How virtual reality can change the world of tomorrow. Maybutnaya spilkuvaniya: mixed, not virtual reality Virtual reality of Maybutnaya

With the EmpathyBox blog with your thoughts about today's and future virtual reality technologies.

Why VR is not possible

Kozhen, who reads the rows, in front of his eyes, watching for everything, is on the monitor - on the TV. The following story was told about televisions: in 1947 there were close to 180 thousand televisions in the United States, and until 1951 this number exceeded 10 million. Then the same thing happened with smartphones (look at the iPhone data): in the 2010 year they sold over five million, and by the summer of 2012 their number exceeded 250 million.

The laws of development are cyclical - this allows the songs of the base to add the same share for virtual reality sholoms on the Oculus Rift platform.

What at once

As of summer 2014, over 100 thousand Oculus Rift kits were sold. Already, VR devices are proving to be very attractive to customers for an affordable price and new features. The achievements of this most legendary “virtual reality” will become possible in the near future.

And I love computer games as much as I can. There is a problem associated with the variety of peripherals that are standardized and cover the needs of customers (at a lower price).

Then VR has enough potential advantages over desktop video monitors.

Oculus (Here and below, under Oculus, the author pays respect to all devices such as HMVRD, head mounted virtual reality display - editor's note) you can “show” much more area, even a screen, at a lower cost; takes up much less space than a desktop monitor; You can display the 3D picture more clearly on a desktop monitor, and quickly reach the same pixel density. The benefit for engineers and CG artists is obvious.

In addition, Oculus will be able to watch 3D movies and interact with information from a variety of virtual desktops.

Dream

Following the trend of development of VR, we see a picture that resembles the beginning of a typical technological boom. Only food is deprived, if... Zuckerberg says it won't be soon. To be fair, about 10-20 rocks are required. However, I do not follow this forecast of the present conditions - there are problems, and I will overthink them, otherwise there is no solution for them in 10 years of widowhood.

When the time comes VR

What is needed, what happened?

1. VR devices with good tactical and technical characteristics (TTX), good, cheap

Obviously, HMVRD (here I loosely call them Oculus) may have insufficient characteristics for the full transfer of virtual reality. Luckily for the rest of us, there are only prototypes.

The problems that have been revealed in these prototypes are actively developing - they have already begun to fight against the effect of collocation in DK2 Crystal Cove.

If there is a problem with the “screen door” effect (the effect of a barrier in front of the eyes through a low separation of the virtual screen), then there will be problems. For example, Michael Abrash (one of the first evangelists of VR) even specifically emphasized that in order to sufficiently cover our “visual needs for picture detail,” the separate screen size in the middle of the Oculus can reach 8Kx4K.

It would seem like great numbers. Ale virobniki matrix for smartphones do not sleep. Sharp announced high-definition displays up to 4096x2160 and that's it. There will be more pixels in the future.

Unfortunately, the number of pixels is high - the turbo is high for the one who renders it. Systems that handle rendering for VR will have to pull themselves up a notch. For example, the not-cheapest video card R9 290 sees nearly 60 frames in Crysis 3 (FullHD, maximum settings).

For Oculus DK3 (announced separate display size - 2560x1440), we can rightly assume that for this game in VR the frame rate will be lower by 1.77 times (1.77 - the range of resolutions in the area Excels). 33 frames is not at all good for VR. Gamers whose systems are lower than the bar for traffic and gigaflops (and most of the lower ones) will have to change them.

When is the industry ready to get excited about their VR games?

Elite: Dangerous

2. Games for VR

Roads of content-rich games are being developed by great companies with a focus on the customer base that has already been established. So, expect a massive advance of virtual reality into hardcore gaming if the average gamer is ready to buy a VR game on a computer that costs GFX Titan Z.

In addition, the position of the great companies is now such that they are worried about the deterioration of the games, while small companies “explore the ground”, find solutions and identify problems in the future. Thus, the first AAA game, specially developed with an orientation towards Oculus, will become apparent no sooner than three years later.

Among the Sleep

3. Manual peripherals are standardized

Now the situation is even more complicated. Through many different developments in wealthy companies, it has become clear that there will be no single structure. It’s difficult to create joysticks, dummies of pistols, machine guns, swords - it’s difficult to standardize everything so that for the sake of hell you don’t have to buy an exclusive device that the distributors made for. And the developers, for their part, cannot focus on anything, because an obvious mainstream solution is not yet visible.

