增强现实与虚拟现实_到底什么是虚拟现实
增強現實與虛擬現實
The objective of this article is to introduce virtual reality (VR) by describing and explaining the history around it. Examples of hardware and peripherals will be covered as well as applications of virtual reality in various settings beyond gaming. By the end, one will have a clear idea about this technology, the tools required for it and the many benefits of using VR in different environments and settings.
噸他的目標本文是通過描述和解釋周圍的歷史,介紹虛擬現實(VR)。 除了游戲之外,還將介紹硬件和外圍設備的示例以及虛擬現實在各種環境中的應用。 到最后,人們將對這項技術,所需的工具以及在不同環境和設置中使用VR的諸多好處有一個清晰的認識。
虛擬現實的定義和歷史 (Definition and history of Virtual Reality)
Virtual reality can be described as a computer-generated virtual world that is three dimensional and can be explored by its user. The user can touch and move objects in this virtual world and become so immersed within it that it feels like real life.
虛擬現實可以描述為三維的計算機生成的虛擬世界,用戶可以對其進行探索。 用戶可以觸摸和移動該虛擬世界中的對象,并沉浸在其中,以至于感覺像是現實生活。
Virtual reality first became possible in the 1950s by cinematographer Morton Heilig who built a single user console called Sensorama. This was basically the very first three-dimensional television. By the 1960’s computer scientists such as Jaron Lanier, Douglas Engelbart, and Ivan Sutherland were excited and keen to research and experiment with new forms of technology such as input devices, user interfaces, multimedia and 360 degrees user experience.
電影攝影師Morton Heilig在1950年代首次實現了虛擬現實,他建立了一個名為Sensorama的單一用戶控制臺。 這基本上是第一臺三維電視。 到1960年代,Jaron Lanier, Douglas Engelbart和Ivan Sutherland等計算機科學家對研究和試驗新形式的技術(例如輸入設備,用戶界面,多媒體和360度用戶體驗)感到興奮和熱衷。
Due to increased interest in virtual worlds, further developments were made with Virtual Reality over time, combined improvements such as an increase in processing speed, improved graphics cards, advances in interactive technologies, and web 2.0. Improvements in the movie and television industries also contributed to developments in virtual reality. Virtual worlds such as ‘Second Life’ were now possible enabling the user to fully engage with these environments in ways which we had never previously considered.
由于對虛擬世界的興趣不斷增長,隨著時間的流逝,虛擬現實技術得到了進一步的發展,包括諸如處理速度的提高,圖形卡的改進,交互技術的進步以及Web 2.0的綜合改進。 影視行業的進步也促進了虛擬現實的發展。 現在可以使用諸如“第二人生”之類的虛擬世界,使用戶能夠以我們以前從未考慮過的方式完全參與這些環境。
During the 1990s Nintendo made a large financial investment on VR hardware. They were working towards transmitting images to the gamer via a virtual reality headgear and the goal was to provide an affordable game console. The Nintendo Virtual Boy was released in 1995 at a cost of $180. It was unsuccessful and it was discontinued the following year because of the high-end hardware that is used.
在1990年代,任天堂在VR硬件上投入了大量資金。 他們正在努力通過虛擬現實頭飾將圖像傳輸給游戲玩家,目的是提供價格合理的游戲機。 Nintendo Virtual Boy于1995年發布,售價為180美元。 它沒有成功,由于使用了高端硬件,因此于次年停產。
So it was back to the drawing board for Nintendo to invent a new generation in gaming, and in 2006 they launched the Wii. Nintendo claimed they were:
因此,任天堂發明了新一代游戲,回到了制圖板上,并于2006年推出了Wii。 任天堂聲稱他們是:
“introducing a new generation in gaming, the Wii moves you with unprecedented gameplay experiences that take the fun to a whole new level.” - Nintendo
“ Wii引入了新一代的游戲,為您帶來了前所未有的游戲體驗,將娛樂帶入了一個全新的高度。” -任天堂
The Nintendo Wii uses a handheld controller for the gamer to engage with objects on the game in front of them and as a result, change the interaction.
