Many people, when hearing about the Virtual Reality Glasses (VR), just imagining a scene worthy of science fiction: Visiting countries across the world without having to leave their city, meet a historical monument from another city, or walk by a park that is not exactly there. Does this seem impossible to you?
The fact is that this technology already exists and is attracting the attention of some of the major market players, such as Google, Microsoft, Sony, Facebook, Samsung, and Valve. For 2016, the expectation is that the resource highlighted with the launch of products at more affordable prices for the average public.
If you always wanted to know how virtual reality glasses work but had no one to ask, this post is for you. Today we will explain what they are, how they work, and why Virtual Reality Glasses (VR) may be the new trend of communication in the coming years.
WHAT IT IS VIRTUAL REALITY Glasses
Virtual Reality The term was first applied by writer Antonin Artaud, in the book “Le Théâtre et son double” in 1938 to describe a theater of illusions of characters and objects.
But today, when we talk about Virtual Reality Glasses (VR), generally we are referring to a technology that recreates, with the help of devices like sunglasses and headphones, a virtual 3D environment (also known as Virtual Environment) in actual size.
The aim is to provide immersive experiences, interaction, and sensory involvement with the virtual environment and, through stereoscopy, a vision with the illusion of depth (which gives the final touch of realism, as we will explain later).
Key concepts for the construction of the RV, immersion, and interactivity are directly related to the quality of the user experience, making you forget where you are and focusing on your existence in the virtual environment.
STEREOSCOPIC VISION AND HEAD TRACKING
The trick of virtual reality glasses is a stereoscopic vision, that is, in capturing and superimposing two subtly different 2D images (which our brain interprets as a single 3D image) to mimic the way our two eyes see the world.
This role can be fulfilled through an LCD screen with two image sources or by two LCD screens (one for each eye), with a frame rate of 60 fps, at least, to be convincing. This is because the exaggerated immateriality of the Virtual Reality Glasses (VR) can cause discomfort or discomfort to the user.
The great differential of some glasses Virtual reality is that the vision does not remain static, but is synchronized with the movement of the user’s head (Head Tracking), which allows, for example, to display an object from all angles and views.
This system is called 6DoF (Six Degrees of Freedom), that is, the ability of software to recognize six types of movement in three-dimensional space, which are: forward and back, left and right; up and down; angulation to the left and right; tilt up and down, and turn left and right.
Another important detail is the field of view of the glasses: a screen 360 would be impractical and expensive, most glasses available on the market has a field of view of 100 to 110 degrees, which is already quite efficient to provide a better experience immersion.
IMMERSION AND INTERACTIVITY
Currently, most Virtual Reality systems depend on three components to operate:
- A PC, console or mobile device (smartphones and tablets, for example) running software RV
- Video Devices (Head-mounted Displays – HMDs) as helmets and goggles, or even a smartphone screen to display the image
- Other accessories such as head tracking tools, controls, buttons, motion sensors, voice recognition software, etc.
When using computers and consoles to build the Virtual Reality Glasses (VR), a video of the virtual environment is transmitted to the receiver via an HDMI cable. But, as explained above, it is also possible to use the screen of a smartphone as a screen. In this case, it dispenses with glasses and cables.
In order to increase more and more the feeling of immersion and interaction(combination also known as “Telepresence”), some of the most recent video devices already incorporate 3D sound, oriented according to the user‘s movement in the virtual scenario. Other possibilities include voice recognition and controls from the voice (resource heavily exploited in the area of games).
More recent studies suggest that, even for the development of biosensors that detect and interpret muscle activity, the software could analyze how an individual move and translate these standards to the virtual environment. This can be done by means of sensors applied to the skin, electronic gloves, or special clothing, for example.
Some other options available in the market involve infrared sensors to recognize the movement of the hands, wireless controls, analog controls and headphones, and light-sensitive controls, indicating the user’s position based on scanning laser light.
Virtual Reality is a great business opportunity and investment in all sectors, including education, health, architecture, engineering, and, of course, entertainment.
The technology is being applied mainly in video games and virtual reality simulators, such as flight simulators airlines, driving simulators and simulator roller coaster Relix. Other utilities involve the use of glasses Virtual Reality Glasses (VR) in the medical area, as in the rehabilitation of patients with motor injuries and reducing medical errors during surgery.