Electronic enthusiasts eight o'clock in the morning: In 2016, the industry was called the first year of VR (virtual reality) development, VR products became hot, and became a must-have item for many young people. However, a recent VR glasses consumption survey report (hereinafter referred to as “reportâ€) published by the Jiangsu Consumers Association shows that 48.76% of consumers are not satisfied with the VR experience, and the strong sense of dizziness and insufficient content supply are the result of user experience. Two important factors of difference. The report pointed out that vertigo is a common problem of VR glasses, which is much more obvious than watching 3D movies. There are 20.87% of users who experience discomfort such as dizziness within 10 minutes of use. In a VR experience store located in Xinjiekou, Nanjing, some players experience VR movies for 6 minutes and have a strong sense of dizziness. In serious cases, they even want to vomit. Even VR devices with better reputation can reduce the vertigo, but they can't be completely avoided with the increase of usage time. Zhao Xin, the supervision department of the Consumers Association of Jiangsu Province, said that when testing the same-priced mobile terminal display devices “Xiao Z4†and “Love VRâ€, these products have many problems of poor wearing comfort. For example, the device is awkward and bloated, and wearing it for a long time will bring a lot of pressure to the bridge of the nose; the phone is hot and hot, and the same mobile phone equipped with two different brands of devices has a hot condition after using the same time. In addition, the mobile phone is difficult to dissipate heat in the box at the front end of the VR device, so that the temperature inside the mask gradually becomes hot as the use time increases, resulting in facial discomfort. The basic principle of VR is to generate depth information such as "binocular parallax" and "moving parallax" through the head display device, thereby forming a three-dimensional virtual reality scene. Cao Yu, a Ph.D. student at the Institute of Automation, Chinese Academy of Sciences, believes that current head-mounted display devices only provide "binocular parallax" and "moving parallax", but fail to provide "focus blur", resulting in loss of focus (focus disorder), which is The "culprit" of dizziness. Cao Yu believes that dizziness is the biggest technical bottleneck of virtual reality, which greatly limits the rapid development of virtual reality industry. The light field is the closest imaging method to the human eye to see the natural environment, making up for the “focus blur†that is not available in the current head-mounted display, liberating the human eye ciliary muscle from the fixed flexion level, eliminating dizziness and reducing The eye is tired. There are many technical means to achieve light field imaging, but each has its own defects. Due to cost, calculation, and equipment volume, current light field imaging technology can only be applied in some industries. The lack of VR content is also a problem for users to vomit more. In the survey, 64.55% of consumers used VR for film and games. The report believes that whether it is film, games or other content, if the content can not be continuously updated and exported, it will eventually be eliminated by the market. Some offline VR experience stores will be in short supply after a brief period of popularity. Wu Haofeng, director of SMG's strategic investment department, said that in 2016, the VR industry solved a problem that allows interested people to view content through VR hardware, but on the other hand, VR has some good-looking content, and the industry has not solved it. . Insufficient content has become a major bottleneck restricting the development of the industry. Due to this, some companies have been forced to withdraw from the market. The report also shows that because there are more stimulating content in the VR experience, it is easy to bring consumers a sense of freshness, presence, and inspiration, which will inevitably cause excitement, but for some consumers with physical diseases, such as themselves For consumers with high blood pressure and heart disease, there are certain hidden dangers when using such products. The reporter learned that in April this year, the "General Standards for Virtual Reality Head-mounted Display Devices", which was developed by the China Electronics Technology Standards Institute, was officially released. This is the first self-developed standard in the field of virtual reality in China. Zhao Xin believes that the industry supervision after standard setting is still insufficient. The standard is only for hardware, but there is still no provision for the basic requirements of software, test methods and grading and specification of virtual reality content. Wu Yifeng said that the VR industry still needs to wait for the emergence of explosive video content. Interactivity is an important difference between VR video and other videos, and VR video content requires the pursuit of extreme vision, which requires a lot of tempering to create. It is expected that after three or five years, domestic VR video content will be at the right time. Parallel to the fact that the VR glasses user experience is not high, the VR awareness rate and attractiveness are generally higher. The report shows that 88.43% of consumers have heard of VR or have a certain degree of understanding, and only 3.31% of consumers do not understand. 76.27% of the respondents indicated that they would consider starting VR glasses in the future. Zhao Xin told reporters that VR glasses belong to new types of equipment and are not currently listed in the national catalogue of “three guarantees†certificates. If the VR glasses manufacturer makes a "three guarantees" commitment to the consumer, the consumer can defend the rights according to the promise when there is a problem. If the VR glasses manufacturer does not make a "three guarantees" commitment to consumers, consumers can defend their rights in accordance with the relevant laws and regulations such as the Product Quality Law and the Consumer Rights Protection Law. The report pointed out that all VR glasses did not alert consumers to the length of use in a prominent position. In view of the problem of wearing VR glasses, the person in charge of the ophthalmic function examination room of Xuzhou First People's Hospital suggested that it is better to wear VR glasses for less than half an hour, because VR glasses have deviations from the distance between the eyes, which may cause eyes. Fatigue, dizziness, and some symptoms of nausea and dizziness can be automatically restored after a break. For children in the developmental stage, long-term use of VR glasses is not only easy to cause myopia, but also interferes with the development of binocular vision. The reporter learned that due to the quality problems of VR products, consumers may feel uncomfortable. Consumers may also claim liability for breach of contract according to the contract law to VR product sellers. They may also rely on product quality law, tort liability law, and consumer rights. The Protection Law and other relevant laws and regulations claim tort liability to producers and sellers of VR products. Zhao Xin believes that, given the particularity of the VR experience, VR equipment manufacturers and content providers should be more concerned with the safety of consumers, and ensure the safety of consumers using VR products through technical means and service specifications. Consumers should also start from their own reality, such as physical discomfort, do not forcibly experience the novelty. VR equipment suppliers and VR operators should technically set up barriers against content such as pornography and violence. The legislative department should formulate laws and regulations regulating the supply of VR content as soon as possible, and law enforcement agencies should also strengthen the management of VR content and severely crack down on the dissemination of pornography and violence. 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