CN106990848B - Virtual reality anti-dizziness method and system - Google Patents
Virtual reality anti-dizziness method and system Download PDFInfo
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- CN106990848B CN106990848B CN201710229890.7A CN201710229890A CN106990848B CN 106990848 B CN106990848 B CN 106990848B CN 201710229890 A CN201710229890 A CN 201710229890A CN 106990848 B CN106990848 B CN 106990848B
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- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/012—Head tracking input arrangements
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- G—PHYSICS
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- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
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- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
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Abstract
The invention discloses a virtual reality anti-dizziness method and a system suitable for foreign language teaching, which are concretely realized by temporarily freezing or blurring display before eyes of a user after detecting head actions of the user by using a gyroscope, updating the display according to new head positions after the head actions stop, and simultaneously updating visible contents of new angles of the user in real time by using picture-in-picture while freezing the display, so that the user can conveniently determine the amplitude and the end point of the head actions.
Description
Technical Field
The invention relates to the field of virtual reality, in particular to a virtual reality anti-dizziness method and a virtual reality anti-dizziness system. A typical application of the method and system is foreign language teaching.
Background
Currently, virtual reality technology has made great progress. Various implementations (e.g., helmets, virtual reality glasses, etc.) are endless. However, the current implementation has a great disadvantage that it is easy to cause dizziness for users. The current idea for solving the problem is to increase the gyroscope measurement speed and the display update speed, but the method has high requirements on hardware, and the cost is increased.
Meanwhile, many students have tried to teach in the form of virtual reality, and teaching using virtual reality does not need to pursue real-time accurate response like games or other applications. If the anti-dizziness effect can be achieved by a lower cost method, the teaching based on virtual reality is expected to be widely applied.
Disclosure of Invention
In view of the above, a technical problem to be solved by the present invention is to provide a virtual reality anti-dizziness method, so as to reduce hardware cost and avoid dizziness of a user. The basic method is that the thought of improving the measuring speed and the display speed is abandoned, and the method of lens jump is adopted to intermittently update the picture in front of the eyes of the user.
A virtual reality anti-dizziness method, comprising: measuring head movements (rotation, pitching, etc.) or body movements of the user using a gyroscope; after detecting the user's motion, temporarily freezing (or blurring) the display in front of the user's eyes;
according to one embodiment of the method of the present invention, further, when detecting the user's action and temporarily freezing (or blurring) the display in front of the user's eyes, a small window is newly opened at a proper position, and a screen corresponding to the new head position is displayed at the small window according to the gyroscope output; such a multi-screen display may help the user estimate a new field of view and control the direction and magnitude of head rotation accordingly.
The invention aims to provide a virtual reality anti-dizziness system, so that the hardware cost is reduced and the dizziness phenomenon of a user is avoided.
A virtual reality anti-dizziness system comprising: a gyroscope for detecting head movements (rotation, pitching, etc.) or body movements of the user; the display facility is placed in front of the eyes and used for displaying the virtual reality scene; a blurring means disposed between the display means and the eyes of the user for blurring the user's field of view when the user moves; and the controller is used for controlling the fuzzy facility according to the gyroscope measurement.
According to an embodiment of the method of the invention, further the blurring means is a liquid crystal lattice composition. After the gyroscope detects head or body motion, the partial liquid crystal state in the dot matrix is changed, so that the vision of a user is temporarily obscured.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions of the prior art, the drawings that are needed in the embodiments or the description of the prior art will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings can be obtained according to these drawings without inventive effort to a person skilled in the art.
Fig. 1 is a flow chart of one embodiment of a virtual reality anti-dizziness method according to the present invention.
Fig. 2 is a schematic diagram of a multi-screen display of one embodiment of a virtual reality anti-dizziness method according to the present invention.
Fig. 3 is a schematic diagram of one embodiment of a virtual reality anti-vertigo system according to the present invention.
Detailed Description
The present invention will now be described more fully hereinafter with reference to the accompanying drawings, in which exemplary embodiments of the invention are shown. The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Currently, virtual reality technology has made great progress. Various implementations (e.g., helmets, virtual reality glasses, etc.) are endless. However, the current implementation has a great disadvantage that it is easy to cause dizziness for users.
