How to VR — The 6 easy pieces

Anurag Syal
Frulix
Published in
9 min readApr 6, 2018

360° photos and 360° videos do not equal Virtual Reality. In its entirety, VR is a lot more immersive than a 360° shot.

The process of generating VR content is fairly complex but the result is equally amazing. It is now time to learn what it takes to render a VR setup useful and to completely immerse a person in it.

Quickie — 360° Shots, the basic form of immersion

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The experience that we call VR can be generated either by videos shot with a regular camera or through Computer-Generated Imagery popularly known as CGI. The techniques are fairly similar to the ones used for making 360° videos. The only difference being the addition of interactivity.

Simply put: A VR environment is a 360°-3D environment made interactive

How to create a 360°-3D environment? AND How to integrate the so-called human interaction with it?

– OR –

How to VR?

Well these days there are certain devices and technology available that make this easier than never before. Presenting to you the 6 problems of VR:

  • Vision
  • Physical Interaction — Displacement; Gesture Recognition and Motion
  • Tracking
  • Vibratory Sensation
  • Smell
  • Touch
  • Temperature

It is only by finding solutions to the above problems can we hope to deliver a completely immersive VR setup.

Note: Integration of “voice interaction” and “sensation of taste” are not included because of obvious reasons. One is too easy and the other is too silly.

Ability to replace reality
is what makes a VR experience perfect and worthy of trial

Alright, let us begin on that note… The 6 easy pieces of VR

Problem 1: Vision

What made us to move from viewing 3D movies in IMAX to watching Waiting for Love by Avicii in VR is this thing called — Field of View or FoV.

Based on your seats the most optimal FoV you can get in a normal cinema is between 40°-50°.

For IMAX it ranges between 55°-70°.

So, when Oculus launched their first product DK1 with a whopping FoV of 110°, it became an instant hit.

But this ain’t enough. Normal people can easily see anything in a 180° FoV without even bobbing their heads or rolling their eyes. The maximum FoV for humans is said to be around 220°. This means that there is a lot of room for improvement in VR headsets when it comes to FoV.

A comparison for FOV

Here is a compilation of popular VR Headsets and their FoVs.

StarVR10°

VR Union Claire170°

Wearality Sky150°

HTC Vive, Oculus Rift (DK 1)110°

Dlodlo105°

Samsung Gear VR, Oculus Rift (DK 2), Sony Project Morpheus, Zeiss One VR, FOVE100°

Google Cardboard & Derivatives65–90

LG 360 VR80°

Avegant Glyph40°

Even though not major issues, parameters like screen resolution, color depth and flicker-rate also need an upgrade. But as we know that Samsung and LG keep coming up with innovative screens year after year, it is rest assured that the quality of display screens in VR headsets is not going to be a problem.

Solution to Problem 1 — Hyper Wide-Angle or 360° Headsets

Problem 2: Physical Interaction — Displacement, Gesture Recognition and Motion Tracking

The current VR technology lets inside a VR World and interact with it

It is only fair to assume that if you are inside a VR setup — you will want to move around, walk and observe the things happening around you. Unlike others, what makes Problem 2 a big one is not the backwardness of the technology, but that fact that a lot of ground needs to be covered to tackle this one. The job requires capturing every single body movement with utmost accuracy, phew!

Displacement

Virtuix Omni — First in the line of capturing walking, jogging and running in ALL directions

For a wholesome engaging experience it becomes pertinent to involve the user physically. The question of how to capture movements like walking and running bugged the technologists for a while.

The remedy is now ready: Omni-directional or All-direction Treadmills. Yeah I know, ODTs or ADTs, puh-tay-toh or puh-taah-toh. One and the same thing.

Last time I checked Virtuix launched the Virtuix Omni, world’s first VR movement-capture platform which includes an all-direction treadmill and supporting products. See what Linus has to say about it here.

WizDish is yet another promising venture in this sector. The WizDish ROVR full pack comes with an omni-directional treadmill and matching shoes for just under $1000.

Gesture Recognition and Motion Tracking

Hand-gesture recognition algorithms now are sophisticated enough to recognize movements of our fingers around joints

In VR, the system needs to know what part of your body was moved, what kind of gesture you made and what action has to be performed by the system as a response.

Have you ever noticed those automatic doors that open or close when a person stands in front of them? Or those fancy taps in the washroom of a mall that automatically pour water once you place your hands under it? All this is possible because of motion sensors. And they are used for VR too.

From recognizing basic hand movements to full-fledged dance moves, Kinect has come a long way

Kinect by Microsoft and Nintendo Wii were some of the first gaming consoles to feature motion tracking and they did pretty well.

Though VR requires a lot more tracking than the above systems a significant part of this problem can be solved just by optimally placing the sensors.

Last year we saw some of the laptops equipped with the Intel RealSense technology. With that Intel is making progress at its own pace. Also, HTC and Valve VR paired-up and engaged in a battle with the Oculus-Leap Motion duo for Who’s the hottest couple in motion tracking and gesture recognition. Team HTC-Valve VR are a bit ahead with their product HTC Vive getting a lot of attention. They also have secured a tie-up with Steam VR.

