The pain points of virtual reality users are gradually resolved, and virtual reality will be closer to reality in 2018

There are less people watching the excitement, and more people doing practical things. In 2017, facing the old problem of "can't afford, have no fun, and feel uncomfortable", VR manufacturers began to work hard to resolve user pain points from the dimensions of the whole machine, display, and interaction. In 2018, virtual reality may be closer to reality.

The pain points of virtual reality users are gradually resolved, and virtual reality will be closer to reality in 2018

Load off the whole machine

"Cut the braids" and price cuts

In the past CES, all-in-one VR machines have sprung up in the exhibition area of ​​technology manufacturers. Oculus Go and Mi VR cooperating with Xiaomi, the world’s first Daydream VR all-in-one Mirage Solo co-operated by Google and Lenovo, and HTC, which launched the all-in-one Vive Focus last year, brought a wireless upgrade kit, cutting off the “braids” of VR devices to become The common orientation of VR manufacturers.

Compared with the all-in-one VR machine that "everything is ready, only owe Dongfeng", PC VR, which cannot reduce the weight, has to reduce the price. The price of Oculus Rift has been permanently reduced from the initial US$798 to US$399, which is almost cut in half. Such a large price cut once made the industry question Oculus's clearance of the next-generation products; HTC Vive will control the price reduction at US$200 (1,400 yuan), diving to 5488 yuan. Some insiders believe that the current main helmet pricing strategy is difficult to drive sales conversion, and HTC Vive still needs to make up for content and software shortcomings. This is why HTC Vive continues to integrate the Viveport platform and provides benefits to 26,000 registered developers.

"Price parity and wirelessization are definitely conditions that must be met for consumer electronics products. Price reduction is an attempt by the industry to try to see where users are sensitive to the price of this type of product, but price reduction may only be a necessary condition for opening up a larger market. Insufficient conditions. Only when the comprehensive experience reaches a certain level, can the market for rigid demand be leveraged, and the price reduction can play a role." Li Jing, general manager of the VR&AR division of Coocaa Network Technology, told reporters.

According to data from TrendForce's Topology Industry Research Institute, global VR device shipments reached 3.7 million units in 2017, with Sony, Oculus Rift and HTC Vive ranking the top three in shipments, and VR market shipments will reach 5 million units in 2018. The IDC report shows that China will become the world's largest VR/AR headset market in 2020. The alliances between Oculus and Xiaomi, Google and Lenovo have all revealed the ambitions of foreign giants to enter the Chinese market.

It now appears that HTC Vive exhibited its latest product Vive Pro at CES. The screen resolution has been upgraded from 2K to 3K, and the resolution has increased by 78%. People from Lenovo’s New Vision also told reporters that the Mirage Solo has been improved on wearing it. Like a traditional helmet, the front is heavy and the rear is light, and the weight distribution is more balanced. These details to enhance product experience represent that major VR manufacturers have realized that shipments are not equal to retail sales. Improve product experience to make the whole VR machine affordable and playable. "Cutting the pigtails" and "cutting prices" are just the beginning. .

"The entire industry has made great progress in 2017, and the product experience is constantly improving. However, VR is not our ideal product state at this stage. I think the technical capabilities of the entire industry will have greater progress in 2018, including optics and computing. Performance, display performance, wireless, lightweight, and comprehensive 6DOF capabilities are all expectations of practitioners." Li Jing said.

Inside-out popularization

From "sitting" to "moving"

Since Microsoft Hololens let inside-out into the public eye, VR manufacturers have been eager for this tracking technology. Relying on the device itself to realize the spatial positioning of the virtual scene inside-out gets rid of the shackles of positioning the base station, and promotes VR interaction from a "sit-and-stand type" to a "mobile type". The popularity of Inside-out solutions has opened up a good situation for the development of mobile VR in 2018.

"In 2017, various manufacturers launched their own inside-out interactive solutions. Compared with the traditional outside-in solutions, it has revolutionary progress in system cost, ease of use, and user-friendliness, but it is also more Relying on the advancement of computer vision technology. I believe that the most important technology trend in the VR industry in 2018 will be the further productization of the inside-out interactive system." Chi Xiaoyu, technical director of Goertek, told a reporter from China Electronics News.

