At present, VR interaction is still being explored and researched, and the combination with various high-tech will make VR interaction infinite possibilities. VR will not have a universal means of interaction, and its interaction has a richer form than flat graphic interaction. The article will summarize the nine interactive modes of virtual reality and their development status.
Realize interaction with
"eye tracking"
Eye tracking technology is considered by most VR practitioners to be an important technological breakthrough to solve the problem of vertigo in virtual reality helmets. Oculus founder Palmer Rach once called eye tracking technology "the heart of VR" because it detects the position of the human eye and can provide the best 3D effect for the current viewing angle, making the VR headset present The image is more natural and the delay is smaller, which can greatly increase the playability. At the same time, since the eye tracking technology can know the real gaze point of the human eye, the depth of field of the viewpoint position on the virtual object can be obtained. Eye tracking technology is definitely worthy of close attention by practitioners. However, despite the fact that many companies are studying eye tracking technology, none of the solutions are satisfactory.
Realize interaction with "motion
capture"
The motion capture system allows users to gain complete immersion and truly "enter" the virtual world. There are not many motion capture systems specifically for VR. Motion capture devices on the market will only be used in certain super-heavy scenes, because they have inherent ease-of-use thresholds that require users to spend a long time wearing and calibrating them before they can be used. In contrast, optical devices such as Kinect may also be used in some scenes that do not require high precision. Whole body motion capture is not necessary in many occasions, and a major pain point of its interactive design is that there is no feedback, and it is difficult for users to feel that their operations are effective.
Realize interaction with "EMG
simulation"
Realize interaction with "tactile
feedback"
Realize interaction with "voice"
VR users will not pay attention to the instruction text in the visual center, but look around and constantly discover and explore. Some graphical instructions can interfere with their immersion in VR, so the best way is to use voice and not interfere with the world around them they are observing. At this time, if the user interacts with the VR world by voice, it will be more natural, and it is everywhere and all the time, the user does not need to move the head and look for them, and can communicate with them in any direction and any corner
Realize interaction with "direction
tracking"
Direction tracking can be used to control the user's direction in VR. However, if you use direction tracking, space may be limited in many cases, and you may not be able to turn it around when you adjust the direction. The interaction designer gave a solution to reset the direction of the current gaze, but the problem still exists. It is possible that the user is tired of playing and weakens the comfort.
Realize interaction with "real venue"
The super-heavy interactive virtual reality theme park The Void adopts this approach, which is to create a freely movable real site that is completely consistent with the walls, barriers and boundaries of the virtual world. This real site is carefully planned through levels and Scene design can bring users a good experience that various peripherals cannot. The virtual world is built on the physical world, so that users can feel the surrounding objects and use real props, such as lanterns, swords, guns, etc. Chinese media call it "the strongest entertainment facility on the surface." The disadvantage of this is that the scale and investment are large, and it can only be applied to a specific virtual scene, and it is limited in the wide range of scene applications.
Realize interaction with "gesture"
Realize interaction with "sensor"
Sensors can help people interact naturally with the multi-dimensional VR information environment. For example, people entering the virtual world not only want to sit there, they also want to be able to walk around in the virtual world, but at present these are basically produced by various sensors on the device, such as smart induction loops and temperature sensors. , Photosensitive sensors, pressure sensors, vision sensors, etc., can make the skin produce corresponding sensations through pulsed current, or transmit various perceptions such as touch and smell in the game to the brain. The existing application sensor equipment experience is not high, and many breakthroughs are needed in technology. For example, the universal treadmill, the current experience is not good, such a treadmill can not actually provide a feeling close to real movement. Another example is StompzVR, which uses inertial sensors on the feet to walk in place instead of forward. There is also a full-body VR suit Teslasuit, which can feel the changes in the virtual reality environment.