Regardless of those that journalists love VR with Virtuix Omni and different types of joysticks, they mean foldable ones with adequate transfers from VR to a classic gaming experience (if you sit statically at a table, holding only a bear and a keyboard).

VR of the stern of the other inherent in the same naval stars of the Gravtsia si yogo avatar, through the gamer vinika otikuvannya, and the ogo tіl will be at the temple accurately transmitted to the GRU. The axis related to the implementation of these needs is precisely the biggest problem.

Regarding the technical side of nutrition, I note that on the right it collapses at the back of a large volumetric scanning (positioning) of the body of the gravel with various devices. It is possible that as a result of the transformation there will be a single format of data about the position of the body of the grave - then it will become unimportant what devices and by what methods the data was collected, be it a special suit or modern depth scanner cameras.

Singmetosleep

Technical aspects of VR

The attack is just one important aspect that retailers already face. Let's talk about bandwich (full rate) rendering. The high production complexity and the need for a high frame rate make it very difficult for the computer and video card to render the image for VR.

For a stereoscopic picture, two frames are required. In the most primitive type, the frame must be rendered side by side with other configured cameras, which means a second pass of the content through the engine conveyor. Through this for the CPU, the frame for Oculus is “visible” for attention as two full-fledged frames for the emergency situation. In this case, allowing low FPS drawdown is no longer necessary: ​​this will result in extreme tediousness (or other unacceptable impressions) and a significantly less pleasant experience of virtual reality.

In addition, you may be able to become familiar with rendering techniques that manipulate billboards or screenspace - they are suitable for forming a solid image on the screen of a 2D monitor, but in the trivial space of our brain (and our foreign view) is easier to fool - everything that cannot be done Using a single 3D continuum, the discomfort will be reduced. A typical butt is snow or planks, made with flat surfaces parallel to the screen, or made with billboard particles. It is not turned off because billboard effects have no place in VR.

08.10.2018

Over the past 10 years, the field of interactive development has seen a rapid rise in virtual reality technology. The ability to travel around the trivial expanse, explore unknown parts of the Earth and even go beyond the boundaries of the planets - for which it is enough to wear a special shoe.

However, few people realize how virtual reality is controlled, how electronic signals are transformed into a 3D picture that you can literally touch. In addition, the history of the development of VR is no less important, as there are already…maybe 100 milestones!

History of virtual reality

First, the term “virtual” appears even in middle philosophical texts. Then this word meant potentially possible sleep, inaccessible to otsi. For example, the tree will virtually sleep in the present day - not in the future, but in the very present hour.

The origin of the modern concept of virtual reality can be found in the words of the English physicist Charles Winston. In 1837, he created stereoscopic eyepieces in which two pictures were placed under different covers. The cerebrum has lifted the image and given its volume.

Pershi Kroki VR

The pioneers of technology call 1929 the starting point in the history of the creation of virtual reality. To help train pilots, a flight simulator called Link Trainer was created. A model of the fuselage with a seat and a panel of fittings was mounted on ten-pin hinges, and in front of the simulator there was a panel with a painted sky. When the Link Trainer started, the behavior of the flight in the wind was created, which created a feeling of air flow in the pilot.

Sensorama by Morton Heilig

A key stage in the history of the development of virtual reality is the invention of Sensorama by Professor Morton Heilig, who is called the father-founder of VR technology. In 1956, they created a device that included a three-dimensional display, a comfortable chair, stereo sound, and generators of air flow and odors for complete immersion in the virtual world. The axis that the people were looking for the help of “Sensors” for over 60 (!) reasons for this:

Heilig is talking about the creation of the cinema of the future, if the viewer does not just marvel at the image in front of him, but becomes part of the scene. For “Sensors”, the winemaker made a number of short films, which, for example, will make viewers feel like the pilot of a racing car.

Several devices were installed in amusement parks, but the wide expansion of Morton Heilig’s brainchild did not materialize at that time. Investors did not appreciate the innovative approach before the development and encouraged the professor to finance, so the project was frozen.

In 1960, Heilig patented the prototype of the first full-fledged VR-sholom with a view at 140 degrees, through the importance of the investment project and losing the view of the armchair.

Headsight


The development of a working virtual reality headset is the responsibility of Philco engineers. In 1961, they developed Headsigh - a stereoscopic sound with a built-in display, which was initially designed for the needs of military departments.

