Binocular virtual reality glasses

A girl in Anhui Province suddenly went blind after playing VR games for a long time. What harm does wearing VR equipment for a long time have to her eyes?

Introduction: There is a girl in Anhui who is blind because she has been playing VR games for a long time. If she wears VR equipment for a long time, it will do some harm to our eyes. What harm will it do to our eyes? Let's understand what VR glasses are and what harm VR glasses do to us.

1. What are VR glasses?

VR glasses also refer to virtual reality head-mounted display devices, referred to as VR glasses. VR glasses are a combination of simulation technology and computer technology. Virtual reality glasses are a new way of human-computer interaction created by computer technology and the latest sensors. VR glasses are also equivalent to a relatively intergenerational product, which allows a user to experience it with a very good mood. Many people also express their great optimism about the prospects of VR glasses.

Second, the harm of VR glasses to the eyes

No matter how high-tech VR glasses are, they are no different from our mobile phone screens. If some VR glasses are relatively high in configuration, they will have certain advantages, but they are essentially no different from mobile phones. Moreover, the distance between the display screen of VR glasses and the eyes is only 2~3cm. Therefore, VR glasses are still very harmful to the eyes. If we use VR equipment for a long time, it will make our eye muscles tense, so our eye muscles will spasm. Besides, we will have nausea or dizziness. If we are young, our vision development will also be affected.

Third, summary.

VR glasses are a high-tech product, but the harm of VR glasses to human eyes is still relatively large, although many people are optimistic about the prospects of VR glasses. However, if VR glasses are to be realized on a large scale, it is necessary to change the problem of great harm to human eyes.

The former is VR glasses and the latter is AR glasses.

Visionglass adopts MicroOLED display, which is equivalent to a virtual giant screen of 120 inch, supports binocular full HD resolution of 1080p, and the entrance brightness is 480nit, which can realize 90% DCI-P3 color gamut. At the same time, it is equipped with ultra-thin smart speaker, which supports 0-500 degree myopia adjustment (500 diopters can be adjusted) and has passed the Rhine low blue light certification. Vrglass refresh rate 70/90Hz resolution 3200×1600; 1058PPI angle of view 90 degrees.

Huawei generally refers to Huawei Technologies Co., Ltd. ... Huawei Technologies Co., Ltd., established in 1987, and headquartered in Longgang District, Shenzhen City, Guangdong Province. In 20021year, Huawei's total revenue was 636.8 billion yuan and its net profit reached113.7 billion yuan.

Which brand of VR glasses is good, and how many kinds and prices are there?

At present, VR glasses on the market can be mainly divided into two categories: PCVR and mobile VR.

(1)PCVR is characterized by its strong computing performance and good display effect, and it needs to be connected to a PC or a host computer for use, so it can walk in space. (A special case is PSVR, which is connected to the PS game machine and has more resources to play. )

The representative products of PCVR are HTCVive and OculusRift with three cameras. You can walk in the virtual world with it, but there are certain restrictions (for example, HTCVive needs about 20_ _ venues).

(2) Mobile VR (divided into mobile phone box and all-in-one machine)

Representative products of mobile phone boxes are Samsung GearVR and Google Cardboard. The principle is to put a lens on your mobile phone to let you watch VR. The advantage is that it is convenient and can be seen with a mobile phone; However, due to the small size of the mobile phone, the VR operation is large, and the fever is serious, so it is stuck when used.

The all-in-one machine is a mobile phone, but the core components of this mobile phone are integrated inside VR glasses. Because of its large size, better heat dissipation and stable performance, the effect is similar to that of the mobile phone box used in the flagship mobile phone.

(3)NOLO

This can be understood as the combination of PCVR and mobile VR. NOLO consists of a positioning receiver, a handle and a detector. After being installed on the mobile phone box, it can also realize the ability of walking in virtual space.

What are the highlights of buying VR?

resolution ratio

(1) mobile phone box resolution

In addition to the screen resolution of the mobile phone itself, the lens is the most important accessory that affects the quality of the mobile phone box. However, major manufacturers generally claim to use imported lenses, but the effect is relatively general and there is not much difference. When buying, you can choose a good brand or buy according to your personal preference.

