? The essence of vomiting area and uncanny valley VR glasses is the conflict between virtual sense and reality. When the human brain feels this kind of conflict, it will naturally resist and force people to stop accepting this kind of visual input by making them feel dizzy. Even the slight unreality caused by the difference between the user's slight head movement and the non-movement in virtual vision will aggravate the sense of vertigo after a few minutes of accumulation.
Barfogenic zone, that is, vomiting zone, is used in the field of virtual reality to refer to an interval where VR picture parameters cause nausea. It originated from the VR project launched by Sega in the 1990s. At that time, because the game experience fell into the vomiting area, 1994 Sega VR was put into limbo. What was the reason they summarized at that time? The unsynchronization between the picture and human movements leads to a strong sense of vomiting. ?
Relative to? Vomiting area? ,? Uncanny valley? The concept of humanoid robot is more widely known. It comes from a paper entitled "uncanny valley" published by Japanese robot scientist Masahiro Mori. The author suggests that humanoid robots can make people feel a unique discomfort that other robots do not have.
From the picture below, we can see that loyalty is directly related to people's goodwill towards it. The curve similar to the bottom rebound of the stock market in the figure below represents uncanny valley, and the vomiting area can actually be interpreted with almost the same curve. In the VR glasses experience, does the response delay/picture refresh rate /3D scene quality all have an impact? Vomiting value? These factors.
Two screens of VR glasses are aimed at the vomiting problem caused by VR glasses. The research team of Stanford University in the United States has developed a prototype of VR glasses, which uses two LED screens placed in parallel to create a light field closer to reality. The display effect of the new prototype can make the user's eyes focus anywhere in the field of vision, which theoretically reduces some disgusting reactions. After the algorithm processing, two 3D pictures composed of 25 plane pictures appear on different screens, one in the front screen and the other in the back screen, and the two pictures are projected onto the retina through the pupil at the same time. In this way, the left and right eyes receive different pictures and enjoy an independent light field.
As we can see from the picture below, light field technology can make eyes see different depth of field effects at the same focus. In this light field, human eyes can move freely in the virtual space and choose the focus freely.
Nowadays, most VR glasses on the market adopt single-screen design, and it remains to be seen whether manufacturers will adopt this anti-vomiting technology in the future.