Sholom connected to the camera, so she could move behind the hands of her head. The great mass media and security companies have become very timid. For example, a journalist could end up in the middle of an unsafe situation, while still in a safe position. It was difficult to call it full-fledged virtual reality, since the fragments of the displays conveyed real images.

"Sword of Damocles"


In 1968, the American couple Ivan Sutherland and Bob Spruell created the first version of the current VR-sholom - The Sword of Damocles. The headset was equipped with electron tubes, which transmitted a mixture of images from real objects and creations on a computer. I will call the device “Sword of Damocles” due to its substantial dimensions. The structure and equipment that was connected to the new one were important, the insoles that they had to be fastened to the stele.

Eye Tap


Canadian engineer Steve Menn can rightfully be called a pioneer in the field of electronics. In 1980, he developed Eye Tap - with a video player that connected to the computer. Everything “fitted” for working with the headset, including the batteries, and was packed in a backpack behind the back. With his device, I am confident that the equipment for recording in virtual reality may not take up a small room, but rather be compact.

First interactive medium


In the mid-1980s, people who embraced VR lost the ability to not only monitor, but interact with virtual objects. In 1984, the RB2 system was created, which combined a headset with mittens. Regardless of those who considered the project to be entirely commercial, a great drink of wine without saying a word - the price of the standard package was 100,000 dollars!

Therefore, today the technology of virtual reality has almost completely passed into the sphere of science and research. In 1985, NASA, in collaboration with the companies LEEP Optics and VPL Research, developed the VIEW (Virtual Interface Environment Workstation) system. The devices consisted of a Cyberface with two LED displays and a DataGloves glove that recognized 256 finger positions.

Virtual adventures


In the 1980s, the potential of virtual reality was also appreciated by computer gambling developers. Thus, in 1989, Nintendo released a Power Glove based on DataGloves from NASA for its NES console. However, accessible to the general public, the device recognized only 4 arms in a horizontal plane. The console obviously didn’t work, and a number of interactive games kept freezing.

In 1990, engineer Jonathan Waldern introduced the Virtuality 1000CS slot machine. There was a complex system of virtual reality, with the help of which a driver with a joystick in his hands could handle a racing car or a minivan.

The main sensation on the video game market was the Sega VR game, which appeared in 1993 for the Sega Mega Drive console. A stylish headset with built-in displays and head sensors costs less than 200 dollars.

At the beginning of the 5-6th century, Nintendo, Sony and Apple demonstrated their development in the field of virtual reality. It’s true that most of the buildings were faced with these very problems. There was very little gaming under the headset, and the virtual image in the eyepieces was unstable and there was little separation, so the gaming process often caused headaches and tedium. Therefore, great companies have concentrated their efforts on the development of “climbing”, games and software for personal computers.

Perhaps the most promising development at that time could be the automatic virtual room Cave, in which a few koristuvachs could be involved at the same time. This system will remain in place until today for the use of taxi drivers and airline pilots.

No less, until the end of the 90s, the interest of great companies in VR systems began to gradually decline through the development process and the very high quality of the final product. I remember about virtual reality, as about the accessible and mass technology of the future, people started talking about it in 2012.

Oculus Rift and Renaissance VR


Togo rock enthusiast Palmer Lucky and legendary Doom shooter developer John Carmack signed up for the Oculus company. Having launched a company on the Kickstarter platform to collect funds for the creation of virtual reality Sholom, they have accumulated over 2 million dollars over the past month.

In the first half of 2013, the Oculus Rift headset was presented to the public, which was distinguished by its ergonomic design and high-quality picture quality. Three years later, the Lucky and Karmak company was purchased by the social media giant Facebook, which gave the retailer unlimited financial freedom.

The market for the VR industry is being infected by three of the strongest competitors: Oculus Rift, HTC Vive and PlayStation VR. In addition, virtual and augmented reality devices are being actively developed by Microsoft and Google.

VR – how does it work?


The principles of virtual reality work are based on the interaction of three components from the virtual space:

  1. The system in the field monitors the position of the student’s head and rotates the images to the desired location.
  2. When equipped with special joysticks, players can move around the virtual world, pick up and destroy objects.
  3. Sensors in the field indicate directly to the eye, hindering the process of changing the virtual world to the natural world.

