ICG Appendix 1
Oculus rift dk2
歐陽明 教授 Ming Ouhyoung
Oculus rift & rift DK2
Specification
Resolution
960 x 1080 per eye
Viewing
Optics 100° Field of View (nominal)
Sensors: Gyroscope,
Accelerometer, Magnetometer
Low Persistence OLED Display
DK2 uses a low persistence OLED display t o eliminate motion blur and judder, two of th e biggest contributors to simulator sickness.
Low persistence makes the scene appear vi sually stable, increasing the potential for pre sence.
Low Latency: Built-In Latency Te ster
Oculus has built a latency testing syste m into DK2. Real-time microsecond pre cision measurement of motion-to-photo n latency lets you optimize your VR exp erience.
Outline:
Will VR Meet Your goals ?
Is VR the Appropriate Medium ?
What Makes an Application a Good Candidiate f or VR?
Creating a VR Application.
Adapting from other Media.
Will VR Meet Your goals ?
Safety
Marketing
Cost savings
Profit
Conveying ideas as artistic expression
Improved ability to examine and explore 3D data
Entertainment or escapism
Improved quality of life
Is VR the Appropriate Medium?
Moby Dick(or The Whale)
Citizen Kane
Directed by Orson Welles
What Makes an Application a Good Candidiate for VR?
A key component of VR : real time interface.
VR relies on a 3-D environment, tasks that a re inherently 1-D or 2-D are not likely take a dvantage of VR.
The imprecision and lag in current tracking methods, as well as relatively slow computa tion, makes tasks that require a very close r egistration with the real world a difficult targe ts.
Most VR devices are oriented toward visual and audio display. Because of this, there ha s been less work done for applications whic h use haptic display.
There are many problems for which the sam e benefits and problem solving capabilities o f simulation can be extended to the medium of VR.
Problems that cannot be tackled in the physical world.
Problems that cannot be studied safely.
Problems that cannot be experimented with due to co st constraints.
Problems in “What if?” studies.
Creating a VR Application
How ?
Familiarize yourself with the medium of VR t o the greatest extent feasible .
VR experiences .
VR hardware devices .
You may derive your VR experience from th ree sources (1)another medium , (2) an exis ting VR application , (3) scratch .
Adapting from Other Media
It often does not work to indiscriminately tra nsfer content from old medium to VR:
In transferring a book to a movie, a scree nwriter adapts the narrative from the textual to the visual.
VR is an inherently an interactive medium; t herefore, the simple transference of content from sequential media makes little sense.