About VR will faint, Microsoft found a low-cost solution

As we all know, a big drawback of current VR is that it will give people a sense of dizziness when they wear it for a long time, especially for vulnerable groups such as children and the elderly. One of the main reasons is the broadness of the field of vision. The human eye has a full 180-degree coverage and today even the best VR is only 120 degrees. Although the loss of the peripheral field of view does not bring serious flaws to the picture, it can make people feel uncomfortable with VR. This sense of incompatibility is an important reason why many users are dizzy.


(Source: yahoo)

Although major VR R&D institutions are working to solve this problem, they all face different levels of problems, such as the cost of the solution is too high, or the effect is not obvious. However, Microsoft researchers have recently developed a very "economic" solution and are also compatible with different types of VR.

The principle used by Microsoft is very simple: Although the human eye has a 180-degree vision in reality, the surrounding vision is relatively ambiguous, except that the central vision is relatively clear. Then you don't need to spend a lot of time to render the entire field of vision, but you can solve the problem of the field of vision simply by simulating a fuzzy peripheral interface.

The solution is to install dozens of LED lights around the main display screen. These LED lights will change in different colors depending on the user's peripheral vision, just like the camera blur effect. Researchers have successfully installed more than 70 LED lights around the Oculus Rift to successfully expand the visual field of the VR helmet. This will not only increase the experience of VR, but also reduce the sensation of dizziness when wearing VR.


(Source: Microsoft)

However, it is a pity that Microsoft did not disclose whether or when the technology will actually be used in VR products, but it is speculated that Microsoft will not adopt this technology on its HoloLens holographic glasses. The reason may be that HoloLens tends to display content. To superimpose user's real vision, increasing the VR visual field will affect the user experience.

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