Sholom VR has lenses separated by a partition. They show two images from different angles, like our brains are in one. Current models allow you to transmit images with a resolution of 1080 x 1200 pixels. And stereo sound will be ensured by using headphones.

There are two main types of VR sholoms:

  1. Full-fledged headsets. These devices are portable and can be connected to a PC or game console.
  2. Mobile headsets. The stench lurks under the smartphone on which a special add-on is installed. With this help you can play games and watch movies in the eyepieces.


Everyday walkers have great strength, but still stand decently. The price for the same Oculus Rift is around 30-33 thousand rubles. And mobile axles will be much cheaper. For example, in our catalogue, you will find Samsung Gear VR eyepieces with great coverage and sensors inserted. And for children, we can offer affordable View Master eyepieces, suitable for any smartphone model.

Prospects for the development of virtual reality


According to the forecasts of technical experts, in the next 5 years, virtual reality devices will become as widespread and popular as smartphones. Since about 14 million sholoms are sold in the world at a time, by 2021 this figure will increase to 70 million.

Virtual reality technologies have reached such a level of development that they can ensure image clarity of 4000 × 4000 pixels on the skin at 90 fps. It is better to allow them to stagnate in higher-level spheres. Initially, the main emphasis will be on the development industry. Sholomi VR ensures maximum immersion in the gaming process with the maximum level of realism.

Now, with the help of VR, you can, without getting up from your couch, visit art museums around the world, for example, the London Courtauld Gallery or the Salvador Dalí Museum in St. Petersburg, America.

You can also attend a concert of your favorite crowd or watch a sports match live on air. Films and TV series, shot with panoramic cameras, allow viewers to literally follow the plot.

Until 2020, a number of great companies from the sale of indestructibility are planning to develop virtual catalogs of objects. You can go into the cabin, which is located thousands of kilometers away from you, and appreciate the interior and private rooms.

Monitors, keyboards, mice, joysticks – do not replace virtual controls. Virtual reality will allow you to create new methods of illumination, expand the capabilities of medical services, industrial development, splicing and interaction between workers.

Technology entrepreneur and publicist Shaun Roncken wrote an article about how virtual reality is changing our acceptance of technology, space and interaction with other people. We have found the most important ideas.

How we interact with technology

On the screens of laptops and smartphones we heard what is called the Graphical User Interface. Back in the 80s, it was popularized by companies such as Xerox, Apple and Microsoft.

Initially, interacting with the computer was a complex process that required special skills and required manual typing of commands on a vicious black screen.

Over the years, Steve Jobs, Bill Gates and other innovators have made the interface simple and intuitive. Instead of typing instructions, there were symbolic icons that could be activated and moved behind the mouse cursor. Now everyone’s speech has come to a head, but until then the stench was as bad as stench.

Today's graphical interfaces have become almost natural extensions of ourselves.

Browsers transfer the words we write. And mobile devices allow you to interact with elements in any way possible, including gestures. After 30–35 years of personal computers, we have reached the point where gadgets can be used by everyone, including your grandmother.

But we have only reached one technological era, which is about to be replaced by another. Important for current developers and computer interfaces, these and others will have to look at each other completely.

VR is already changing our appreciation of space. What's next?

Let's take the simplest one from the popular Netflix video service. To watch the series, just go to the website, browse the catalog and click on the desired video. How can this process be changed if the interface does not fit on the screen? There is no doubt about the lack of nuances that follow the truth.

We are about to change to embrace the space. It’s true that the truth is that we haven’t thought about such speeches before, but virtual reality is a completely new proof. Find out that you put on your eyepieces, turn on Netflix and find yourself in a wooden booth. You sit on your dark sofa with a large 60-inch screen and begin to realize the full potential of VR. After this, a physical TV is not as necessary as before.

You are locked into a new space even before moving on to the main functions of the program. This fact can also be attributed to Netflix and many other well-known digital platforms. Think Google, YouTube, Facebook.

How do we deal with menu elements that are currently presented in 2D format?

You can see what new ways of managing we can learn. Those who used to rely on the “point and click” principle are now being treated separately depending on the specific device. Actions are shown in front of the eyes of the meta, which can be used to move the hands of the head instead of the mouse cursor. In this window, in order to see a fragment of text, an icon, or another object, we press the button on the wall.




In addition, you can use special gloves that allow you to select menu items and manipulate other elements of the virtual space. And, hopefully, voice control will come to the fore for a long time to come.