In fact, dizziness caused by virtual reality can be interpreted at least in a considerable part from the control theory point of view. For humans, the brain is the controller, the eyes are the sensors, and the muscles that control head movements are the actuators. In general, if the brain wishes to change the field of view, the corresponding muscles (actuators) will be commanded to cause head movements, and the scene obtained by the eye (sensor) should be comparable to the expected value. Dizziness may result if the scene acquired by the sensor during head movement deviates from the brain expectations.
Since head movements, field of view changes and human binocular ranging, use of tools, movements, etc. are closely related, humans have evolved to the point where this control-feedback loop can be quite elaborate. It is still difficult, if not impossible, to achieve such anastomosis with the current measurement and control means at a relatively high cost.
However, in certain situations, it is entirely possible to take another idea. The control-feedback closed loop is broken in the brain of a person, so that dizziness caused by virtual reality can be eliminated. Foreign language teaching is one such scenario. In teaching foreign languages using virtual reality, in many cases, a teacher/student or friend talk in a fixed scene or perform activities/communication in a relatively gentle movement. Obviously, the scene does not need to be accurately updated in real time only for the background and the purpose of teaching. This brings a new possibility of simulating the jump (montage) of the film lens, jumping (rather than continuous transition) between different viewing angles which are far apart, and this approach can break the control-feedback closed loop illusion inherent in the brain, thus achieving the anti-dizziness effect.
Fig. 1 is a flow chart of one embodiment of a virtual reality anti-dizziness method according to the present invention. As shown in fig. 1, using gyroscopes placed in virtual reality glasses or helmets, the user's head or body movements are detected, and once the movements exceed a certain preset threshold (which varies from person to person), the user's eye view is frozen. After the movement is stopped, a new visual field and a new display picture corresponding to the head position are obtained through calculation by a CPU or a GPU, and the visual field and the display picture are updated to a display facility. The resulting effect will be similar to the shot jump approach in movies, jumping directly from the old view to the new view.
In addition, the blurring effect can be added while the picture is frozen, so that the difference between the picture and the conventional movement cognition is increased, and a new reflection mechanism is formed in the human brain conveniently.
However, this practice, while viable, is not perfect. This is because the viewer is in a completely passive state while watching the movie, the viewing angle being completely determined by the director. In the virtual reality environment, the user wants to determine the viewing angle by himself even for teaching purposes only. At this time, the closed loop of control-feedback is completely broken, and the anti-dizziness can be realized, but the visual angle can be selected by people to communicate. It is therefore preferable to be able to partially preserve the closed loop of the control-feedback, for this purpose two methods can be used: the first method is to simply blur the picture, but the picture still changes with the motion, instead of freezing the picture when the user's head/body is in motion.
Another method is to use multiple pictures (picture-in-picture) as shown in fig. 2 when hardware is licensed. The method can also help the user to estimate a new visual field, control the action amplitude and the end point according to the new visual field, and improve the use experience. When detecting the head or body action of a user and temporarily freezing the display in front of the eyes of the user, a small window is newly opened at a proper position, and a picture corresponding to the new head position is displayed at the small window according to the output of a gyroscope (because the large picture has an anti-dizziness effect, the updating speed of the small picture can be lower, and the requirement on hardware is reduced; finally, after the movement is stopped, the display content of the small window is enlarged to the complete field of view (the small window disappears).
The picture-in-picture method not only uses a large picture to deceive the brain and achieve the effects of lens jump and anti-dizziness, but also uses a small picture to assist in predicting new fields of view and display contents, and reserves a closed loop of control-feedback, thus being a better implementation mode.
Further, fig. 2 shows a small screen only in the lower right corner, and in fact, the position of the small screen may be any position of upper left, lower left, upper right, lower right, etc. This is because, in general, when the head is rotated, the eyeball is rotated, so that the small screen is positioned at the lower right side when the head is rotated downward to the right. Similarly, the head rotates in other directions, and the small picture can be adjusted along with the position.
The anti-dizziness method for the virtual reality can achieve a good effect, but the method still has high requirements on the virtual reality equipment, and mainly comprises the steps that after the gyroscope detects the motion, the gyroscope needs to freeze or display in a fuzzy way as soon as possible. Some hysteresis affects the anti-dizziness effect. While low skew necessarily places higher demands on the control/computing power of the device and the real-time nature of the software (operating system). It is not really necessary to improve software real-time simply to reduce time lags and increase computing power. Additional hardware loops may be used to achieve better results.