When it comes to the popularity of inside-out, you have to mention "Hidden Boss" Qualcomm. The VIO system used to track the 6-DOF movement of the head, and the virtual reality development kit based on the Snapdragon mobile platform, allows the Snapdragon 835 to shine in the VR all-in-one machine. Vive Focus, Mirage Solo, and the world's first mass-produced 6DOF all-in-one machine Pico Neo are equipped with Qualcomm Snapdragon 835 mobile platform. "Taste the sweetness" Qualcomm strikes while the iron is hot, and has launched the industry's first mobile platform Snapdragon 845 that supports inside-out 6-degree-of-freedom indoor spatial positioning, real-time positioning and mapping (SLAM).

"Qualcomm has good advantages in chip-level algorithms and DSP processing, and has made corresponding optimizations for VR. The 10nm process further reduces power consumption and enhances the endurance of the device. As far as I know, the Snapdragon 845 will continue to focus on VR. Optimization, Qualcomm Snapdragon 845 platform may support six DOF tracking of the hand, and further optimize head DOF tracking." Pico Research Director Liu Kai told a reporter from China Electronics News.

Tsai Zhuomao, an analyst at Tuo Dai Industry Research Institute, pointed out that the development of all-in-one machines needs to strengthen the Inside-out tracking technology, and it needs to solve the problems of battery life and heat dissipation. In 2018, chip manufacturers that optimize 6DOF inside-out tracking and battery life will have a better chance to occupy the commanding heights of VR chips and further enhance the computing power of mobile VR.

"With the advantages in hardware cost and setup process, inside-out tracking is expected to usher in more commercial use in 2018." AMD Asia Pacific Technical Director Lu Yingrui told reporters.

Show charge

"Surprise" and "Dilemma"

When the resolution of the main helmets such as HTC Vive and Oculus is still hovering between 2.5K and 3K, the Pimax 8K with a monocular resolution of 2? 3840? 2160 and a total of 16.6 million pixels instantly raised the industry's psychological expectations for VR displays. VR glasses are close to the eyes. In the case of insufficient resolution and insufficient pixels, users will see the pixels on the screen, resulting in a screen window effect. Ultra-high-definition display is undoubtedly a rigid demand for VR. Will there be a big leap in the resolution of VR headsets in 2018? Can the OLED, which has always been high hopes, become the standard configuration of VR lenses?

"Regardless of the marketing level or the technical exploration level, Pimax 8K is very meaningful. The mainstream manufacturers' choice of relatively low-resolution panels is the result of consideration and balance in many aspects such as cost, reliability, and adaptability. Whether it is from the perspective of panoramic images (video level) or graphics card rendering capabilities, 8K devices will lack the corresponding content and ecology for a long time, but the general direction and trend of resolution improvement will not change." Chi Xiaoyu Told reporters.

In addition to the lack of content, OLED production capacity and cost are also barriers to VR display. OLEDs with low visual persistence have always been favored by major VR manufacturers. HTC Vive, Oculus Rift, and PSVR are all fans of OLED. The Oculus Go and Xiaomi VR all-in-ones retain the LCD lens, and the "outstanding" Pimax also uses a customized LCD screen. In an interview with the media, the person in charge of Pimax said that the maturity of the high-resolution AMOLED process needs to be improved, and there is a lack of mature solutions at the 8K level.

To launch a high-resolution, high-refresh rate VR helmet, there seems to be only two ways before VR manufacturers: improve the OLED process, or optimize the LCD technology. Pimax and Valve both proposed the latter's solution, and Google also joined hands with Sharp for related research and development.

"The superimposition of the platform's graphics computing power, rendering image transmission speed, system spatial positioning and interaction speed, and other factors that cause system delays, will weaken the display refresh speed advantage of OLED relative to LCD. At the same time, after decades of development, LCD Relatively emerging OLEDs have obvious advantages in terms of cost, reliability, supply chain, and resolution. Of course, with the development of technology and market, the output, cost, and reliability of OLEDs in the future will still be closer to or may partly surpass LCDs. "Chi Xiaoyu told reporters.