(2) Resolution of all-in-one machine

For the all-in-one machine, the 2K screen is an entry-level choice. Try to buy 2K or higher resolution. (2K means that the horizontal resolution is above 2000px, for example, the equipment with the resolution of 2 160x 1200px meets the 2K standard).

(3) 3) Resolution of PCVR

The starting point is that the monocular reaches 1080x 1200px, and the binocular screen resolution is 2 160x 1200px, which can satisfy the smooth running of most games. Of course, it should not be too high. If the resolution is too high, the image will be compressed and sharpened on the lens, which is not worth the loss.

stay

Delay will directly affect whether playing VR equipment will make you dizzy! Generally, the delay (working frequency) can be guaranteed at 90Hz (all products will be marked with this parameter, and the lower the value, the better); If the picture delay rate is high, you will get dizzy.

Viewing angle (FOV)

Angle of view: refers to the field of view that can be seen on the lens. Generally, the viewing angle of VR equipment can be kept between 96 and120. Because of the somatosensory rotation technology, there is no need for a large viewing angle.

In addition, most people support adjusting the focal length, which means that people with mild myopia can see clearly without glasses. The general adjustment range is about 600 degrees. If it is myopia above 600 degrees, you should wear glasses.

Wear comfort

Speaking of comfort, PCVR is the best, because it needs external equipment, so it is usually designed as a helmet, which is better in comfort and fit.

PC-side VR is: HTCvive and Oculus are better.

Others belong to all-in-one machines or mobile phones +VR devices. If possible, I personally think that HTCvive equipment is outstanding in all aspects.

VR glasses are too heavy. Do you have any good head display recommendations?

Thunderbird recently released a XR glasses: Thunderbird Air. FOV47 degrees 4m screen 140 inch, binocular resolution 1920x 1080, Sony's MicroOLED screen, the whole machine 75g will not exert strong pressure on shoulders, neck, nose and ears, and the temples fit well with ordinary glasses, so lying and watching the picture will not be deformed and will not be affected by any movement. There are online 3D movies, and you can also download the left-right mode 3D source and play it locally. Immersed near the cinema. You can also connect your mobile phone to play VR games. The experience is good, and the official is constantly updating. If your demand is big-screen movie viewing, office and entertainment, you can try it. You can go to Baidu to see.

There are dozens to hundreds of vr glasses, all of which are amplifiers. What is the difference?

Surface differences: face value and comfort

Although the cost of DIYVR glasses is low, there is a very embarrassing problem: the face value is too low. If the material is rough, it will scratch your face when you touch it. When using, you need to hold both sides tightly in front of your eyes, which is also a burden to your arms after a long time. I can't help it Who wants us to be cheap?

The biggest advantage of brand VR glasses is that they usually have a "good-looking" appearance. The part that contacts with the eye socket will be covered with a soft sponge pad and equipped with an earphone that can be easily fixed on the head, which can free hands when used. In short, looking pleasing to the eye and comfortable to wear is the external killer of brand VR glasses.

Different visual fields: lens, pupil distance, object distance, visual field angle.

Brand VR glasses are still a little "technical", mainly reflected in the lens, pupil distance, object distance (focal length) and viewing angle. These three points will determine whether the "vision" of the VR experience is clear.

Simply put, the material of the lens will affect the clarity of the picture, and the significance of aspheric surface is to reduce distortion; The larger the field of view angle, the larger the binocular vision range and the stronger the immersion; The significance of adjusting the pupillary distance mainly lies in relieving visual fatigue; The so-called object distance adjustment is to take care of nearsighted users wearing glasses. After taking off your glasses, you can also see a clear picture by adjusting the object distance.

As can be seen from the table 1, the cost of DIYVR glasses is low, but it is meaningless for users with severe myopia (unclear). Most brands of VR glasses support object distance adjustment of 600 or higher, which is enough for most myopia users.

