My idea for a HMD like the Oculus DK2
Posted: Fri Dec 19, 2014 12:18 am
First off let me say that I don't own any VR type helmet yet, but I have been avidly reading up on the technology used in it and think I can make some assumptions on what would make a nice VR helmet based solely on being a avid reader enthusiast for VR helmets like the OCULUS VR.
So here goes nothing.
I read that having the immersion is based on the field of view being 120 degrees. And in this type of setup having cinematic visuals makes people queasy. That's not worth it imh, to have a VR helmet that you can't watch your favorite action movie in or jumpy fast visuals. So there is a compromise necessary to get the fast cinematic and have the largest field of view.
I find that having a field of view of 52 degrees approximately is what lets me watch action filled cinematic visuals that jump the camera quickly from scene to scene.
Now with that said you have the screen door effect in regular oculus dk2 helmets resolved, by having the screen pulled further away from the eyes so you get the 52 degree field of view you also lose the screen door effect and now everything looks crystal clear resolution wise.
So you have the oculus dk2 helmet in my idea, but the screen has only 52 degrees of view that means the screen s further from the eyes than it is ow in the oculus dk2 helmet, and this then resolves the screen door effect but it compromises the immersion effect.
By having less field of view you lose total immersion but gain not ever being nauseous and having any type of video jumpy or not being shown with no headache or sick feeling.
This would be essential for games like call or duty that have notorious shaky cameras.
Now the head tracking and hand tracking, you have a black room that the person in VR is in. And you can see the persons moving head and hands by the light they cast onto a Japanese paper wall.
Not a real Japanese paper wall, but it is semi translucent so that it can catch light from the person on the inside so you see the light on the wall.
This would look like an Indian sweat lodge, that has part of the dome be paper that you can see the lights on the person moving behind the paper.
The dome is like an igloo that is what makes the room dark.
Now on the persons head is a laser, like a pen laser, and it shines onto the paper wall. Then a camera on the other side of the paper wall in the regular room, not necessarily dark room, looks at the wall and then matches the laser light to the person head movement.
This gives instantaneous head tracking.
The gloves on the persons hands glow like the movie "tron legacy" clothes. They may also have a thermal property, that a thermal camera and regular camera can see the light from the hands move.
There is a reset position the person holds their hands in that is where the hands in VR start to move from so the camera sees the hands move from the starting position and then the person sees their hands move in VR.
Then if there is drift they just move their hands to the reset position.
Now for control you have the PlayStation move wand. The controls work like this;
"In playstation 3 the game Socom confrontation, the right stick controls where you look, and the left stick controls movement forward backwards side to side.
If you point the soldier to look somewhere then the left stick presses up meaning forward, the soldier moves forward to where he is facing which is where the right stick is pointing or has just pointed to."
So the headset is the one stick and the PlayStation wand thumb stick is the other stick.
The headset is the looking stick, the Wand is the moving stick.
Now to get the PlayStation controller so you have L1 and L2 buttons, you include another Move wand, but the new Move wand stick doesn't move where you look the headset does that.
And that is my idea for a VR headset, control, and tracking.
https://www.youtube.com/watch?v=LQ5wTHM1zkw
So here goes nothing.
I read that having the immersion is based on the field of view being 120 degrees. And in this type of setup having cinematic visuals makes people queasy. That's not worth it imh, to have a VR helmet that you can't watch your favorite action movie in or jumpy fast visuals. So there is a compromise necessary to get the fast cinematic and have the largest field of view.
I find that having a field of view of 52 degrees approximately is what lets me watch action filled cinematic visuals that jump the camera quickly from scene to scene.
Now with that said you have the screen door effect in regular oculus dk2 helmets resolved, by having the screen pulled further away from the eyes so you get the 52 degree field of view you also lose the screen door effect and now everything looks crystal clear resolution wise.
So you have the oculus dk2 helmet in my idea, but the screen has only 52 degrees of view that means the screen s further from the eyes than it is ow in the oculus dk2 helmet, and this then resolves the screen door effect but it compromises the immersion effect.
By having less field of view you lose total immersion but gain not ever being nauseous and having any type of video jumpy or not being shown with no headache or sick feeling.
This would be essential for games like call or duty that have notorious shaky cameras.
Now the head tracking and hand tracking, you have a black room that the person in VR is in. And you can see the persons moving head and hands by the light they cast onto a Japanese paper wall.
Not a real Japanese paper wall, but it is semi translucent so that it can catch light from the person on the inside so you see the light on the wall.
This would look like an Indian sweat lodge, that has part of the dome be paper that you can see the lights on the person moving behind the paper.
The dome is like an igloo that is what makes the room dark.
Now on the persons head is a laser, like a pen laser, and it shines onto the paper wall. Then a camera on the other side of the paper wall in the regular room, not necessarily dark room, looks at the wall and then matches the laser light to the person head movement.
This gives instantaneous head tracking.
The gloves on the persons hands glow like the movie "tron legacy" clothes. They may also have a thermal property, that a thermal camera and regular camera can see the light from the hands move.
There is a reset position the person holds their hands in that is where the hands in VR start to move from so the camera sees the hands move from the starting position and then the person sees their hands move in VR.
Then if there is drift they just move their hands to the reset position.
Now for control you have the PlayStation move wand. The controls work like this;
"In playstation 3 the game Socom confrontation, the right stick controls where you look, and the left stick controls movement forward backwards side to side.
If you point the soldier to look somewhere then the left stick presses up meaning forward, the soldier moves forward to where he is facing which is where the right stick is pointing or has just pointed to."
So the headset is the one stick and the PlayStation wand thumb stick is the other stick.
The headset is the looking stick, the Wand is the moving stick.
Now to get the PlayStation controller so you have L1 and L2 buttons, you include another Move wand, but the new Move wand stick doesn't move where you look the headset does that.
And that is my idea for a VR headset, control, and tracking.
https://www.youtube.com/watch?v=LQ5wTHM1zkw