Nintendo Wii使用一個手持控制器,讓玩家與游戲對象互動,從而改變他們之間的互動。
硬件和外設 (Hardware and peripherals)
The main difference between virtual reality tools of the past and the present is that the bulky looking gear which was uncomfortable and expensive, has, become more affordable, smaller, lighter and therefore more comfortable and easier to use. The bulky head-mounted display (HMD) has been replaced by lighter models which fit more comfortably over the eyes and face.
過去和現在的虛擬現實工具之間的主要區別在于,笨拙的齒輪既不舒適又昂貴,已經變得更實惠,更小,更輕便,因此更舒適,更易于使用。 笨重的頭戴式顯示器(HMD)已被更輕巧的型號取代,它們更舒適地貼在眼睛和面部上。
Photo by Christine Sandu on Unsplash 克里斯汀·桑杜( Christine Sandu)在Unsplash上的照片消費者虛擬現實和計算機游戲的新起點(A new beginning for consumer Virtual Reality and computer gaming)
The oculus rift has made a big impact since the consumer version got released in 2015. In a few short years, it has gone from strength to strength in its development. With Mark Zuckerberg’s recent $2 billion acquisition of the company, the stage is set for great things to happen in the form of virtual reality in movies and games.
自2015年發布消費版以來,oculus裂痕就產生了巨大的影響。在短短的幾年中,它的發展日漸強大。 隨著馬克·扎克伯格(Mark Zuckerberg)最近以20億美元的價格收購該公司,以電影和游戲中的虛擬現實形式發生的大事情已經準備就緒。
This technology could and probably will be, used in a wide range of industries with other companies as well, like Sony, with its version called “Morpheus” which is currently in development, The Virtual Reality stage will be set for the modern consumer. Oculus development started as a crowdfunding campaign at Kickstarter, where they were able to raise over $2 million. The money was then spent on design and manufacture of the “Development Kit 1”. The kit was aimed at software developers who create games for Virtual Reality or incorporate it into existing software solutions.
這項技術可能而且也將與其他公司一起在廣泛的行業中使用,例如索尼(Sony)正在開發其名為“ Morpheus”的版本,虛擬現實階段將為現代消費者提供。 Oculus的開發始于Kickstarter的眾籌活動,在那里他們籌集了超過200萬美元。 然后,這筆錢花在了“開發套件1”的設計和制造上。 該工具包面向為虛擬現實創建游戲或將其合并到現有軟件解決方案中的軟件開發人員。
In 2014 the “Development Kit 2” was released with enhanced features like “positional tracking” and “Low persistence OLED display”. Previous incarnations of Virtual Reality had many bugs in its system and created nausea with consumers. The visual quality was not good enough for the technology to reach the level of sales it had hoped for. It does seem like the time could be right for consumer Virtual Reality now.
2014年發布了“開發套件2”,具有增強的功能,例如“位置跟蹤”和“低持久性OLED顯示屏”。 虛擬現實的先前版本在其系統中存在許多錯誤,并引起了消費者的惡心。 視覺質量不足以使該技術達到其希望的銷售水平。 看起來現在是消費者虛擬現實的合適時機。
The gaming industry will play a big part in the success of this Virtual Reality technology, and luckily many big games are being developed that will be Oculus Rift Compatible. Oculus will be the frontrunner provider of the Virtual Reality technology, while games developers like David Braben's “Frontier Developments” and Chris Roberts “Cloud Imperium Games” are working on the big space simulator games called “Elite Dangerous” and “Star Citizen”. These games place the player in the cockpits of Starfighter space ships, so with the incorporation of Virtual Reality technology like the Oculus Rift, the player will be able to have a full range of head movement around the cockpit, which will give the effect of actually being there.
