Nothing Special   »   [go: up one dir, main page]

Talk:Virtual reality: Difference between revisions

Content deleted Content added
Assessment: banner shell, Computing, −Cognitive science, −Human–Computer Interaction (Rater)
Cewbot (talk | contribs)
m Maintain {{WPBS}}: 14 WikiProject templates. The article is listed in the level 5 page: Computer science.
 
(16 intermediate revisions by 13 users not shown)
Line 1:
{{afd-merged-from|VR privacy concerns|VR privacy concerns|28 December 2023}}
{{Talkheader|archive_age=365}}
{{British English}}
{{WikiProject banner shell|class=B|collapsed=yes|vital=yes|1=
Line 6:
{{WikiProject Neuroscience|importance=Low}}
{{WikiProject Robotics|importance=top}}
{{WikiProject Technology|importance=High|b1 = y| b2 = y | b3 = y | b4 = y | b5 = y | b6 = y}}
{{WikiProject Video games |class=B |importance=High|listas=}}
{{WikiProject Visual arts }}
{{WikiProject Computer graphics|importance=High}}
Line 30:
|1=https://archive.org/details/theone-magazine-28/page/n125/mode/2up
}}
 
==Relationship between display and field of view==
 
The section "Relationship between display and field of view" tried an interesting idea, namely to derive an ''immersive index''. However, this is not established knowledge and Wikipedia rules do not allow for what is called original research ([[WP:NOR]]). I copied the previous version below, in case somebody has a [[Wikipedia:Verifiability|reliable source]] for it.
I kept the first part of the section and edited it to be factually correct.
[[User:Strasburger|Strasburger]] ([[User talk:Strasburger|talk]]) 12:07, 20 December 2022 (UTC)
'''Old version''':
[[File:Immersive Index FOV.larger.jpg|thumb|In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.]]
'''Relationship between display and field of view''':
We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap. Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision,<ref>{{Cite journal|last=Strasburger|first=Hans|date=2019-12-06|title=Seven myths on crowding and peripheral vision|url=http://dx.doi.org/10.7287/peerj.preprints.27353v4|access-date=2021-11-11|website=dx.doi.org|doi=10.7287/peerj.preprints.27353v4|s2cid=210138212}}</ref> which varies from one person to another. So we conservatively take the average, i.e. 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV.
 
In theory,
 
<math>\frac{\mbox{Display Area}}{\frac{1}{6}\times4\pi\mathsf{R}^2}=\mbox{Immersive Index }</math>
 
In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.
 
<math>\frac{\mbox{Display Area}}{\frac{1}{6}\times\bigl(2\pi\mathsf{R}\bigr)^2}=\mbox{Immersive Index }</math>
 
== Maybe-salvageable draft ==
 
It looks like in November of 2021 [[User:Joseita Tesolin|Joseita Tesolin]] forked this article with the intent to merge back an improved version, but did the merge-back incorrectly, so nothing was ever actually added to mainspace. See [[Special:PageHistory/User:Joseita Tesolin/Virtual reality]]. I haven't looked too closely at what {{they|Joseita Tesolin}} added, but perhaps someone wants to take a look and see if any of it can be salvaged for use in this article? <span class="nowrap"> <span style="font-family:courier">-- [[User:Tamzin|<span style="color:#E6007A">Tamzin</span>]]</span><sup>[''[[User talk:Tamzin|<span style="color:#E6007A">cetacean needed</span>]]'']</sup> (she&#124;they&#124;xe)</span> 07:36, 12 January 2023 (UTC)
 
== "Future Forecast"? ==
Line 97 ⟶ 74:
'''Source:''' DU Yuchen, YANG Qiaoju, ZHAO Huifang, MA Mengyuan. Progress in application of virtual reality in prevention and treatment of childhood obesity[J]. CHINESE JOURNAL OF SCHOOL HEALTH, 2023, 44(1): 157-160. '''doi: 10.16835/j.cnki.1000-9817.2023.01.035''' [[User:Acetylcholine|Acetylcholine]] ([[User talk:Acetylcholine|talk]]) 14:05, 23 September 2023 (UTC)
:These all appear to be primary sources. [[WP:MEDRS]] requires secondary sources for biomedical claims. [[User:CodeTalker|CodeTalker]] ([[User talk:CodeTalker|talk]]) 06:36, 24 September 2023 (UTC)
 
== editing the product time line ==
 
would it be alright to add the quest 3 into the history section
 
[[User:StrasburgerConBeagle|StrasburgerConBeagle]] ([[User talk:StrasburgerConBeagle|talk]]) 1223:0732, 202 DecemberMarch 20222024 (UTC)
 
:Hi there! I’ve added it in, along with the Meta Quest Pro :) [[User:Geesi|Geesi]] ([[User talk:Geesi|talk]]) 16:37, 18 July 2024 (UTC)
 
== Not necessarily ==
 
Virtual reality can refer to any virtual reality-emulating experience, not just a "3D" near-eye one. [[Special:Contributions/69.174.140.205|69.174.140.205]] ([[User talk:69.174.140.205|talk]]) 12:11, 19 May 2024 (UTC)