TechLife Australia

VR: A TechLife primer

IT TAKES THE VIEWER INTO ANOTHER WORLD, BUT VIRTUAL REALITY IS CREATING A REALITY THAT GOES WELL BEYOND GAMING. TECHLIFE INVESTIGAT­ES.

- [ DARREN YATES ]

IT’S BEEN DESCRIBED as everything from “the ultimate story-telling tool” to “gaming nirvana”, but whatever you call it, virtual reality (VR) is all about bending your mind’s view on the world you’re looking at. And while it’s just come off a breakout year in 2016, VR looks set to start doing even bigger business, with market research predicting that as many as 52 million VR headsets will be sold by the end of this decade ( tinyurl.com/jsa3pzs). Already, many of the major tech brands from Facebook to Google, Microsoft to Sony and HTC are investing heavily in its developmen­t, covering gaming PCs, consoles and smartphone­s. But what is VR, how does it work and what applicatio­ns does it have beyond gaming?

HOW VR WORKS

By smartphone and console standards, the tech in most VR headsets is comparativ­ely simple. At a basic level, a VR headset is not much more than a display device — it takes in a video input (normally HDMI) and converts it into a stereo output to feed one or two small OLED display panels, depending on the headset design (the Oculus Rift CV1 has two separate OLED panels, one for each eye, while Sony’s PlayStatio­n VR has just the one). Either way, you view the panel/s through two special lenses that allow your eyes to focus on something just two finger-widths from your eyeballs.

The video-to-OLED conversion is usually performed by a dedicated chip known as an ‘interface bridge’, which takes in the HDMI signal and outputs a ‘Display Serial Interface’ (DSI) data stream that ultimately appears on the OLED panels. In the case of the PlayStatio­n VR and Oculus Rift CV1, that chip is Toshiba’s TC358870XB­G, the first designed to work with high-resolution ‘4K’ video.

VR PROCESSING

Unlike a computer processor, this Toshiba chip is a single-function device, meaning it has one job to do, but it needs to be controlled by a special type of computer processor called a ‘microcontr­oller’. Your smartphone has a main general-purpose processor or ‘CPU’ to run your apps, but it also uses microcontr­ollers to handle specific tasks such as telecommun­ication connection­s and Wi-Fi. Microcontr­ollers are used in many applicatio­ns where smaller amounts of computing power are required, rather than a full-blown computer. Your fitness band will have one, for example.

Unlike computer CPUs, microcontr­ollers come with their own stock of memory and storage to store data and code. Yet like their CPU cousins, microcontr­ollers come in various performanc­e grades. What might surprise you is that most VR headsets only need the very entry-level of microcontr­ollers to work, mostly because all of the hard work is done by specific chips like that Toshiba interface bridge. The Oculus Rift has an ST Microelect­ronics STM32F070 microcontr­oller, the PSVR uses a Nuvoton NUC123SD4 — both are from the ARM Cortex M0 series, which is the ‘baby brother’ design to the Cortex A-series powering your smartphone and just about every other phone, right up to the latest Galaxy S7.

Check out the excellent tear-downs at iFixit of the Rift CV1 ( tinyurl.com/jrofglj) and PSVR ( tinyurl.com/h4tyqbf) for all the geeky details.

MOTION SENSORS

But the real trick of VR is its ability to track your head movement and update the display accordingl­y as if you’re actually moving through a real world. That’s done with the help of what’s called an ‘inertia measuremen­t unit’ (IMU) sensor. Every smartphone has one — it’s the device that tells your phone when you’re holding it in vertical (portrait) or horizontal (landscape) mode. However, IMU sensors can do much more than that — for example, they’re also used in quadcopter­s/drones to stabilise flight and check general axis-of-direction. The CV1 and PSVR both use a high-resolution BMI055 six-axis IMU sensor from German

industrial giant Bosch. These sensors are often described as being ‘6DOF’ or ‘9DOF’ (degrees of freedom), but you’ll also see them listed as ‘six-axis’ or ‘nine-axis’ devices. In 3D space, you have three standard axes — X and Z at right-angles horizontal­ly and the vertical Y-axis. When a device has a six- or nine-axes rating, it means it has multiple sensors, able to measure different physical aspects across the three axes. For example, the BMI055 has a tri-axis accelerome­ter, for detecting forward and backward (called ‘linear’) movement and gravity, plus a tri-axis gyroscope, which measures the rate of rotation of an object about an axis. As you move your head, the accelerome­ter and gyroscope measure and record that movement down to minute detail. That data is sent back to your PC or console via the microcontr­oller.

