Former Google Chief Game Designer: Neuroscience is the Right Compass for VR Development

For Noah Falstein, the future of virtual reality depends not only on understanding technology and markets, but also on the fundamental foundations of the human brain.

A few days ago, he said at the VRDC 2017 conference: "It's like you are crossing a mountain pass." Now VR is still a whole new field, on the other side of the mountain, waiting for your probably fertile valley, or what nothing. "On this road, you can easily get stuck."

But Farstam believes that the future of VR, AR, and MR believes that neuroscience is a compass that puts this new technology in the right direction.

I. To convey the history of images

Fallstein is a game development veteran. He worked for companies such as Williams Electronics and LucasArts, and has just left Google’s chief game designer position. He is now running his own design consulting company, The Inspiracy.

Farstan briefly introduced the human pursuit of sharing images. He took the cave paintings of 20,000 years ago as an example and explained that our ancestors have been trying to convey to others the images they have witnessed. From frescoes to video cameras, to smart phones with high-definition cameras, to today’s VR, humans have been trying various ways to convey images to tell or evoke other people’s emotions.

Farstein understands the use and application of immersive computing by trying to understand how the brain itself works and how it will develop.

II. Sports

Farstam said: "The first thing VR faces is the potential motion sickness. I think there is always someone in the end of this spectrum that will be in trouble when moving too fast." However, he believes There are solutions to reduce motion sickness.

Farstein explains the cause of motion sickness: When a person is poisoned, it can affect the inner ear, causing a separation between actual exercise and mind cognition. This can lead to nausea because vomiting is a good way to clear poisoned mushrooms or spoiled food.

He is frank and the studio is always very sensitive to motion sickness, and they are always used as test subjects for testing motion sickness. Farstin said: "To be honest, I don't think we will have a better (motion sickness test) system for a while."

He described some of the main points to prevent VR motion sickness: you need high frame rate (90+best); developers must minimize latency (20ms or less) when head moves; developers need to implement all the correct Visual cue; minimization of acceleration; based on the interaction of the field of view with the vestibular system to explore innovative solutions for motion sickness.

He also explained that blurring and removing peripheral vision during acceleration helps combat motion sickness. Some games and Google Earth VR have already adopted this method, and as the eye tracking system continues to mature, users will be able to obtain a more comfortable VR experience.

Three. Emotion

He said: "The results show that VR is very suitable for scary people." Film director made this point in the movie very early, and VR developers also found this.

"Why can VR be so scary?" Farstein explained that the amygdala in the human brain is the key. The scientific community generally believes that the amygdala of the brain is the nerve center for the establishment of fear memory. The amygdala acts as a command post in anger, anxiety, panic and other emotions.

He said: "In the game, we are very good at fighting or flying, but as for intimacy and empathy, we are still working hard." But for VR, because this technology can evoke more senses, so develop The person has the opportunity to induce more intimacy and empathy.

Farstein also talked about the possibility of VR in storytelling, such as short stories (such as the Google Spotlight Stories series). He said: "For what they (the first thing) missed, VR will have a strong 'replay' value. In addition VR also has advertising and product placement revenue opportunities."

IV. Beyond emotion

Farstam pointed out briefly that apart from games, the application of VR in the medical field is a new market with broad prospects. VR can be an adjunct to the treatment of phobias, PTSD, acute pain and stroke, and can also be used to train doctors and nurses.

He said: "This is really exciting and the future is in your hands."

Scan the QR code to pay attention to the official WeChat public number of the VR network and get more information about the VR/AR industry.

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