游戲業將在這種虛擬現實技術的成功中扮演重要角色,幸運的是,正在開發許多與Oculus Rift兼容的大型游戲。 Oculus將成為虛擬現實技術的領先提供商,而像David Braben的“ Frontier Developments”和Chris Roberts的“ Cloud Imperium Games”這樣的游戲開發商正在開發名為“ Elite Dangerous”和“ Star Citizen”的大型太空模擬器游戲。 這些游戲將玩家放置在Starfighter太空飛船的駕駛艙中,因此,通過整合虛擬現實技術(如Oculus Rift),玩家將能夠在駕駛艙內進行全方位的頭部運動,從而獲得真正的效果。在那里。
Space Sims are perfect for Virtual Reality as the player is sitting at their desk playing on the computer controlling a character that is also sitting down in the cockpit. This will give the effect of realism and immerse the player into the game more and making the whole experience more believable.
Space Sims非常適合虛擬現實,因為玩家坐在他們的辦公桌前,在計算機上控制著也坐在駕駛艙里的角色。 這將產生逼真的效果,并使玩家更多地沉浸在游戲中,并使整個體驗更加可信。
Iggy Pi from Iggy Pi在PixabayPixabay上發布Star Citizen is the biggest crowdfunded computer games project in history raising over $300 million to this point and still rising. This game will be “Rift Compatible” and will be a showcase example of how virtual reality can be used in a computer game. Chris Roberts, the developer of Star Citizen has always produced games that push computer technology to its limits. That is why his games are always visually impressive. Combine that with the freedom of movement that Virtual Reality can bring and result will be an impressive, fun experience for the consumer. This game is also going to allow walking around starships and hangers, which should also make good use of VR technology.
Star Citizen是有史以來最大的眾籌計算機游戲項目,迄今為止籌集了超過3億美元的資金,并且仍在上升。 該游戲將是“與Rift兼容的”游戲,并且將是在計算機游戲中如何使用虛擬現實的展示示例。 《星際公民》的開發商克里斯·羅伯茨( Chris Roberts)一直生產將計算機技術推向極限的游戲。 這就是為什么他的比賽在視覺上總是令人印象深刻的原因。 結合虛擬現實可以帶來的行動自由和結果,這將為消費者帶來令人印象深刻且有趣的體驗。 該游戲還將允許在星際飛船和衣架上四處走動,這也應充分利用VR技術。
Hopefully, the development will continue and more and more games and software get developed for Oculus and its competitors so that the technology that is VR finally finds a permanent place in the lives of the modern average consumer, as opposed to the false starts that have happened in the past.
希望這一發展將繼續下去,并為Oculus及其競爭對手開發越來越多的游戲和軟件,從而使VR技術最終在現代普通消費者的生活中找到永久的位置,而不是發生了錯誤的開始以往。
數據手套 (Data gloves)
Photo by XR Expo on UnsplashXR Expo在Unsplash上的照片Gloves have always been a part of Virtual Reality equipment from the very start, although they were not developed for this initially. It can be said, however, that data gloves can be used in many working environments as well as gaming now. AnthroTronix, for example, developed the glove with the U.S. Department of Defense for robotic control.
手套從一開始就一直是虛擬現實設備的一部分,盡管最初并不是為此而開發的。 可以說,數據手套現在可以用于許多工作環境以及游戲中。 例如,AnthroTronix與美國國防部共同開發了用于機器人控制的手套。
Quite how data gloves work however can differ. Some gloves measure finger extension through the use of fibre-optic cables and light which passes through the cables through to the sensor. Depending on how the user moves, holds and curves his fingers determines the amount of light that makes it to the sensor. If the user makes a fist, for example, less light will make it to the sensor, which in turn sends the data to the Virtual Reality processing unit.
但是,數據手套的工作原理可能會有所不同。 一些手套通過使用光纖電纜和穿過電纜直達傳感器的光來測量手指的伸直。 根據用戶的移動,握住和彎曲手指的方式,確定進入傳感器的光量。 例如,如果用戶握緊拳頭,則將較少的光線照射到傳感器上,該傳感器會將數據發送到虛擬現實處理單元。
A cheaper option is the gloves that use strips of flexible material coated in an electrically conductive ink to measure a user’s hand and finger positions. As the user moves their fingers it changes the electrical resistance along the strips accordingly. Although these gloves are not as accurate than fibre-optic gloves, they are still very effective and are much more affordable.