Unfortunately, when brand VR glasses adjust the object distance, both eyes change at the same time, which is a bit tragic for the author's "myopia" with 300 left eyes and 450 right eyes. At present, only a few products such as PlayGlass support binocular distance adjustment. I hope more brands will follow in the future.

Seeing this, I believe that everyone has understood the reason why the brand VR is expensive. They optimized the wearing comfort and myopia adjustment. However, these improvements can be achieved with only a few improvements to the physical structure, and there is almost no cost. So, what is the reason why brand VR glasses are divided into three or six?

Experience differences: interaction and APP

The biggest disadvantage of DIYVR glasses is the lack of interactive function. For example, we need to run the VRAPP with our mobile phone in advance, or enter the playback interface of VR video, and then put the mobile phone into glasses to watch. When the movie ends or you want to do something else (such as making a phone call suddenly), you need to take out your mobile phone, switch to the next video and put it in your glasses. Brand VR glasses naturally do not have such complicated operational logic, and their solution is to increase interactive functions. Therefore, the realization principle of interactive function has become the basis for opening prices between different brands of products.

Nowadays, the interaction modes of brand VR glasses are mainly divided into two categories. One is the products represented by Storm Mirror 4, Jing Ling Xiaobai 1S and Dapeng Kan Kan. There are no circuits and electronic components inside, and it still belongs to "pure optical equipment". Their interaction mode comes from Bluetooth handle and APP, which allows visual content to make corresponding feedback according to the user's head movement and provide real-time control. If there is no Bluetooth handle, it is no different from DIYVR in experience, just a simple "head-mounted 3D player".

The second category is VR glasses represented by Pico 1 and GearVR3. Their interaction does not need other peripherals, but the right side of the glasses is equipped with a touchpad, a volume button and a back button, through which we can operate in the VRAPP (the mobile phone needs to be connected to Pico 1 via Bluetooth in advance). Therefore, most of these VR glasses are equipped with electronic components such as lithium batteries and control circuits, and the sound output is also through the earphone holes of VR glasses, which is naturally more expensive than "pure optical equipment".

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On the whole, the cost of the first type of VR glasses is relatively lower, and the experience when using the handle to control VR games is more comfortable. Although the second type of VR glasses have a slightly higher technical content, when encountering VR games, they often need to be equipped with a Bluetooth handle to play.

As for the VRAPP, most of the VR glasses of various brands have their own APPs, which contain many resources such as videos, pictures and games. Some apps are also compatible with other brands of VR glasses (such as PicoVR) and Bluetooth handles. In addition, most of the resources of various VR APPs can be downloaded and supported each other, so if you think that one APP has few resources, you can consider trying to solve it with another app.

VR(Virtual Reality)

Technology is a computer simulation system that can create and experience virtual worlds. It uses computer to generate a simulation environment, which is a multi-source information fusion, interactive three-dimensional dynamic visual scene and entity behavior system simulation, so that users are immersed in this environment.

brief introduction

Virtual reality technology is an important direction of simulation technology, which integrates simulation technology, computer graphics, man-machine interface technology, multimedia technology, sensing technology, network technology and other technologies, and is a challenging cross-cutting technology frontier discipline and research field. Virtual reality technology mainly includes simulated environment, perception, natural skills and sensing equipment. The simulation environment is a computer-generated real-time dynamic three-dimensional realistic image. Perception means that the ideal VR should have the perception that everyone has. In addition to the visual perception produced by computer graphics technology, there are hearing, touch, force and movement, and even smell and taste, also known as multi-perception. Natural skills refer to people's head rotation, eyes, gestures or other human actions. The computer processes the data adapted to the actions of the participants, responds to the user's input in real time, and feeds it back to the user's five senses respectively. Sensing equipment refers to three-dimensional interactive equipment.

Development history

The development history of virtual reality technology can be roughly divided into four stages: the simulation of sound and shape dynamics is the first stage (before 1963); Virtual reality budded into the second stage (1963-1972); The emergence of the concept of virtual reality and the initial formation of its theory are the third stage (1973-1989); The further improvement and application of virtual reality theory is the fourth stage (1990-2004).