Followed by the medical field. Aibote·lizuo innovative technology Institute of the University of Southern California (Albert Rizzo) study found that immersive training simulator based on virtual reality therapy can improve or even recovery of brain injury patients with life skills in the real world.
There are business meetings. Founder of Oculus VR paermo·leji, Oculus Rift virtual reality helmets can reduce the frequency of our travel, not as busy as usual, to travel around, saves us valuable time and resources.
However, known as the “father of virtual reality,” said United States VPL Jaron Lanier, the founder of the company (Jaron Lanier) has said in media interviews, “consumers can afford to pay for head-mounted display devices from constructing a complete ecological system still has some way to go. ”