較便宜的選擇是使用涂有導電墨水的柔性材料條來測量用戶的手和手指位置的手套。 當用戶移動其手指時,其沿條帶相應地改變電阻。 盡管這些手套的準確性不如光纖手套,但它們仍然非常有效,而且價格更便宜。
If a user needs the most accurate and responsive glove on the market, a dexterous hand master (DHM) comes recommended as the best. This data glove attaches to the user’s finger joints with mechanical links, rather like an endoskeleton. Attached to each of these links are sensors, measuring each finger joint’s movement. These gloves are bulky and cumbersome however they are more accurate than either fibre-optic gloves or those using an electrically conductive material.
如果用戶需要市場上最準確,React最快的手套,則建議最好使用靈巧的手托(DHM)。 這種數據手套通過機械鏈接附在用戶的手指關節上,就像骨骼一樣。 每個鏈接都連接有傳感器,用于測量每個手指關節的運動。 這些手套笨重且笨重,但是它們比光纖手套或使用導電材料的手套更精確。
觸覺 (Haptics)
Haptics technology is defined as:
觸覺技術定義為:
“the science of applying the touch sensation and control to interaction with computer applications. By using specific devices (joysticks, data gloves, for example), users can receive feedback from computer applications in the form of felt sensations in the hand or other parts of the body” - WhatIs.com
“將觸摸感應和控制應用于與計算機應用程序交互的科學。 通過使用特定的設備(例如操縱桿,數據手套),用戶可以以手或身體其他部位的感覺形式從計算機應用程序接收反饋。”- WhatIs.com
In combination with a virtual reality scene, haptics technology can be used to train people for tasks that require fine hand-eye coordination, such as surgery and learning to become a fighter pilot. It can also be used for games in which you feel interactions with the images.
結合虛擬現實場景,觸覺技術可用于培訓人員完成需要良好手眼協調的任務,例如手術和學習成為戰斗機飛行員。 它也可以用于您感覺與圖像互動的游戲。
Many of the earliest haptic feedback devises on the market used electromagnetic technologies such as vibratory motors. A vibrating alert in a mobile phone or a voice coil in a speaker is an example of such where a central mass is moved by an applied magnetic field. Now, in the fourth generation of haptics development, many technology companies are researching pressure-sensitive technology.
市場上許多最早的觸覺反饋都采用了電磁技術,例如振動電機。 移動電話中的振動警報或揚聲器中的音圈就是這樣的例子,其中,中心質量通過施加的磁場而移動。 現在,在第四代觸覺技術的發展中,許多技術公司正在研究壓敏技術。
Photo by Minh Pham on Unsplash Minh Pham在Unsplash上拍攝的照片谷歌眼鏡(Google glass)
A few years back, Google released Google Glass. The purpose of Google Glass is to augment your reality, but as Google experiment and research their new product, there is a strong possibility that a virtual reality contact lens could be invented.
幾年前,谷歌發布了谷歌眼鏡。 Google Glass的目的是增強您的真實感,但是隨著Google對新產品進行實驗和研究時,很可能會發明出虛擬現實隱形眼鏡。
The Google Glass is a piece of prism-shaped glass which can project images on top of your existing vision. It is operated by voice commands, a touchscreen, and head movements. It is attached to a headset similar to a spectacle frame with only a square glass positioned in front of one eye.
Google眼鏡是一塊棱鏡形的玻璃,可以將圖像投射到您現有的視覺上。 它通過語音命令,觸摸屏和頭部移動來操作。 它連接到類似于眼鏡架的頭戴式耳機,只將一只方形玻璃放在一只眼睛的前面。
虛擬現實的應用 (Applications of Virtual Reality)
The list of applications for Virtual Reality is endless and it is proving to be useful in ways which had never been thought possible. Virtual reality provides enormous benefits to us. These can include for example:
虛擬現實的應用程序列表不勝枚舉,并且它以從未被認為可能的方式證明是有用的。 虛擬現實為我們帶來了巨大的利益。 這些可以包括例如:
- Medicine 藥物
- The Military軍隊
- Architecture建筑
- Art and Design藝術與設計
- The Entertainment Industry娛樂業
- Education and schooling教育與學校
- Business and Finance商業與金融
- The media媒體
- Sport運動
- The treatment and study of phobias恐懼癥的治療和研究
- Visualisations, e.g. astronomy可視化,例如天文學
- The study and treatment of addictions成癮的研究與治療
- Forecasting weather天氣預報
- Historical, e.g. re-creating ancient civilisations歷史的,例如重建古代文明
- Data analysis數據分析
軍事中的虛擬現實(Virtual Reality in the military)
A successful fully immersive virtual simulation training programme for American Soldiers was used at Fort Bragg. The Dismounted Soldier Training System is still available for the military to practice and improve their Soldiers’ training in a fully immersive, virtual reality environment. This system allows the users to engage in dangerous military tasks in a timely, safe and more cost-effective manner.