As shown in fig. 3, one embodiment of a virtual reality anti-vertigo system comprises: a gyroscope for detecting head movements (rotation, pitching, etc.) or body movements of the user; the display facility is placed in front of the eyes and used for displaying the virtual reality scene; a blurring means placed between the display means and the eyes of the user for blurring the user's field of view when the user's head or body is moving; and the controller is used for controlling the fuzzy facility according to the gyroscope measurement.
The basic working principle of the system is similar to that of the previous method, and the display screen in front of the eyes of the user is temporarily obscured after the head action or the body action of the user is detected. The difference is that the gyroscope and the blurring facility and the controller may be additional facilities attached to the virtual reality display facility of the lower configuration. For example, the display facility may be a common android phone and virtual reality glasses used with the same, and the operation speed of the android phone and the speed of the built-in gyroscope may be slow. However, the gyroscope, the controller and the blurring mechanism which are arranged outside the display mechanism form an independent hardware loop, once the controller detects the motion by using the gyroscope, the blurring mechanism can instantly drive the blurring vision with extremely high response speed, and after the motion is stopped, the blurring mechanism is restored to a transparent state. The method can realize better anti-dizziness effect at much lower cost.
The blurring means in the above system may then consist of a liquid crystal lattice. The liquid crystal lattice is similar to the array in liquid crystal display, and the light transmission degree of each pixel point can be changed. Once the controller sends out a blurring instruction, part of liquid crystals in the liquid crystal lattice change state, and the corresponding pixel point is changed from full transparency to translucency, so that a blurring effect is achieved. Otherwise, the display can be changed from semitransparent to transparent to resume normal display. This principle is widely used in industry, so details thereof will not be repeated.
Furthermore, since the blurring means consists of liquid crystal, it is also possible to preserve the transparent state in a certain sub-area in the liquid crystal lattice, which corresponds to the small picture of the aforementioned picture-in-picture method, depending on the direction of the head motion detected by the gyroscope. And then the function of picture-in-picture of the display equipment is matched, so that the brain can be deceived by using a large picture, and a new field of view and display content can be predicted by using a small picture in an auxiliary mode. The combination can achieve the anti-dizziness effect, simultaneously reduce the requirement on hardware to the greatest extent, and keep the human brain control-feedback closed loop, so that the anti-dizziness device is the best implementation mode.
The description of the present invention has been presented for purposes of illustration and description, and is not intended to be exhaustive or limited to the invention in the form disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art. The embodiments were chosen and described in order to best explain the principles of the invention and the practical application, and to enable others of ordinary skill in the art to understand the invention for various embodiments with various modifications as are suited to the particular use contemplated.
Claims (2)
1. The utility model provides a system for virtual reality prevents vertigo, its characterized in that helps preventing virtual reality user's vertigo, and its structure includes:
a gyroscope for detecting head or body movements of the user;
the display facility is used for displaying the virtual reality scene;
the blurring device consists of a liquid crystal lattice and is arranged between the display device and eyes of a user, and after receiving an instruction of the controller, the transparency of part of pixels can be changed to achieve a blurring effect, so that the vision of the user is blurred when the head or the body of the user acts;
and the controller is used for controlling the fuzzy facility according to the gyroscope measurement.
2. The system of claim 1, wherein:
when the head or the body of a user moves, the liquid crystal lattice on the blurring facility still has a part of transparent areas, and the liquid crystal lattice is matched with the picture-in-picture of the display facility to help the user to determine the action amplitude and the end point.
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CN108334323A (en) * | 2018-02-02 | 2018-07-27 | 苏州超科医通信息科技有限公司 | The development approach of VR medical teaching engines |
CN108446090A (en) * | 2018-03-28 | 2018-08-24 | 河南中医药大学 | A kind of virtual reality anti-dazzle method and system being suitable for complicated teaching scene |
CN109696959B (en) * | 2018-11-30 | 2022-09-27 | 歌尔光学科技有限公司 | Picture display method, equipment and storage medium |
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