The launch of VR headsets aimed primarily at users at researchers and 3D content creators focused on the deep issues that arise with head-mounted displays. Oculus Rift and HTC Vive can make users feel immersed and comfortable in their virtual worlds, but that’s easy in limited virtual environments, especially those that don’t move. What can be done about the pukey feeling brought on by severe forms of virtual movement, when the brain and body do not agree on what is happening?
While some people recommend adding a fixed focal point to the VR world, such as a cock or nose that appears peripherally, a group of Columbia researchers decided to test an idea that was patented years before the current VR boom: the dynamically changing field of view (FOV). The system works by recognizing rapid artificial movement during a seated VR experience—like when users push a joystick to change their first-person view, or when the elevation quickly changes thanks to things like stairs—and then blurs the edges. peripheral a VR headset lenses until that angry motion dissipates.
In its report, which was published last week alongside a demonstration video (shown below), the Columbia team concluded that “although we have a small number of participants (24 after removing people who received “vaccination” to the flu virtual motion) , our data indicate that FOV restrictions help participants stay in the virtual environment longer and more comfortably than they did in the control condition.” Many users didn’t notice the dynamic FOV changes until they were informed well after the trial was over, and the few who did notice reported choosing limits, because they didn’t mask the VR view. first. It should be noted, the results of this study include the praise of loyalty from the limited test audience, compared to the mixed opinions on the aforementioned VR-nose training.
The rotation with the minus effect equals comfort
What’s more, the Columbia researchers explained their exact method of both the amount of FOV they blocked and the extent and speed at which the adaptive correction worked out. Before completing the first study, the researchers asked the colleagues to test different FOV blockers and shaders until the team decided on a negative radius that started blacking out visual data at the 120-degree mark and stopped. to do so at the 50-degree mark. Then they come up with a formula that calculates the rotation speed and forward momentum in determining exactly how quickly the FOV blocker will move into view; if a user scrolls quickly or fast forwards, the view will freeze quickly, while standing still will cause the headset’s default FOV to come back into focus at an unnoticeable rate.
When the US military had has patented a similar system in 2014-in particular, one that targets the VR disease in headsets that are worn on the face-that patent is offered with biometric sensors in mind. Columbia Research looks like a work in progress already by a game development studio Ubisoft, which is putting the finishing touches to the amazing game and the comfort of the flight simulator. Eagle flight, coming to the Oculus Rift later this year. That game, which Ars has tested in several shows in 2016, was noticed in the restriction of users’ FOV when the game’s first-person eagle character quickly changes and freezes in mid-air, but the game’s action is still clear, and reduction in nausea is quite effective. (I consider myself Ars’ sick canary in my VR coal, and I was taken by the success of the game.)
Columbia authors note that more research should be done to determine what other tweaks can make your FOV restriction even more efficient, including changing various body parts and shadows with perhaps integrating biometric data (according to the US military patent ). Any such research would be wise to note another recent development from a Microsoft research team: a grid of lights that creates the illusion of peripheral content without expanding a VR headset’s screens. Those studies may work well in comparison, as the Columbia study indicated that a larger VR screen may increase illness; maybe the subtle presence of light and color, as in Microsoft’s test solution, can be the best of all possible worlds when it comes to expanding the sense of “front VR” without adding any nausea.
2016 IEEE Symposium on 3D User Interface2016. DOI: 10.1109 / 3DUI.2016.7460053 (About DOIs).