布拉格堡成功地為美國士兵使用了完全沉浸式虛擬仿真訓練程序。 軍人仍然可以使用“下裝士兵訓練系統”,以在完全身臨其境的虛擬現實環境中練習和改善士兵的訓練。 該系統使用戶能夠及時,安全且更具成本效益的方式從事危險的軍事任務。
“I can see us in the future using this system to conduct rehearsals,” said Sgt. Charles Haywood, team leader, 1st Battalion, 505th Parachute Infantry Regiment, 3rd Brigade Combat Team, 82nd Airborne Division.
Sgt說:“我將來會看到我們使用此系統進行排練。” 查爾斯·海伍德( Charles Haywood) ,第505降落傘步兵團第1營團長,第82空降師第3旅戰斗隊。
The British Military (army, navy and air force) have also found virtual reality training to be of great benefit. It is used for training purposes for dangerous warfare, flight simulation and other areas of combat training without the risk of death, or injury to persons. Soldiers can practise scenes such as engaging the enemy in a particular environment, enabling them to become more accurate and confident. Another added benefit of Virtual Reality training is that is a far cheaper method, freeing up funds for other areas of the military budget.
英國軍方(陸軍,海軍和空軍)也發現虛擬現實培訓非常有用。 它用于危險戰爭,飛行模擬和其他戰斗訓練領域的訓練目的,而沒有死亡或人身傷害的危險。 士兵可以練習場景,例如在特定環境中與敵人交戰,從而使他們變得更加準確和自信。 虛擬現實培訓的另一個額外好處是,這種方法便宜得多,可以為軍事預算的其他領域騰出資金。
醫療保健中的虛擬現實 (Virtual Reality in healthcare)
Virtual reality in health care is the most exciting and useful tool in all areas of medicine, surgery and psychiatry. Surgical simulations can allow trainee surgeons to learn and practice surgery in a safe environment. Virtual reality can be used to treat psychological illnesses too such as post-traumatic stress disorder and phobias. A person suffering from agoraphobia can learn how to deal with their symptoms in a less threatening environment. The virtual reality treatment exposes the stressors for their condition which is gradually increased. This has the effect of increasing their ability to cope with new or unexpected situations.
衛生保健中的虛擬現實是醫學,外科和精神病學所有領域中最令人興奮和最有用的工具。 手術模擬可以使實習醫生在安全的環境中學習和實踐手術。 虛擬現實也可以用于治療心理疾病,例如創傷后應激障礙和恐懼癥。 患有恐懼癥的人可以學習如何在威脅較小的環境中應對癥狀。 虛擬現實治療使壓力源暴露于逐漸增加的狀況。 這具有增強他們應對新的或意外情況的能力的效果。
Medical experts in the UK and USA support the use of VR technologies and this usage has been divided into four application areas:
英國和美國的醫學專家支持VR技術的使用,這種使用已分為四個應用領域:
Surgery, including surgical navigation and robot-assisted surgery
手術,包括手術導航和機器人輔助手術
Medical Data Visualization, including, advanced image reconstruction (in 2, and 4 dimensions). Pre-operative planning and advanced analytical software tools
醫學數據可視化,包括高級圖像重建(2維和4維)。 術前計劃和高級分析軟件工具
Education and training, including virtual surgical simulators and simulators for medical procedures
教育和培訓,包括虛擬手術模擬器和醫療程序模擬器
Rehabilitation and therapy, including pain management, behavioural therapy, psychological therapy, physical rehabilitation, and motor skills training.
