F.A.Q. VR

AR - stands for augmented reality - augmented reality, it would be more correct to write AR, but everyone says AR.

Tracking is the tracking of a person's movements in the play area in order to transfer his actions into virtual reality. At the moment there are two types of tracking:

Internal. So far, it is considered the best of the existing ones, since it does not require any additional actions from the owner. Sensors, they are cameras that track actions, are located on the body. The main advantage is compactness.

External. A huge minus of this tracking is the need to hang base stations over the area of ​​\u200b\u200bthe playing area (and find a suitable place for them). On top of that, some companies don't include these important parts in the kit, so you have to buy them separately. A significant plus is increased accuracy compared to built-in tracking. A great example: when in a game you need to get something from behind. The outer camera will register this and pass it on to VR, while the inner one has a limited view and cannot read this action.

Some time ago it seemed that virtual reality is high technology, something unrealistic and feasible in the distant future. Few people know that, in fact, VR has existed for decades and only recently this technology has received its active development.

Dozens of helmets of different brands are already on the market, and all of them are conceptually different, however, they all have the same goal - to immerse a person in a fictional, computer world, making him feel the effect of real presence in a video game. Feel real fear in horror, try out your favorite game in a new format, or just relax in a cartoon game.

As it turned out, almost all of us were not ready for the introduction and emergence of virtual reality in our homes. It is likely that many still have questions, but you do not quite know who to contact.

The answer to this question, oddly enough, lies in the name itself, that is, the concept is no different from its actual meaning. VR (virtual reality) is a digital world created using modern computer technologies. With this three-dimensional world, the user can interact in every possible way, in whole or in part. You can get into it using a special helmet with two lenses for each eye.

It's simple - just put on a helmet, and you will immediately find yourself in a virtual world that is viewed at all 360 degrees. And what is permissible to do in it already depends on the manufacturability of the device and software. Some helmets allow you to simply observe what is happening inside, while others can move in space and interact with game objects using controllers or a joystick.

Almost every device has the main parts:

External.
Housing, fasteners, cameras for tracking the user's location and his movement in the gaming area.
Internal.
Lenses, sensors such as gyroscope, accelerometer, magnetometer. They are responsible for tracking the position of the head in space. Chips that reproduce all computing processes.
Optional equipment.
Headphones and microphone - both headsets can be either removable or built-in.

The device must be put on the head, just like ordinary glasses (although they are smaller than a helmet) and securely fixed on the back of the head. If the device is worn correctly and tightly pressed to the head, then it instantly moves you from the real world to the digital one, creating the illusion of a three-dimensional image. The user immediately finds himself at the epicenter of events - this can be checked by turning his head and looking around.

All the work is done by the so-called “stereoscopic effect”, in simple words, the screen built into the helmet shows a different image for the right and left eyes. This display has a high resolution for a clearer picture. Inside the helmet, a gyroscope is built in - this is such a sensor that helps track the position of the head. That's why the technology adapts to you as you turn and lean.

Headphones are often used with a helmet to enhance the effect of presence. The headset transmits the sounds and melodies of the user's virtual environment. If both devices work synchronously (simultaneously respond to movement and head rotation), then this will allow you to dive deeper into the three-dimensional world.

The helmet can work both by connecting to a computer and have its own internal operating system. Oculus Quest can play content wirelessly and without a PC connection.

VR glasses cannot work without a smartphone. They are a body with lenses, this is a simplified version of the helmet without filling. In VR glasses, the role of the display is played by an Android or iOS phone, which is inserted into the case. Built-in lenses focus the image from the screen, and smartphone sensors track the position of the head in space.

Another feature is the use of mobile VR games and applications. There can be no talk of any serious computer projects. The exception is applications for streaming games from a computer to a phone, such as Trinus VR. Not all smartphones support such programs. Most of them are paid and cost more than points. Not everyone is able to synchronize PC and phone. You can only run old weak games.

These two terms are easy to confuse, because both concepts refer to the same field. Virtual Reality (referred to as VR) is a complete 3D simulation of the world created from scratch. Augmented reality (denoted as AR and stands for augmented reality) is the overlay of individual virtual objects in the real world.

For example, in augmented reality, an image is superimposed on an empty canvas, a sketch of a tattoo on a body part is shown. The world around, at the same time, does not change to a fictional one. In VR, your living room (or any other designated gaming area) turns into a battlefield or a place to explore the location, completely replacing the real surrounding objects.

Interpupillary distance is the distance between the centers of the pupils of the eye, which ensures the correct centering of the lenses. Correctly setting the interpupillary distance gives a clear picture without blurring, which in turn eliminates the discomfort, headache or nausea while using VR.

Each user must independently measure. The norm that all manufacturers of helmets and goggles adjust to is approximately 63.5 mm. On some models of helmets, this parameter is configured using programs, while on the rest there are physical adjustments. In some cases, this setting may not be available.