Qualcomm Wireless VR Leader: How to Create an Immersive Experience with Mobile VR

Recently, the "Virtual Reality 'International Cooperation, Open and Win-win Summit Forum and Industry Standards' Conference" was held in Beijing. The conference officially released the universal standard of the virtual reality head-mounted display device and became the hot topic of discussion in the VR industry.

Picture from Qualcomm Xiaolong 835 mobile platform Asia debut conference

In the theme sharing session of the forum, as the top chip design manufacturer in the virtual reality industry, Guo Peng, the VR leader of Qualcomm Wireless (China) Co., Ltd., shared with the guests how to build mobile, audio, and user interaction. The immersive experience of VR.

Guo Peng believes that if we say that we are committed to the development of connecting people and people in the past 30 years, we will be committed to the development of the connection of all things, people and people, people and things, and things and things in the next 30 years. Virtual reality will be the industry of the future. One of the main directions of development. So far, the ability to vigorously develop virtual reality has been available. First, in terms of ecologically driven factors, the content of virtual reality such as video games is becoming more and more abundant, and the Internet economy is also becoming more and more developed. From the hardware point of view, technology has gradually matured. This includes CPU processing capabilities, screen capabilities, and other capabilities. "VR technology has reached maturity and has become a consumer-grade device that can be used by ordinary people."

He further pointed out that the vigorous development of the mobile industry has greatly accelerated the development speed of mobile VR, and the mobile VR industry can borrow the advantage of the scale effect of the current mobile phone industry; and the mobile phone's experience in the rapid design cycle can also help the virtual reality industry to develop quickly. Launched mobile products.

Guo Peng pointed out that creating an immersive experience on mobile VR requires three aspects: visual, auditory and user interaction. All three are indispensable.

The first is visual quality. In VR devices, users need to be in a very narrow display space to achieve a very large field of vision, so the device's display capability is particularly important. With the ability to display, optical corrective measures are also very important, so as to give the human eye a real look and feel. Creating devices and applications with such capabilities requires technologies that combine both hardware and software.

Followed by voice. When playing VR games or watching VR videos, our head and body are constantly moving, and the sound source will change according to the user's movement trajectory. How to determine the change of the size and frequency of the sound in real time according to the motion of the head and the movement of the sound source, this is the job that the audio module needs to accomplish.

In addition, some advanced acoustic applications, such as games and panoramic videos, may be in different spaces. For example, in a closed space and an open space, the sounds heard by the users are completely different. This requires late-stage spatial positioning. Reverberation or other measures.

The third is intuitive interaction. For virtual reality, interaction is crucial. The problem that needs to be tackled first is delay. Why is it that many people quickly get dizzy when they use VR? One important reason is that the delay is too great. When the user's head moves, the image changes too slowly. A delay of more than 40 milliseconds can give people a feeling of discomfort. Under normal circumstances, the delay needs to be less than 20 milliseconds, 15 milliseconds or even 12 milliseconds, which will give the user a better experience. To achieve this effect, we need to do a lot of work.

In addition, users may wish to free their hands when playing VR games, so gesture recognition is very important. Qualcomm and the industry's leading gesture recognition technology company have reached in-depth cooperation. When the user is playing a VR application, the system can see changes in the fingers of the user's hands, which can free the hands and throw away the game controller.

Guo Peng said that the VR era has come. Qualcomm selected close partners to jointly develop VR equipment or prototypes that meet the above concepts, and then promote them to the entire industry, and finally commercialize them. At the same time, the VR industry at the upstream of the chip and the VR industry to promote the continuation of the virtual reality industry. development of.

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