Sense of existence
The words that people hang on to describe VR (virtual reality) are "immersion." It is indeed a cool word. However, in order to achieve this ultimate goal, developers need to simulate the perception of the body in the virtual reality environment, we call it a sense of existence. Existence is a state of mind or subjective perception in which a partial or overall personal experience is generated or generated by artificial technology filtering, and a partial or overall experience is/or caused by an accurate perception of the role in the experience. Caused by cognitive decline.
Creating a real-life experience at this level is indeed a challenge. The current graphics have made tremendous progress over the past few years, and audio still has a long way to go to reach its true potential to play a major role in this new and still-developing VR space.
Space Surround and Multi-Sensory Applications in VR Games
In independent and PC games, immersion is divided into three categories: narrative immersion (players put into the story), tactical immersion (player performs operations involving skills) and strategic immersion (more focused, and energy challenge). However, in VR, a fourth item has been added: space immersion, which means that players are real to them in the artificial world. In the immersion that includes the first three items, spatial immersion is very important when it comes to the sense of presence and the provision of credibility and immersion.
In order to physically position ourselves, our visual system is often used to help the body feel the environment, the ear provides important information about our surroundings, and the taste also provides information about the surroundings.
Audio is better than vision at some point, because it is not limited by the scope of the vision, but provides 360-degree feedback on our surrounding information.
To create a sense of immersion in real space, ideally, we hope to take advantage of our facial features and have a full-feeling process (the process of effectively using our body in an environment). The problem is that the current stage of VR is open, and we can't use all the senses of the five senses. Vision and hearing are the main factors, the sense of touch is not very effective, and the taste and smell are completely useless. In this case, hearing may be the most powerful medium we can develop to “affect†the user's brain, creating a complete 360-degree experience that enhances spatial immersion as it is simulated through a virtual source. Acoustics to present a realistic space (this is not necessary in the scene or in practice).
360-degree experience creates space immersion
The first step in achieving audio enhancement space immersion is audio positioning. A pattern emerged from recent research (Skalski & Whitbred, 2010) shows that in the game (surround), better sound source position has a greater impact on player space immersion and enjoyment than video quality (HD VS Puqing) Bigger.
The brain locates the position (horizontal, vertical, and distance) of the sound source in three dimensions through the loudness, tone, and temporal nuances between our two ears. In virtual reality, the player is indeed in the middle of the scene, so the process of determining the location of the sound source in the simulated sound environment is most important for creating a natural auditory experience audio improvement.
In the early days of media history, we found that the first binaural recording of the human ear to pick up three-dimensional audio can be traced back to 1881.
“Binaural recording is a method of recording sound using two microphones, designed to create a three-dimensional stereo feel for the listener in the room of the player or instrument. This effect is usually created using techniques called “pseudo-head recordingâ€. , in which the microphone is equipped with a microphone in each ear of the mannequin head. "(Wikipedia, "Binaural Recording")
In the game, 3D audio should be created in real-time processing, because we have no way to expect the sound object to be hard and wide at some point to match the player's position and head movement. So after a century of invention, binaural recording is now being re-used, and engineers and investors are working hard to develop a recent binaural algorithm for VR.
In fact, due to the need to use stereo headphones instead of speakers to replicate 3D positioning (is necessary to isolate the player from the outside world in VR, and for the field of view, you need to be able to match the audio playback relative to the head/ear motion) With this feature, professionals are logically willing to choose binaural as the new standard for 3D audio processing, rather than the usual surround technology (horizontal and distance audio positioning only).
to sum up
When we use VR, there are many audio things that need to be challenged, considered, and demand is growing. Through further exploration, we will promote the margins of the VR and gaming industries. Although the game industry has been improving the picture quality of the latest generation of priority, with the rapid rise of VR, the VR industry has quickly concentrated on the audio field, because the VR community realizes that better audio implementation will greatly increase the enjoyment and participation of players. Improve immersion and ultimately improve presence.
360-degree audio positioning is just a direct result of the audio improvements that VR development brings. Audio processing tools are also evolving as VR requirements evolve, and new technologies and their use in VR technology in the hybrid arena to enhance the VR experience.
Audio is the next new medium for industry exploration and focus, and VR will definitely make audio the focus!
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