Virtual reality nine interactions PK Who will become mainstream?

Every important milestone in the history of interaction design comes from the collision of technology and humanity. From the initial tape punching, to keyboard input, mouse input, to current touch operations, speech recognition, and 3D gestures, eye movement recognition. In the future, brain-computer interfaces, mind control, etc. will be realized. Every technological innovation and product upgrade will bring about a major change in human-computer interaction. From the perspective of its development, the core is to conform to the natural movements of the human body, so that people can obtain information in the most comfortable way.

At present, VR display terminals are in the early stage of development, and major manufacturers rely on their respective VR interaction solutions. For a time, VR display terminals with various interaction modes flooded the market, some were bound to handles, some were equipped with remote controls, some were equipped with touchpads, and some even had gesture recognition functions. The coexistence of such multiple forms of interaction has contributed to the contending situation of VR interaction. Among these many ways of interaction, which ones will become the mainstream form of VR interaction?

1, "eye tracking" to achieve interaction

Most people think that eye tracking technology is a breakthrough in solving the problem of vertigo in virtual reality head-mounted devices. Oculus founder Palmer? Rachi has called the eye tracking technology "the heart of VR" because it detects the position of the human eye and provides the best 3D effect for the current viewing angle, making the VR head display a more natural image with less delay. . At the same time, because the eye tracking technology can know the true gaze point of the human eye, the depth of field of the viewpoint position on the virtual object is obtained. Although there are many companies studying, there is still no satisfactory solution.

Representative company: Qixin Yiwei

2, "motion capture" to achieve interaction

The motion capture system allows users to get a complete sense of immersion and truly "enter" the virtual world. At present, there are not many mobile arrest systems for VR on the market. Some of the existing ones can only be used in specific scenarios, and it takes a long time to calibrate and wear time. In contrast, optical devices such as Kinect may also be used in some scenes where accuracy is not critical. Whole body movement is not necessary in many occasions, and the main pain point of its interaction design is that there is no feedback, and it is difficult for users to feel whether their operation is effective.

Representative company: uSens Ling sense technology

3, "EMG simulation" to achieve interaction

Because the nerve channel is a delicate and complex structure, it is not possible to stimulate from the external skin, so it takes some difficulty to use the muscle electrical stimulation to simulate the real feeling. Current biotech levels cannot use muscle electrical stimulation to highly simulate actual sensations. There is a VR boxing device Impacto that interacts with EMG simulation. The Impacto device is divided into two parts, one part is the vibration motor, which can generate vibration, which can be experienced in the general game controller; the other part, which is also the most meaningful part, is the muscle electrical stimulation system, which stimulates the muscle contraction movement through the current. . The combination of the two can give people an illusion that they have hit the opponent in the game because the device will produce a "shock" like real boxing at the right time.

Representative company: Hasso Pletna Institute, HCI, Germany

4, "tactile feedback" to achieve interaction

Tactile feedback is mainly button and vibration feedback, mostly through virtual reality handles, so the advantages of highly specialized/simplified interactive devices are obviously very easy to use in applications such as games, but it can not adapt to a wider range of applications. . At present, the three major VR head manufacturers Oculus, Sony, and HTC Valve all adopt the virtual reality controller as the standard interactive mode: two-handed separation, six degrees of freedom space tracking, and buttons with buttons and vibration feedback. Such devices are obviously used to make some highly specialized game-like applications, which can also be regarded as a business strategy, because most of the early consumers of VR headsets are gamers.

Representative company: TacTIcal HapTIcs

5, "voice" to achieve interaction

VR users are mainly looking around and constantly discovering and exploring. Graphical indications may have an impact on immersion. If the user interacts with the VR world, it will be more natural, and it is ubiquitous all the time. Users don't need to move their heads and look for them in any orientation. Communicate with them from any corner.

Representative company: Fraunhofer IIS

6, "direction tracking" to achieve interaction

Direction tracking can be used to control the user's direction of advancement in the VR, but in many cases it is limited by the space, and the tracking adjustment direction may also be unable to turn around. The interaction designer gave the solution - pressing the right mouse button would return the direction to the original front view or to reset the current gaze direction, or you can adjust the direction with the joystick or press the button to return to the initial position. But this may also be very tiring and weaken the comfort.

On behalf of the company: Creative Intelligence

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5 The possibility of electric shock is low.

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