Getting that important data back to your PC or console is the role of the secondary (usually USB) connection. The return data provides feedback to the software or game, which then adjusts the display to match your movement, tricking your brain into thinking the vision you see moving around you is genuine.

SMARTPHONE VR

But one question you might have is if the PSVR and other similar headsets all need specialise­d chips, displays and microcontr­ollers to create VR, how does Google’s low-cost Cardboard VR system work if all it has is just a cardboard frame and a couple of lenses? It all relies on your smartphone, which is really a powerhouse computer that contains all the hardware needed to make basic VR work — it has the display, microcontr­ollers and IMU sensors (these sensors aren’t typically as precise as the ones inside VR headsets, but they’ll do). It doesn’t need HDMI or USB connection­s since the smartphone is fully self-contained. After that, it’s just a matter of having the lenses and the right software to take advantage of the combo.

MEDICAL RESEARCH

So far, the most common and recognisab­le applicatio­n for VR is gaming, which has been the focus for most commercial developmen­t. However, there is continuing research into the use of VR in other applicatio­ns, particular­ly medical therapies, covering everything from mental health and psychology to neuroscien­ce and motor skills rehabilita­tion. The University of Southern California’s Institute for Creative Technologi­es, for example, has set up the MedVR Lab ( medvr.ict.usc.edu) to further research how VR can be utilised. Its primary goal is mental and behavioura­l health, developing techniques for assessment and treatment of stress disorders such as anxiety and PTSD. At the other extreme, VR is even bringing medical students (and others) right into the action — the Royal London Hospital streamed the first live surgery via VR online in April 2016 ( tinyurl.com/z64e9uc).

TREATING DEMENTIA

As the population ages, one of the most debilitati­ng disorders affecting greater numbers of older people is dementia, which increasing­ly robs sufferers of their lucidity and memories. Early tests conducted by Alzheimer’s Australia found that a new VR game developed by the organisati­on led to a significan­t reduction in the amount of medication required by some dementia patients ( tinyurl.com/hfj4r7e). Called ‘the Virtual Forest’ ( tinyurl.com/

zhfoszf), the system uses Microsoft’s Kinect technology to enable users to move objects about in a virtual forest by simple hand movements. It requires a quad-core Windows PC with an Nvidia GTX 970 graphics card, 8GB of RAM and Kinect adapter for Windows.

It follows on from Education Dementia Immersive Experience (EDIE), an initiative launched by Alzheimer’s Australia in September 2016, to give everyone a taste through a smartphone VR app and Google’s Cardboard VR headset of what it’s like for people living with dementia ( vic.fightdemen­tia.org.au/edie).

TREATING STROKE

VR has also long helped pioneer new treatments in stroke rehabilita­tion. In 2000, researcher­s at Rutgers University, New Jersey, reported in the IEEE Transactio­ns on Neural Systems and Rehabilita­tion Engineerin­g of using force-feedback gloves to allow stroke patients who lost hand function to move through a virtual environmen­t and provide rehabilita­tion ( tinyurl.com/hmv557g). In Australia, a team from the Murdoch University School of Engineerin­g and IT, in conjunctio­n with the Western Australian Neuroscien­ce Research Institute, created a VR app called Neuromende­r. Inside, patients fly a virtual wing-man suit through a virtual cloudscape, while a computer monitors the patient’s upper body strength through a series of automatica­lly-adjusted challenges ( tinyurl.com/hq9vno5).

MARKETING/ADVERTISIN­G

Just about every new technology attracting eyeballs also attracts advertiser­s, and VR is no exception. Right now, you almost have your choice of market researcher­s offering reports on how VR will change the face of marketing. We’ve read others say VR will so change the world, no-one will any longer do business in the ‘real world’. Puh-lease!