Head-to-Head: Oculus — HTC Vive — Sony PS VR

Google’s Project Tango is another motion tracking framework developed for Virtual Reality’s younger sibling Augmented Reality.

Google’s Project Tango aims at recreating rooms using just a mobile phone

Solution to Problem 2 — Omni-directional Treadmills, Infra-Red sensors, Ultrasonic rangers

Problem 3: Sensation for Vibration

Specialized VR Suits, that come with built in vibration pads and motion sensors

Vibrations, shakes and those small movements are necessary for a person to get an actual feel of the scene. Normally anyone would prefer a car with a gasoline engine over a diesel one, why? One reason — lesser vibrations. We subconsciously record all such shakes and movements and associate them with an object in the ongoing scene. When asked later about our experience, we say — That car was good, the ride felt smooth.

What vibrations and shakes are to VR is the same as what a bass guitarist is to a rock band or what sugar is to milk. You can go ahead without them but that doesn’t mean they are optional. They provide that harmonious rhythmic connect with the scene thereby providing a higher degree of immersion.

KOR-FX with their haptic vest and Crowson Tech are seemingly working on this aspect of VR.

Solution to Problem 3 — Wearable haptic shakers and vibrators

Problem 4: Smell

A prototype of VR smell inducers being tested on HTC Vive

By far, this is the most crucial yet neglected component of a VR setup. Part of this is because it is not easy to implement.

It is the sensation of smell that makes you go to the kitchen and ask your mom to serve you that chicken stew she has been cooking. Even without tasting it you know that it’s going to be delicious.

Where there is a way there is the will, OR was it the other way round? FeelReal have come up with their Nirvana VR helmet. Till now they have sampled 35 unique ‘smells’ including fragrances for ocean, gunpowder, coffee etc. Plus they also have an option to customize a mix or request an entirely new one. They deliver smells packed in 1 mL cartridges priced at just $4.99 each. This is indeed breathtaking! Pun intended.

Solution to Problem 4 — Odorizers

Problem 5: Touch

Inducing sense of touch using vibrations, at the same time taking input

Sense of touch is the most difficult one to emulate. Hands down. Believe me when I say, it’s not tough as in Rocky-Balboa-tough. It is Mohammad-freaking-Ali-tough.

Imagine
Sand, is it golden-yellow or is it grainy?
Silk, does it remind you of something supple or something soft?
Or consider water — What color is it? Does it have a smell? Or is it wet?

Some objects are to be remembered by their touch. PERIOD.

The idea of surfaces that can be programmed to change their texture at will has been around for a while. Nonetheless, even today the ways of implementation are elusive to even the most respected of all engineers. This shall require a few major breakthroughs in the field of haptic systems and nano-technology. It may take months or maybe years to develop a successful prototype.

Disney made news when it revealed its AirReal technology. Although a major milestone for this segment, its efficacy for VR is doubtful.

Disney’s AirReal in action

Problem 6: Temperature

The Tesla Studios company (which is not connected with Elon Mask, Tesla Motors and Tesla Energy) prepares a modular suit of augmented reality Tesla Suit for the beginning of sales. It will be compatible to devices of virtual reality and video game consoles and will allow to feel not only vibration, but also temperature.

This is that one element of nature which has a bitter-sweet relationship with all of us. With VR it’s no different. Too cold and it will be Siberia. Too hot and we will be in midst of the Atacama desert.

The muddle with temperature is that ONE of the solutions is just TOO apparent. An air conditioner and a radiator is all you need to emulate the correct temperature, right?

Nope.

PowerClaw by Vivoxie — Built to induce Heat, Cold, Vibration, Roughness

Think about it for a second:
How do you mimic a plate of cold steel then?
Or that feel of warmth near a bonfire?

Intriguing, isn’t it?

But worry not. Power Claw by Vivoxie, a haptic glove, is one such solution. It lets you feel not just the temperature but also the texture of a surface to some extent. The supported range is 4–40 °C which is 39–104 °F.

Solution to Problem 6 — Thermo-haptic gloves, Thermo-active tactile surfaces

IN Conclusion

A VR setup that recreates the experience of diving

A question still remains unanswered,

Is implementing VR tougher than recreating a scene in reality itself?

I think, for now, yes.

At present, climbing the Mount Everest and reaching the summit is more economical than its VR alternative.

Currently visiting the Niagara falls is cheaper than its VR substitute. But affordability and safety do not necessarily go hand-in-hand.

What if you want to go scuba-diving at the great barrier reef but you are too afraid of the ocean?

What if you want to meet the President of US face-to-face and you get nothing but a refusal? With VR such things are possible.

Though it is tough and expensive to create a perfect VR setup there are no second thoughts about its utility. Except for the display technology most of the other assisting technologies are either incipient or mildly developed. The support structure is nascent.

With evolution of the ecosystem recreating reality in VR with outright fidelity will not only become affordable, but also seamless and effortless.

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