How we interact one with another in the virtual space

Regardless of the growing fear of isolation, many experts are hopeful that VR will really bring us closer together. Speaking at the Talks conference, virtual designer and VR pioneer Chris Milk called virtual reality an experience machine. This technology can also transport us into completely different people and make it possible to share their special evidence.

Find out that you ended up on a remote beach for the help of virtual reality. There, where your friends spend an hour at a time. All their emotions are now in front of you. Instead of presenting someone else's evidence behind a verbal description, you can become entangled in someone else's yourself.

These social and global innovations will not only change the lives of many people, they will also impact technology companies.

It’s worth noting that Spotify’s offices are already starting to think about how to voice our virtual worlds. For example, a mix with windy melancholy music is perfect for sunset on the beach. Another option is a dynamic playlist that is synchronized with the emotions of most people in the community.

The influx of companies will expand and other aspects of virtual worlds will expand. Google suggests search suggestions based on your search history. For example, we can enjoy spaces stylized with a selection of our favorite films taken from Netflix’s viewing history.

Our upcoming place in VR will also adapt to our individual needs.

Facebook is working hard on virtual reality. Mark Zuckerberg has already discussed the ability of this technology to save moments dear to us, be it the days of the people or the hands and hearts. We can ask friends and relatives to share their lives with us. And in today's Facebook you can become a machine of the hour, so you can get rid of your virtual partner.

Of course, we needed a few more generations to implement less of the hostile capabilities of personal computers by improving interfaces. And in order to raise them to the ground level, more than one river is needed.

Technology entrepreneur and publicist Shaun Roncken wrote an article about how virtual reality is changing our acceptance of technology, space and interaction with other people. We have found the most important ideas.

How we interact with technology

On the screens of laptops and smartphones we heard what is called the Graphical User Interface. Back in the 80s, it was popularized by companies such as Xerox, Apple and Microsoft.

Initially, interacting with the computer was a complex process that required special skills and required manual typing of commands on a vicious black screen.

Over the years, Steve Jobs, Bill Gates and other innovators have made the interface simple and intuitive. Instead of typing instructions, there were symbolic icons that could be activated and moved behind the mouse cursor. Now everyone’s speech has come to a head, but until then the stench was as bad as stench.

Today's graphical interfaces have become almost natural extensions of ourselves.

Browsers transfer the words we write. And mobile devices allow you to interact with elements in any way possible, including gestures. After 30–35 years of personal computers, we have reached the point where gadgets can be used by everyone, including your grandmother.

But we have only reached one technological era, which is about to be replaced by another. Important for current developers and computer interfaces, these and others will have to look at each other completely.

VR is already changing our appreciation of space. What's next?

Let's take the simplest one from the popular Netflix video service. To watch the series, just go to the website, browse the catalog and click on the desired video. How can this process be changed if the interface does not fit on the screen? There is no doubt about the lack of nuances that follow the truth.

We are about to change to embrace the space. It’s true that the truth is that we haven’t thought about such speeches before, but virtual reality is a completely new proof. Find out that you put on your eyepieces, turn on Netflix and find yourself in a wooden booth. You sit on your dark sofa with a large 60-inch screen and begin to realize the full potential of VR. After this, a physical TV is not as necessary as before.

You are locked into a new space even before moving on to the main functions of the program. This fact can also be attributed to Netflix and many other well-known digital platforms. Think Google, YouTube, Facebook.

How do we deal with menu elements that are currently presented in 2D format?

You can see what new ways of managing we can learn. Those who used to rely on the “point and click” principle are now being treated separately depending on the specific device. Actions are shown in front of the eyes of the meta, which can be used to move the hands of the head instead of the mouse cursor. In this window, in order to see a fragment of text, an icon, or another object, we press the button on the wall.




In addition, you can use special gloves that allow you to select menu items and manipulate other elements of the virtual space. And, hopefully, voice control will come to the fore for a long time to come.

How we interact one with another in the virtual space

Regardless of the growing fear of isolation, many experts are hopeful that VR will really bring us closer together. Speaking at the Talks conference, virtual designer and VR pioneer Chris Milk called virtual reality an experience machine. This technology can also transport us into completely different people and make it possible to share their special evidence.

Find out that you ended up on a remote beach for the help of virtual reality. There, where your friends spend an hour at a time. All their emotions are now in front of you. Instead of presenting someone else's evidence behind a verbal description, you can become entangled in someone else's yourself.