He also believes that in 2018, mainstream headsets will have both 2K products and 4K products. With the improvement of display panel resolution and graphics hardware computing power, VR headsets may reach or approach 60PPD (the number of pixels seen per degree in the field of view) in 3 to 5 years, the best viewing resolution of the human eye .

Interactive upgrade

Real touch and natural interaction

The interactive mode represents the operation logic of the VR device. If 2017 is the year when major manufacturers launch inside-outside solutions, 2018 will hopefully usher in a more immersive and subversive interactive experience and interactive prototype.

The hand is regarded as the best carrier for human-computer interaction. Luo Zixiong, head of VR of Hammer Technology, pointed out that hands are not suitable for long-term interaction and need to cooperate with "placement." The VR somatosensory controller is to the VR helmet, the mouse is to the computer, and the touch screen is to the mobile phone. It is the key to the immersive experience. The improvement of interaction flexibility, accuracy and the addition of tactile feedback may become the focus of gesture interaction.

On the basis of Oculus Touch, Valve has launched the "five-finger collaboration" Knuckles, the thumb control touch panel, the index trigger trigger, the middle finger, the ring finger, and the little finger all have special sensors on the grip. The buckle design that fits the back of the hand secures Knuckles on the hand. Compared with the hand strap design of Oculus Touch, Knuckles users can free up all the joints of their hands for interaction.

Due to the uncertain delivery time, Valve Knuckles did not launch with partner HTC’s Vive Pro as predicted by the industry, nor did it become HTC’s second-generation controller. But Knuckles can be compatible with any device of HTCVive, becoming a major benefit for game developers and enthusiasts.

At the CES exhibition, VR glove manufacturers such as Sense Glove let users feel the "real" tactility of touching virtual things through components such as motors, controllers, and drive boards. At present, it seems that tactile feedback still has several "blockers": one is the inability to feel the texture and texture of virtual objects; the other is the inability to feel weight when picking up or touching virtual objects; and the third is that some glove-type interactive devices cannot be based on human hands. Automatic calibration.

In PC VR, head-hand interaction has taken the initiative from the very beginning. In the all-in-one machine, this kind of interaction has just begun. At present, Pico uses Qualcomm's solution for head interaction and ultrasonic positioning for hand interaction. In Liu Kai's view, despite the relative lack of content and ecology, all-in-one devices have a chance to catch up.

"PC VR introduced head-to-hand 6DOF interaction from the very beginning. This is the initial interaction direction of VR. This content form and support form exist. We hope to work with developers and HTC and other partners based on the standard of all-in-one hardware. Develop more content." Liu Kai said.

With an eye-tracking camera and EEG (electroencephalography) sensor, the VR helmet from Looxid Labs won the CES Best Innovation Award. Users can move their perspective by turning their eyes. The EGG sensor combines the user's eye movements to track the user's emotional changes and brain activity through algorithms, providing ideas for the application of virtual reality in the medical industry. Currently, Looxid VR is scheduled to go on sale in February, and Sense Glove is scheduled to be shipped in July. In 2018, consumers are expected to experience more diverse and interesting interaction methods.

Spring Terminal

Spring-type terminals are new types of spring-type terminals, which have been widely used in the world's electrical and electronic engineering industries: lighting, elevator control, instrumentation, power, chemistry, and automotive power.


If the terminal block is black, one of the possibilities is not necessarily burning black, oxidation may also be black. So how to verify whether it is burnt black? The method we take is to wipe it with a finger. If it can be wiped off, like soot, it is the black substance formed by oxidation, which can only be ground off with sandpaper or a file.

Spring Terminal,Spring Push-In Terminal Block,Spring Clamp Terminal Block,Spring Terminal Block For Pcb

Sichuan Xinlian electronic science and technology Company , https://www.sztmlch.com