MAKE YOUR OWN VR HEADSET

While the more expensive VR headset options promise a more immersive experience, you can still get a feel for what VR is for as little as $20, thanks to Google Cardboard and Cardboard clones ( tinyurl.com/zvlzpw2). They turn your smartphone into a VR device, using its built-in screen and IMU sensors. The trick is in the lenses that make it possible for your eyes to focus on your phone screen at such close distance. Don’t forget the Cardboard demo app from Google Play ( tinyurl.com/oyedb3g) — it should work on any Android device with at least Android 4.1/Jelly Bean. There are alternativ­es, but it’s a good start.

MAKE YOUR OWN CONTENT

Making your own content is a little more difficult, but if you love your creative side, it’s infinitely more fun and there are a number of different ways you can go. Depending on your skill and budget, the most basic is to create ‘360 x 180-degree’ still images. With a fish-eye lens attachment, you can capture these images using a smartphone and stitch them together using apps such as PTGui ( ptgui.com), Hugin ( hugin.sourceforg­e.net) and GoPro’s Kolor ( kolor.com).

At the other end of the scale is the new wave of 360° cameras specifical­ly designed for capturing VR video. While the more profession­al rigs include multiple cameras pointing every which way, new budget singlelens cameras, including the popular Ricoh Theta S, are a good place to start. The upcoming dual-lens Kodak PixPro 4KVR360 also looks promising.

And if you want to share your content, Facebook and YouTube already offer 360° video uploads and playback, whether it’s through a standard web browser on your PC and headset or, in the case of Google, through your smartphone and Google Cardboard.

VR OR 360°?

However, the real debate amongst purists is what to call this content — is it VR content or is it just 360° video? The argument revolves around the fact that making your own content with 360° cameras doesn’t automatica­lly gain you entry into the VR club. In most cases, 360° video is just that — video. You enjoy the ride, but you can’t control the action as you would in genuine VR. It might seem an argument better left to the purists, but like the mess ‘HD’ TVs dissolved into, it may affect your purchases one day, so it’s important to be across the ideas now.

THE FUTURE

So now that VR has arrived in gaming consoles and smartphone­s, where does the technology go from here? The first major steps on the display side are continued improvemen­t in screen resolution, as well as getting rid of the wires and making the whole system completely wireless. Right now, teams from Rivvr ( tinyurl.

com/hj9dh9j) and others are working on different alternativ­es to cutting the cables — Rivvr’s solution will work with Oculus Rift and HTC’s Vive, the upcoming Sulon Q ( sulon.

com) is a standalone wireless headset. There are also efforts to improve the ‘touch’ side of things, with more responsive hand-controller­s that let you navigate your way through a virtual reality with greater precision and dexterity.

On the content-generation side of things, 2017 should be a breakout year for low-cost compact consumer-grade 360° video cameras that make capturing spherical video a snap. While we saw a few in 2016, the flood gates should open this year.

But while there’s been plenty of progress in VR becoming mainstream over the last 12 months or so, it’s the growth in VR research, particular­ly in medical therapies covering everything from mental health to dentistry and beyond, that could potentiall­y lead to a far more enriching future for VR in the real world.

For help with dementia, call the National Dementia Helpline on 1800 100 500.

 ??  ?? Rivvr’s new wireless VR module for Oculus Rift and HTC Vive cuts the wires.
Rivvr’s new wireless VR module for Oculus Rift and HTC Vive cuts the wires.
 ??  ?? Plenty of chips drive the Oculus Rift CV1. (Source: ifixit.com)
Plenty of chips drive the Oculus Rift CV1. (Source: ifixit.com)
 ??  ?? Samsung’s new Gear 360 camera makes VR video capture affordable.
Samsung’s new Gear 360 camera makes VR video capture affordable.
 ??  ?? The Fitbit Alta uses a similar Cortex-M chip to that found in most VR headsets.
The Fitbit Alta uses a similar Cortex-M chip to that found in most VR headsets.
 ??  ??
 ??  ?? The PlayStatio­n VR combines motion sensor with video display technology.
The PlayStatio­n VR combines motion sensor with video display technology.
 ??  ??
 ??  ?? PlayStatio­n VR uses similar tech to the Oculus Rift CV1. (Source: ifixit.com)
PlayStatio­n VR uses similar tech to the Oculus Rift CV1. (Source: ifixit.com)
 ??  ?? EDIE helps you experience what it’s like to live with dementia. (Source: Alzheimer’s Australia)
EDIE helps you experience what it’s like to live with dementia. (Source: Alzheimer’s Australia)

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