After understanding how the different senses, stimulus and sense organ works together to provide virtual reality to the user it is also vital to know how it works technically.
The recent take-off of virtual reality and its vast application has enabled many companies to emerge for different ideas to create contents. There are two ways of creating content for your virtual reality app:
Taking 360-degree video is the easiest means of creating VR content. In case of 360 videos you will not be able to interact with the environment except for looking around. We also can see lots of 360 videos and it is now supported in Facebook and Youtube. Which has enabled people to upload lots of content online.
To create 360 degree video you will require a special 360 camera and with better resolution. Next step is filming where you need to maintain camera in still position or with even motion, else it would cause motion sickness for the viewer. You can also edit your video using softwares to reduce any issues while filming.
Taking 360-degree video will enable us to create content of real world but if we want to create more advanced and interactive application. Compared to 360-degree video which will let user view world from one point, 3D creation can allow us to create content where users can move in virtual world.
Easy way is to capture 3D model of real world and develop the experience. The other way is use game engine like Unity and Unreal Engine. There are lot of engine available now which would allow developers not only to create game but also for other 3D construction.
Field of View (FOV)refers to how wide the picture is [Chinese girl ref] and is measured based on the degree of display. It also provides a realistic perception of the environment landscape. Today the most high-end headsets has 100 or 110 degree which is sufficient for most of the VR content available.
“Frame rate refers to the frequency (rate) at which the display screen shows consecutive images, which are also called frames”. In VR, minimum frame rate required is approximately 60 frames per second to avoid content stuttering or other side effects to users and to have a lifelike experience. Frame rates for VR headsets will increases inevitalbly in future providing more realistic experience.
The immersive applications also depends on naturalness of the simulation. Latency refers to the amount of time it takes for an image displayed in a user’s headset to catch up to their changing head position. Latency can also the thought of as a delay, and is measured in milliseconds (ms). In order for an experience to feel real, latency usually needs to be in the range of 20 milliseconds (ms) or less. Low latency is needed to make the human brain accept the virtual environment as real.