The latest concept of Oculus headphones with electronic varifocal lenses



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Half Dome 2 is a smaller and lighter version of this product: it weighs 200 grams less than its predecessor. Although its field of view is narrower than that of the previous prototype (with a 140-degree field of view), it is still 20% larger than that of Oculus Quest. The zoom system uses voice coil actuators and flexible hinge networks. Compared to the original Half Dome, parts are quieter, have less friction and are more durable.

The progress made by Facebook with Half Dome 3 seems much more substantial. The variable focus system of this headset rejects moving mechanical parts for an electronic version, which greatly contributes to making the Half Dome 3 even smaller than other prototypes, while eliminating noise and vibration.

Oculus Half Dome 3 Demonstration of Focus "data-caption =" Oculus Half Dome 3 Focus Demonstration "data-credit =" Facebook "src =" https://s.yimg.com/os/creatr-uploaded-images/2019 -09 / ee369360-dfcb-11e9-bff7-3a833fdabab5 "data-mep =" 3044218 "/></p>
<p>According to the blog Oculus, it includes a "new type of liquid crystal lens consisting of an alternating stack of two flat optical elements: polarization-dependent lenses (PDL) and switchable half wave plates", according to the blog Oculus . "By stacking a series of PDLs and switchable half wave plates, we are able to achieve smooth variable focal lengths that allow you to comfortably and seamlessly adjust your focus in the headset."</p>
<p>With six liquid crystal lenses, the system can traverse 64 focal planes (the number doubles with each additional lens) for smooth transitions between focal depths. When a goal is disabled, it focuses on a remote object, namely the plant in the GIF below. If it is lit, in this case, in orange, it focuses on a closer object, the dinosaur.</p>
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In the end, Abrash and Facebook expect these advances to make the time spent in virtual reality more comfortable, potentially opening the door to virtual collaborative workspaces where you could stay for hours at a time. In Abrash's vision for such spaces, you have "the ability to interact with a real environment and use a keyboard and mouse, share virtual space with other people and manipulate real objects and virtual with your hands, with haptic functions. " feedback. "Of course, more harmonious transitions between focal depths would also be beneficial for games.

Since it is only prototypes of helmets and the work is at the research stage, this vision is far from being acquired. So do not expect to spend all day in virtual reality meetings at any time unless your boss or client is sadistic.

Follow all the latest news from Oculus Connect 6 here!

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