These social and global innovations will not only change the lives of many people, they will also impact technology companies.

It’s worth noting that Spotify’s offices are already starting to think about how to voice our virtual worlds. For example, a mix with windy melancholy music is perfect for sunset on the beach. Another option is a dynamic playlist that is synchronized with the emotions of most people in the community.

The influx of companies will expand and other aspects of virtual worlds will expand. Google suggests search suggestions based on your search history. For example, we can enjoy spaces stylized with a selection of our favorite films taken from Netflix’s viewing history.

Our upcoming place in VR will also adapt to our individual needs.

Facebook is working hard on virtual reality. Mark Zuckerberg has already discussed the ability of this technology to save moments dear to us, be it the days of the people or the hands and hearts. We can ask friends and relatives to share their lives with us. And in today's Facebook you can become a machine of the hour, so you can get rid of your virtual partner.

Of course, we needed a few more generations to implement less of the hostile capabilities of personal computers by improving interfaces. And in order to raise them to the ground level, more than one river is needed.

Why is the future of remote learning not based on VR systems, but on mixed reality? AR-expert Mark Billinghurst recently shared his knowledge of communication systems.

In the summer of 1995, I was fortunate enough to take a fate from a wondrous cause that changed my life forever. I suited up in virtual reality at the University of Washington and traveled from Seattle to a small tea room in Japan. I could talk to other people in the room, turn to them in my virtual form and wave my virtual hand at them. This is the Greenspace project and the first evidence of the creation of a powerful virtual world.

At that time, the property was worth over a million dollars, and the money was worth tens of thousands of dollars per bundle. Twenty years later, VR conferences are becoming increasingly widespread. Spoiled virtual spaces High Fidelity, Sansar Facebook. Altspace VR regularly compete with 30 thousand people per month, and with VR programs per hour Rec Room and Big Screen, gaining popularity.

One of the greatest advantages of VR conferences lies in the fact that they allow people to listen to certain communication signals that can be detected in a special way. The stinks can only communicate with each other - the stinks have virtual bodies that allow them to turn around one by one, squeeze their hands and make a wide range of non-verbal gestures. Real stench can interact with the virtual medium around them, showing on objects or playing games at the same time. At Rec Room, students can play tennis, and at Facebook Spaces they can create 3D bedroom sketches. All this allows you to reach a greater world of social presence than traditional audio or video conferencing.

Reality is a mixed bag – what about the phone?

VR conferences hold great potential, and companies are investing tens of millions of dollars in related platforms. Alternatively, Mixed Reality (MR) conferences can generate greater influx through their connection to the real world.

Mixed reality is defined as a technology that combines real and virtual worlds. VR enhances people in real world, and MR aims to expand the interaction with real world or add an element of extra light to the core of VR.

Advantages of a mixed reality for remote interaction:

  • people can get help from the viconic estate of the real world from distant koristuvachs;
  • virtual people will be placed in real space;
  • support for the transition from live AR to VR;
  • Vicoristic MR image for enhanced signals for remote communication;
  • the gift to koristuvachs of the opportunity to share their point of view and see everything from the perspective of another person;
  • improved connection between the expanse of the forest and the expanse of spilkuvanya;
  • supports natural spatial signals for remote communication.

Perhaps the greatest advantage of MR conferences is their focus on a clear view of the work space. For rich tasks in the real world, such as remote technical maintenance, it is much more important to pay attention to what people work on, and not to what people are working on. This ability can be realized in a variety of areas, from remote assistance to medical support in the operating room or hospital.

First MR collaboration systems

About 20 years ago, I helped dismantle one of the first MR systems. This was a program for AR conferences that replaced virtual avatars of people with real-life people. They could turn over cards with names, and people would stand in front of them. Everything was done with the help of virtual activity. The main achievement of the system was that it moved the conference from the computer screen to the real world. We found that the video avatar of a spivozmovnik in a real environment provided a greater level of social presence than the image on the computer screen.

AR conference 1998 Roku

I especially remember one study where we compared AR conferences with video conferences on a computer. One person, who runs the video conferencing system, came very close to the monitor, assuming that the spyware would feel better. If you use the AR system, you will immediately push back, giving the computer a special space, just like in real life. This investigation showed how much social presence improves with the use of AR-add-on.

