Category Archives: Virtual Reality 360

Early VR headset methods to support those who need corrective lenses

“The oculus rift kits come with three sets of lenses-A, B and C. lens pair A is to be used by people who have excellent long sighted eyesight as the rift is focused at infinity. The pairs B and C are to be used by people having problems with near sightedness, though cannot be used by all, especially people with major vision complications.

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Furthermore glasses can also be worn along with the oculus rift goggles, provided that the glasses are not huge.”

Desai, P.R., Desai, P.N., Ajmera, K.D., Mehta, K. (2014) A review paper on Oculus Rift – a virtual reality headset. International Journal of Engineering Trends and Technology. Retrieved from: https://arxiv.org/pdf/1408.1173.pdf

The Homido VR Headset (version 1) included separate lens holders that adjusted the focal distance of the lenses. You can see how that works in this Youtube video review. The Homido features IPD adjustment as well. Homido has since introduce a version 2. The version 1 headset is available from Amazon (I have not tried it myself). The version 2 is said to be “not currently available” at Amazon, and Best Buy says one can only order it online, but if you try, Best Buy then says it is not available for online order – in other words, Version 2 seems not to be generally available.

Majority of Americans may not be able to use VR headsets

Most (nearly all?) virtual reality viewers available online can not be used by those who need to wear eyeglasses, which is a majority of Americans.

The Problem

  • VR viewers lack space on the face side to accommodate the wearing of eye glasses.
  • VR viewers lack diopter adjustments.
  • VR viewers lack inter pupil distance (IPD) adjustments.

Who Does This Impact?

75% of Americans use some form of corrective eye lenses, split as 64% wear glasses and 11% wear contact lenses (Source: Corrective Lenses Statistics – Statistic Brain).

Nearly 100% of those over the age of 45 require reading glasses for close in viewing – or using most any virtual reality viewer. Almost all viewers lack sufficient space to wear reading glasses when the viewer is on the face. Attempting to wear reading glasses with a VR viewer is extremely uncomfortable as the viewer pushes the glasses into their face.

Unlike camera viewfinders that include a diopter adjustment, VR viewers are almost all fixed focal lengths or have limited adjustments (possibly only for myopia but not presbyopia).

Most VR viewers (but not all) have a fixed inter pupil distance (the distance between the eyes is fixed even though people have different distances – think of how binoculars work to address that!).

Consequently, VR viewing is – for a majority of Americans – either impossible or painful.

A few of the higher end viewers have – during the past year – begun to address this problem either by enabling the wearing of glasses while using the viewer, or by adding a focus adjustment.

The focus adjustment, however, is not sufficient. Of the 75% who need vision correction, some have significantly different corrections between the left and right eye. All VR focus adjustments make the same adjustment for both eyes – meaning such individuals can only get a good focus in one eye.

Again, think of binoculars. Binoculars solved this problem decades ago by having a master focus ring that adjust both eye views simultaneously, plus a single diopter adjustment for one eye. The inter pupil distance is adjusted in binoculars by positioning each lens further apart. Through these adjustments, binoculars long ago provided solutions to the majority that need vision correction.

A reasonable guess is that the VR industry views its customers as young gamers and hired young people with excellent vision to design their products, but who are oblivious to real world customers.

If the VR industry does not address these design defects urgently, the future of VR is itself in doubt.

When a majority of potential customers are likely to have unsatisfactory experiences, they will not purchase VR products and content. They will not post positive comments in reviews and online forums.

Media pundits said 3D failed because people had to wear “3D goggles” (their term for 3D glasses). In reality, the problem was a lack of compelling 3D content for consumers to watch at home.

VR, which really does use “3D Goggles” (and helmets too), is headed down the same path to oblivion if it does not deliver VR viewers that can be worn and used by a majority of the population.

Virtual Reality Contact Lenses 

Contact lenses that enhance normal vision with megapixel 3D panoramic images are being designed by scientists using military funding.

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Innovega’s contact lenses could effectively generate displays with a screen size “equivalent to a 240-inch television, viewed at a distance of 10 feet.”

Moreover, by projecting slightly different pictures to each eye, the display can generate the illusion of 3D. “You get full 3D, full HD, fully panoramic images,” Willey said.

Although some might balk at using contact lenses, “100 million people already do, including 20 percent of the key target group of 18- to 34-year-olds, those involved in gaming and using smartphones,”

Source: Virtual Reality Contact Lenses Could Be Available by 2014

Eliminates the VR helmet and 3D glasses, apparently.

iPhone app and 3D glasses for converting 2D video into 3D effect

Creator says they have a new secret sauce for 2D to 3D conversion, and when used on your iPhone with their glasses, will add a 3D effect to your existing 2D videos.

But of course, the obligatory 3D quote:

Remember 3D TV? It flopped. Turns out nobody wants to wear silly glasses while watching prime-time sitcoms. Who woulda thunk?

Source: These $50 Glasses Bring Anything On Your Phone To Life In 3D | Co.Design | business + design

Of course, the same author thinks VR helmets are cool but then also said that “people in VR look dorky“.

I do not understand this bias – ordinary glasses used in 3D are  called “silly” or “goggles”- yet Virtual Reality helmets are not a problem at all. If 3D died because of “silly” “goggles”, then VR is dead on arrival due to having to wear helmet headsets!

In the real world, 3D died not because of glasses but because there was almost no 3D content for consumers to watch on their new 3D TVs. But for some reason, the media perpetuate the myth about “3D goggles” halting 3D sales. (Meanwhile, cinema 3D, which also requires glasses, continues to thrive…. hmmmm.)

4K 3D Stereoscopy VR 360 camera for US $399 (not yet available)

Source: STEREOSCOPY :: Arcinteractive, Inc. presents TwoEyes #VR – 4K 3D Stereoscopy 360 camera (1/1) –

This product is not yet in production and the release date has not been provided. However, this is an intriguing product for spherical VR 360 in 3D, compared to the complexity of and time consuming processing of combining numerous cameras together to create VR 360 or 3D VR 360. Hope it comes to market!

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