康復和治療,包括疼痛管理,行為治療,心理治療,身體康復和運動技能訓練。
The clinical benefits to all areas of healthcare using virtual reality technology are numerous. They can include improved patient outcomes through a reduction in medical errors, improvements with the minimally invasive surgical (MIS) technique, improved diagnosis, and vast improvements with psychological and motor rehabilitation.
使用虛擬現實技術對醫療保健所有領域的臨床益處都是無數的。 它們可以包括通過減少醫療錯誤來改善患者的預后,通過微創外科手術(MIS)技術進行的改善,改善的診斷以及在心理和運動康復方面的巨大改善。
虛擬現實和醫療保健的更多示例 (More examples of Virtual Reality and healthcare)
- Virtual reality in dentistry牙科虛擬現實
- Virtual reality in nursing護理中的虛擬現實
- Virtual reality therapies虛擬現實療法
- Virtual reality treatment for autism虛擬現實對孤獨癥的治療
- Virtual reality for the disabled殘疾人虛擬現實
- The HumanSim systemHumanSim系統
- Virtual reality diagnostics虛擬現實診斷
虛擬現實與天文學(Virtual reality and Astronomy)
The use of virtual reality in educating astronomy students is priceless. In the past, astronomers have struggled to elucidate the three-dimensional character of the Universe and probably the greatest value of Virtual Reality in astronomy is its power to allow users to visualise it. Astronomers can physically engage within the solar system, move planets, touch stars, observe comets and generally experiment with the Milky Way. Therefore they can gain a deeper understanding of how the solar system exists and how to manage catastrophes such as a comet heading towards earth.
在教育天文學的學生中使用虛擬現實是無價的。 過去,天文學家一直在努力闡明宇宙的三維特征,而虛擬現實在天文學中的最大價值可能是其使用戶可視化的能力。 天文學家可以在太陽系中進行物理活動,移動行星,觸摸恒星,觀察彗星并通常對銀河系進行實驗。 因此,他們可以更深入地了解太陽系的存在方式以及如何管理諸如彗星向地球這樣的災難。
結論 (Conclusion)
Since its very first inventions in the 1950s, virtual reality has enabled us to push boundaries in many areas of everyday life. After more than 60 years of development in areas such as computer processors, graphics cards, web 2.0, film, television and the media, virtual reality experiences are becoming far more lifelike and equipment is becoming smaller and more affordable. Virtual Reality can now provide a safe environment for training and treating personnel, which can cut the costs of human lives and financial budgets.
自1950年代首次發明以來,虛擬現實技術使我們能夠突破日常生活的許多領域。 經過在計算機處理器,圖形卡,Web 2.0,電影,電視和媒體等領域的60多年發展之后,虛擬現實體驗變得更加栩栩如生,設備變得更小且更便宜。 虛擬現實現在可以為人員的培訓和治療提供安全的環境,從而可以減少人命和財務預算。
It also helps us to improve our learning more than ever before in areas such as astronomy. Personal Computers and console games have improved at a fast rate and offer gamers excellent fun and close to real-life experiences. As scientist and inventors work further with this science (for example Oculus in California USA) there is hope that Virtual Reality equipment and experiences can become even more accessible with equipment becoming cheaper and smaller. Who knows how this technology will alter our loves over the next decade, but it will definitely be for the better.
它還可以幫助我們在天文學等領域比以往任何時候都提高學習水平。 個人計算機和控制臺游戲已得到快速改進,并為游戲玩家提供了絕佳的樂趣和接近真實的體驗。 隨著科學家和發明家進一步研究這門科學(例如美國加利福尼亞的Oculus),人們希望隨著設備變得越來越便宜和越來越小,虛擬現實設備和體驗將變得更加容易獲得。 誰知道該技術將如何在未來十年改變我們的愛情,但這絕對會變得更好。
翻譯自: https://medium.com/the-innovation/what-is-virtual-reality-exactly-2e9d435c8051
增強現實與虛擬現實
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