Around the same time, we showed the possibility of vicinity of space signals during the development of WearCom. She was an AR system that she wore to allow virtual people to appear in front of people, to use a small computer, and to wear a screen on her head. In this case, we created a spacious audio orientation in order for people’s voices to come out as their virtual avatars. We discovered that, in the peculiar way of speaking in the great history of people, people could easily separate the language of different people, even if they spoke almost simultaneously.

Although this research was promising, the problem lay in the fact that people’s video avatars were flat, upright people. As you marveled at them from the other side, they knew that they were not to be with trivial people. This problem was solved through a number of rocks using the additional 3D Live System, where we used a number of cameras to record people. This created the illusion that real people could stand in real space. A virtual copy of a person could be shown in VR and in AR media. This allowed the koristuvachs to use hands and tins, as in the Russian Empire.

3D Live, 2002

The term “mixed reality” refers to the extent of technology from the interface of the real world to the surface of the virtual environment. There are a lot of collaboration systems in place at specific points in this space, for example, day-to-day collaboration in the real world or conferences in the virtual space. MR conferences give people the opportunity to move around the MR space. For example, the MagicBook project is an interface that supports night-to-night, AR and VR views, as well as a combination of these types. Using this system, people could read a book and watch pages through a screen, with AR content appearing on the screen. Once you have completed your AR scene, you can switch to full-fledged VR. In this VR scene, one of the people can see the real world spymaster as a giant head that expands in the sky. This is how MagicBook promoted seamless transitions between real world, AR and VR.

These prototypes have shown that MR technology can be used for the deployment of virtual computers in the center of the computer. In addition to VR conferences, the MR interface expands its use of the real world and allows users to get help with any tasks.

MR-conference threading mill

The development of a new generation of AR and VR displays has led to the creation of new MR systems. Microsoft introduced the MR version of Skype in addition to its HoloLens. Customers can place a Skype window anywhere in the world and view the video as a spyware. At the same time, the HoloLens camera can transmit video to a remote user, and they can refine the spyware and add AR annotations to help with quests. In the future, you will benefit from the additional effectiveness of the HoloLens user interface.

Like AR conference software from twenty decades ago, Skype for HoloLens places video in a virtual viewer. Project Microsoft Holoportation This problem is solved by using a depth camera to record and broadcast a trivial virtual model of a remote camera in real world. When connected to HoloLens, a local client can view a copy of a remote client in the real world.

This area also has a large number of start-ups. Mimesys Position yourself as the first holographic platform for spitting, which can record the image of people and place them at once in a virtual space. Holoportal DoubleMe provides a lighter version of Holoportation for spitting. Most companies focus on collecting data about people, and Envisage AR The ardent fellow wants to share it with his distant friends. In the coming years, we will certainly see more activity in this area.

These systems show that MR conferences can be created on existing AR and VR commercial platforms.

What's next?

There are few challenges in how to continue to improve MR conferences and allow people to participate more effectively than before. Zokrema, three important trends are emerging:

  • Natural adhesive: Due to the increased fluidity of the bond, it can be expanded to communicate (such as audio signals and gestures), which will result in a more natural alkalization.
  • Recording the Evidence: Technology is developing to allow people to capture their own personal knowledge, so that there is a transition from photography to recording trivial scenes.
  • Prihovana understanding: Computers are starting to understand more about the Koristuvachs and they are more precise. It’s better to allow them to understand the behavior they’ve received, for example, directly to the eyes of people.

All these trends come together in a direct way, which is the creation of systems that allow us to share what we know, feel and perceive. Instead of traditional tools, empathetic systems are created to allow you to better understand the mind of the spivozmovnik, if you can sense the wine.

An example of this type of interaction is our Empathy Glasses. This is an AR display that can be recognized directly by looking at it. In the future, the spevrozmovnik will study not only with too much precision, but also by revealing information about the direct gaze of a person in the eyepieces. This is one of the first systems to share information directly at a glance, and is also the beginning of the development of empathic technology for remote fusion.

Goodbye phone...

In twenty years, using a mobile phone to connect with friends will be the same old-fashioned way as using a landline phone now. At that time, the technology of mixed reality allows people to obtain virtual copies of their friends in the real world, as well as to see the world of their friends and help them in the quest of real life.

Today's VR and AR systems show only part of what is possible in mixed reality. MR systems can share a large number of communication signals and allow people to sleep in ways that were impossible before. When the bell rings, you will realize that you can learn, and those who can understand, your friends will sense and understand.