If products such as HTC Vive and Sony PSVR open up a door to the virtual world, then the control handles they assemble are the hands we interact with this virtual world. But the interaction of holding the handle with the world will eventually destroy this immersion in another world, reminding us that this is a virtual world. In order to solve this problem, some companies will use the motion capture technology widely used in the film and television industry to bring to the VR field, allowing users to throw away the handle and interact with the virtual world through real touch, grab, walk and various actions.
This kind of interactive technology, collectively referred to as “motion captureâ€, has become a key part of the VR product experience enhancement and mass production. Whether it is a PC host VR device or a mobile VR market that is considered to have a larger market space, such as VR integration. Machines or VR boxes for mobile phones, such products are due to the lack of low-cost and easy-to-use interactive technology solutions, so that the interactive experience of mobile VR is still so bad; now there are a number of startups in this area of ​​entrepreneurial exploration And now the competition has become very hot, it can be said that whoever walks in the forefront, who can occupy the next wave of VR development highlands.
Unlike most VR entrepreneurs who focus on head-up, games, and panoramic video, the VR-based motion capture segment is less crowded, but the competition is equally fierce. Smart things today fully interpret current motion capture technology for VR. The two major technical paths in the field, the main startup players, as well as their development prospects and dilemmas, portray a comprehensive and clear picture of the VR dynamics of entrepreneurship.
Motion Capture: The first step to achieving full immersion
Everyone knows that the current VR device can only be partially immersed, that is, when you wear the VR head display, you can feel that you have entered a new virtual world, but in this world you only have one hand and half left. Arms, you can't see your body when you look down. In addition, although the HTC Vive device will give you a control handle to allow you to interact with the virtual world, when you put your hands on the Vive handle toward an object, you will find that you still need to press The side button can "take" it up, which is quite different from the concept of taking it in the real world. The above two points are the reasons why VR devices cannot achieve higher immersion.
Somatosensory interaction technology can solve these two problems. When we have a somatosensory interaction technology, our entire body can be mapped into the virtual world. What kind of action you make in reality, you will do the same in the virtual world. In terms of interaction with the virtual world, we no longer rely on the Vive controller or other handles, just the same as the reality, such as reaching out to pick up a virtual item, or use your feet to open a handle. Prepare a virtual zombie to eat you. And this is a higher level of immersion experience.
Two mainstream technology paths for VR motion capture: optical solutions and inertial solutions
And to achieve the experience of somatosensory interaction in VR interaction, we need to solve a key problem - human motion capture. Motion capture technology has been used in movies for a long time. The sci-fi characters in Hollywood blockbusters such as Pirates of the Caribbean and Resident Evil are synthesized by computer effects, and these sci-fi characters are on the screen. Every move is entirely from the action of real actors.
The essence of motion capture technology is to copy the actions of real people into virtual characters. Currently, there are two mainstream motion capture solutions:
First, the motion capture technology through the camera, because the camera uses optical technology, so the camera motion capture scheme is also known as the optical motion capture scheme.
Second, the IMU (InerTIal measurement unit) inertial sensor unit for motion capture, commonly referred to as the inertial motion capture scheme.
Whether it is an optical motion capture scheme or a inertial motion capture scheme, its core principle is the measurement of the movement of key movement parts of the human body. The optical solution is to analyze the movement of the key movement parts of the human body captured by the camera through computer vision technology, and the inertia scheme directly measures the movement of the key movement parts of the human body through the IMU inertial sensor unit.
Since the optical motion capture scheme is easily blocked by objects or affected by lighting conditions, the optical motion capture system used in the field of film and television generally installs a high-performance camera in a large studio and puts the action actor on. A motion capture suit with many cursor points will work. Due to the requirements of the venue and the need for a large number of high-performance cameras, the overall price of such programs is very high, often between several million yuan, so basically only the film crew with rich money is rich.
The IMU inertia unit, the core component of the inertial motion capture technology, is a sensor module that integrates gyroscopes, accelerometers, and magnetometers. The price of one module can be as low as a dozen dollars and is higher than the optical capture scheme. The frame rate is also not limited by the venue and lighting conditions, but the inertial motion capture scheme also has a drawback, that is, the motion data measured by the data of various sensors will have some errors, and as the usage time increases, these errors will also It is continuously amplified, and the film-level optical solution does not have this problem.
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