Wireless wearables for virtual and augmented reality

Steven K. Feiner
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引用次数: 1

Abstract

Virtual Reality (VR) and Augmented Reality (AR) have been explored by researchers for nearly a half century. Over the past few years, however, VR has experienced a renaissance, as head-worn display developer kits have metamorphosed into early consumer products, all far superior to what most VR researchers previously had available. Meanwhile, AR head-worn display developer kits are being released, even as Pokémon Go has caused public awareness of hand-held AR to skyrocket. What role will wireless computing play in the future of wearable VR and AR systems? I will suggest some of the ways in which future wearable hardware, software, and user interfaces could benefit from wireless technology, and describe some of the performance constraints that wireless systems must meet for this to be possible. For example, in the quest to develop lightweight eyewear, it will be advantageous to move as much technology as possible off the head, to other parts of the body or to the nearby environment. This will demand reliably low latency and high throughput for the asymmetric round trip from head-worn sensors, to off-head processors, back to head-worn displays. Furthermore, when AR eyewear becomes commonplace, so will multi-user AR collaboration, and that means handling intricate interactions between users, both co-located and remote.
用于虚拟和增强现实的无线可穿戴设备
虚拟现实(VR)和增强现实(AR)已经被研究人员探索了近半个世纪。然而,在过去的几年里,VR经历了一次复兴,因为头戴式显示器开发工具包已经转变为早期的消费产品,远远优于大多数VR研究人员之前的产品。与此同时,AR头戴式显示器开发工具包正在发布,尽管《pokemon Go》已经引起了公众对手持AR的关注。无线计算将在未来的可穿戴式VR和AR系统中扮演什么角色?我将提出未来可穿戴硬件、软件和用户界面可以从无线技术中受益的一些方法,并描述无线系统必须满足的一些性能限制。例如,在开发轻量级眼镜的过程中,将尽可能多的技术从头部转移到身体的其他部位或附近环境将是有利的。这将需要可靠的低延迟和高吞吐量,以实现从头戴式传感器到非头戴式处理器,再到头戴式显示器的非对称往返。此外,当AR眼镜变得普遍时,多用户AR协作也将变得普遍,这意味着要处理用户之间复杂的交互,无论是在同一地点还是远程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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