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VR user satisfaction is less than 50%. Dizziness and insufficient content are the two major troughs.

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Zhao Xin believes that in view of the special nature of VR experience, VR equipment manufacturers and content providers should consider more consumer safety and ensure the safety of consumers using VR products through technical means and service specifications. However, a VR glasses consumption survey report (hereinafter referred to as the "report") recently released by the Consumers Association of Jiangsu Province showed that 48.76% of consumers are not satisfied with the VR experience. Strong sense of vertigo and insufficient content supply are two important factors leading to poor user experience.

VR products have become a popular item for many young people and have become a fashionable must-have item. The consumer survey report shows that 48.76% of consumers are not satisfied with the VR experience. Strong vertigo and insufficient content supply are two important factors leading to poor user experience.

2016 was called the first year of VR (Virtual Reality) development in the industry. VR products were popular and became a fashionable must-have item for many young people. However, a VR glasses consumption survey report (hereinafter referred to as the "report") recently released by the Consumers Association of Jiangsu Province showed that 48.76% of consumers are not satisfied with the VR experience. Strong sense of vertigo and insufficient content supply are two important factors leading to poor user experience.

The

report pointed out that vertigo is a common problem in VR glasses, and this vertigo is much more obvious than watching 3D movies. 20.87% of users will experience discomfort such as dizziness within 10 minutes of use. In a VR experience store located in Xinjiekou, Nanjing, some players feel dizzy after experiencing a VR movie for 6 minutes, and even want to vomit in severe cases. Even VR devices with good reputation can relatively reduce the feeling of vertigo, but as the use time increases, it cannot be completely avoided.

Zhao Xin, the supervision department of the Consumers Association of Jiangsu Province, said that when testing the mobile head-mounted display devices "Xiaozhai Z4" and "Ido VR" at the same price, it was found that these products had many problems with poor wearing comfort. For example, the device is clumsy and bloated, and wearing it for a long time will put a lot of pressure on the bridge of the nose; the mobile phone is severely hot, and the same mobile phone equipped with two different brands of devices will become hot after using it for the same time. In addition, it is difficult for the mobile phone to dissipate heat in the box on the front end of the VR device, which causes the temperature inside the mask to gradually become hotter as the use time increases, causing facial discomfort.

The basic principle of VR is to generate depth information such as "binocular parallax" and "moving parallax" through head display devices, thereby forming a three-dimensional virtual reality scene. Cao Xuan, a doctoral student at the Institute of Automation, China 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 vertigo.

Cao Xuan believes that vertigo is currently the biggest technical bottleneck in virtual reality, greatly limiting the rapid development of the virtual reality industry. The light field is the imaging method closest to the human eye's viewing of the natural environment. It makes up for the "focus blur" that current head-mounted displays do not have, frees the ciliary muscles of the human eye from a fixed level of flexion and expansion, eliminates vertigo, and reduces The fatigue of the human eye. There are many technical methods to achieve light field imaging, but they all have their own shortcomings. Limited by cost, calculation amount, and equipment size, current light field imaging technology can only be applied in some industries.

Insufficient content supply lowers user satisfaction.

Lack of rich VR content is also a problem that users complain more. In the survey, 64.55% of consumers use VR for movies and games. The report believes that whether it is film, television, games or other content, if the content cannot be continuously updated and exported, it will eventually be eliminated by the market. Some offline VR experience stores will be unpopular after a brief period of popularity.

Wu Xiaofeng, director of the strategic investment department of SMG, said that in 2016, the VR industry solved a problem, that is, allowing interested people to view content through VR hardware. However, on the other hand, the industry has not been able to solve what kind of beautiful content VR has. 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 exciting content in the VR experience, it is easy to bring consumers a sense of freshness, presence, and bringing in, which inevitably causes excitement. However, for some consumers with physical diseases, such as For consumers who have 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 Specification Alliance Standard for Virtual Reality Head-Mounted Display Equipment" led by China Electronics Technology Standards Research Institute was officially released. This is the first independently formulated standard in the field of virtual reality in China. Zhao Xin believes that industry supervision after the formulation of the standard is still insufficient. The standard is only for hardware, but there are still no regulations on the basic requirements of software, testing methods, and virtual reality content grading and specifications.

Wu Xiaofeng said that the VR industry still needs to wait for the emergence of popular film and television content. Interaction is an important difference between VR video and other videos. Moreover, VR film and television content must pursue the ultimate vision and requires a lot of tempering to create it. It is expected that in three to five years, domestic VR film and television content will be at the right time.

The fact that quality problems that are not included in the mandatory "three guarantees"

lead to physical discomfort is

parallel to the low user experience of VR glasses is that VR awareness and appeal are generally high. The report shows that 88.43% of consumers have heard of VR or have some understanding of it, while only 3.31% of consumers have no understanding at all. 76.27% of respondents said they would consider purchasing VR glasses in the future.

Zhao Xin told reporters that VR glasses are a new type of equipment and are currently not included in the product catalog that the state forcibly issues "three guarantees" certificates. If VR glasses manufacturers make a "three guarantees" promise to consumers, when problems arise, consumers can defend their rights based on this promise. If VR glasses manufacturers do not make a "three guarantees" commitment to consumers, consumers can defend their rights in accordance with 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 remind consumers to pay attention to the duration of use in an obvious position. In response to the problem that wearing VR glasses will cause dizziness, the person in charge of the Ophthalmology Function Examination Room of the First People's Hospital of Xuzhou City suggested that wearing VR glasses should not exceed half an hour, because the distance between VR glasses and the pupils of both eyes deviates, which may easily cause eye fatigue, dizziness, and some will have nausea and dizziness symptoms, which can automatically recover after rest. For children in the developmental stage, long-term use of VR glasses not only easily causes myopia, but also interferes with the development of binocular visual function.

The reporter learned that if consumers feel unwell due to the quality problems of the VR product itself, consumers can also claim liability for breach of contract from the VR product seller in accordance with the contract law, or they can claim tort liability from VR product producers and sellers in accordance with the Product Quality Law, Tort Liability Law, and Consumer Rights Protection Law and other relevant laws and regulations.

Zhao Xin believes that in view of the special nature of VR experience, VR equipment manufacturers and content providers should consider more consumer safety and ensure the safety of consumers using VR products through technical means and service specifications. Consumers should also proceed from their own reality. If they are unwell, they should not force the experience because of novelty. VR equipment suppliers and VR operation service providers should set up technical barriers to prevent pornography, violence and other content. The legislative department should formulate laws and regulations to regulate the supply of VR content as soon as possible, and law enforcement departments should also strengthen VR content management and severely crack down on the spread of pornography, violence and other content.

Editor: Mary

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