When you think of virtual reality, images of The Matrix or Inception likely come to mind. With the release of the Oculus and other competing devices, virtual reality opens a new frontier for both gaming and practical applications to improve society.
当您想到虚拟现实时,可能会想到《黑客帝国》或《盗梦空间》的图像。 随着Oculus和其他竞争设备的发布,虚拟现实为游戏和实际应用打开了一个新的领域,以改善社会。
但是有一个陷阱 (But there’s a catch)
Being able to live in a world of your dreams where you fight villains or live in alternate realities is one of the most hyped-up aspects of virtual reality. Unfortunately due to the way our bodies are built, modern simulations are currently shaping up to be about as action-packed as a gentle gondola ride through Venice.
能够在自己的梦想世界中生活,与恶棍战斗或在其他现实世界中生活,是虚拟现实中最被大肆宣传的方面之一。 不幸的是,由于我们身体的构造方式,现代模拟目前正像在威尼斯穿越平缓的缆车一样动感十足。
Currently developers are strongly discouraged from implementing high-action scenes because of a phenomenon called ‘sim sickness' — short for simulator sickness — a term coined to describe the vertigo caused by virtual reality.
当前,由于一种名为“模拟病”的现象,开发人员被强烈劝阻不要实施高动作场景,“模拟病”是模拟器疾病的缩写,该术语是用来描述虚拟现实引起的眩晕的。
Sim sickness is caused because humans aren't able to process movement while standing still. While VR tricks our eyes into believing in another world, the balance centers in our ears are reporting a completely different message.
引发Sim病是因为人类无法在静止状态下处理运动。 当虚拟现实欺骗我们的眼睛相信另一个世界时,我们耳中的平衡中心正在报告一个完全不同的信息。
The poor brain at the center of this input tries unsuccessfully to make sense sense of it — when it fails the result is a feeling of sickness. This nausea can be intense and sometimes lasts for many hours after the VR headset is removed.
输入中心的可怜大脑无法成功地理解它-当输入失败时,结果是一种不适感。 卸下VR头戴式耳机后,这种恶心可能会很强烈,有时会持续数小时。
这是新问题吗? (Is this a new issue?)
Contrary to popular belief, sim sickness has been around for decades. Since the 1980's, fighter jet pilots have experienced significant sicknesses while training in flight simulators. A study published by the US military shows that the inertia used to provide realism often caused pilots to have motion sickness episodes lasting between six and a half to over twelve hours.
与流行的看法相反,模拟病已经存在了数十年。 自1980年代以来,战斗机飞行员在飞行模拟器中训练时经历了严重的疾病。 美国军方发表的一项研究表明,惯性用来提供真实感,经常使飞行员的晕车病发作持续六个半小时至十二小时以上。
解决方案就在您的鼻子下 (The Solution is Right under Your Nose)
Despite human limitations being a significant obstacle, the partial solution to the problem is simple. As scientists at Perdue University found in a study, using a virtual nose can help to reduce motion sickness.
尽管人为限制是一个重大障碍,但部分解决该问题仍然很简单。 正如Perdue大学的科学家在一项研究中发现的那样,使用虚拟鼻子可以帮助减少晕动病。
But don't expect smell Smell-O-Vision any time soon. The solution is simply a matter of placing an image of a nose near the player’s eyes. Unfortunately this only improved user endurance between two and 93 seconds.
但不要指望很快就会闻到气味。 解决方案只是将鼻子的图像放在玩家的眼睛附近。 不幸的是,这只能在2到93秒之间提高用户的耐力。
行业领袖的观点 (Views from Industry Leaders)
Oculus Creator的预测 (Oculus Creator’s Predictions)
At TechCrunch Disrupt 2014, Branden Iribe, creator of the Oculus provided some interesting insights on where he felt virtual reality would go over the next decade. Irbes’ most notable focus was around mobile devices being the final significant innovation in the 2-D space.
在2014年TechCrunch Disrupt大会上,Oculus的创建者Branden Iribe提供了一些有趣的见解,介绍了他认为未来十年虚拟现实将会发展的地方。 Irbes最引人注目的焦点是移动设备,它是二维空间中的最后一项重大创新。
Video quality on cellphone screens has plateaued in recent years to the point that the human eye aren't able to perceive any extra details.
近年来,手机屏幕上的视频质量趋于平稳,以至于人眼无法感知任何额外的细节。
The future rather lies with virtual reality replacing natural vision — allowing people to immerse themselves in books, videogames and even communicating with others (e.g. virtual avatars such as Second Life). This technology however won’t be accessible for 10 to 20 years as content for VR consoles requires individual 3D modeling of each user.
未来将取决于虚拟现实代替自然视觉-人们可以沉浸在书籍,视频游戏中,甚至可以与他人交流(例如,第二人生等虚拟化身)。 但是,由于VR控制台的内容需要每个用户进行单独的3D建模,因此该技术将在10到20年内无法使用。
其他主要参与者的想法 (Thoughts from Other Major Players)
The next year at the 2015 International CES, virtual reality, made it as a hot topic during the show. Although Oculus had a significant prescience at the event, they weren't the only ones representing the VR space.
次年在2015年国际CES上,虚拟现实成为展会期间的热门话题。 尽管Oculus在此次活动中具有重大的先见之明,但并不是唯一代表VR空间的人。
In a session titled 'Virtual Reality Today and Tomorrow', Jaunt CEO Jens Christensen, ADR1FT developer Three One Zero’s Adam Orth, and Razer CEO Min-Liang Tan all offered their insights on the current state of virtual reality and where it will be headed in the coming years.
在名为“今天和明天的虚拟现实”的会议中, Jaunt首席执行官Jens Christensen, ADR1FT开发人员“三一零”的Adam Orth和Razer首席执行官Min-Liang Tan都对虚拟现实的现状以及未来的发展方向发表了见解。未来几年。
The CES panel discussed how 'cinematic virtual reality' makes up the bulk of content today. The reason for this is that it’s easier from a technical perspective to record linear content and then project it to the user. On the other hand, video games are more challenging to develop because rendering gaming content is difficult when done on-the-fly.
CES小组讨论了“电影虚拟现实”如何构成当今大部分内容。 这样做的原因是,从技术角度来看,它更容易记录线性内容,然后再将其投影给用户。 另一方面,视频游戏的开发更具挑战性,因为即时完成游戏内容的渲染很困难。
成为主流 (Taking It Mainstream)
To make virtual reality attractive to the masses, I believe there’s a simple formula to keep in mind – x3 (or 'XXX') – short for exploit, excuse, and extend. As discussed in an article titled How the Seven Deadly Sins Drive Innovation, the most successful technologies today have catered to at least one of the forbidden desires of humans.
为了使虚拟现实对大众具有吸引力,我相信要记住一个简单的公式-x3(或“ XXX”),这是利用,借口和扩展的简称。 正如标题为“七大罪过如何推动创新 ”的文章所讨论的那样,当今最成功的技术已经迎合了人类至少一种被禁的欲望。
Exploit: Does the startup solve problems?
漏洞 :创业公司能解决问题吗?
Excuse: Does the product satisfy the desires of users?
借口 :产品是否满足用户的需求?
Extend: Does the startup allow people to make connections with others?
扩展 :创业公司是否允许人们与他人建立联系?
To get customers to want your technology, provide users with a way to bend a taboo without actually breaking it.
为了让客户想要您的技术,请为用户提供一种在不破坏其禁忌的情况下对其进行禁忌的方法。
The most notable example of this is the Grand Theft Auto game series which indulges a sense of wrath. The series took off because it allowed players to commit crimes without the negative consequences of real life.
最著名的例子是侠盗猎车手(Grand Theft Auto)游戏系列,它充满了愤怒。 该系列活动之所以成功,是因为它允许玩家在没有现实生活的负面影响的情况下进行犯罪活动。
Finally, envy is another one of the most notable sins which apply to virtual reality. Give a customer the ability to have adventurous experiences from the comfort of their living room, or a better way to treat medical issues, others will inevitably want the same experience.
最后,嫉妒是适用于虚拟现实的另一个最明显的罪过。 使客户有能力在舒适的客厅中享受冒险的经历,或者以更好的方式治疗医疗问题,其他人将不可避免地希望获得相同的体验。
Of course, proper usability testing – as is often discussed on SitePoint – is going to be crucial for the success of this technology as it allows us to get inside the minds of our users.
当然,如经常在SitePoint上讨论的那样,适当的可用性测试对于这项技术的成功至关重要,因为它可以使我们深入用户的视野 。
The seven deadly sins are the definition of human pain points. By focusing on catering to them in VR – as in most areas — you’ll have a recipe for success.
七种致命的罪恶是人类痛苦点的定义。 与大多数领域一样,通过专注于在VR中迎合他们,您将获得成功的秘诀。