Wearables display applications
There are quite a bit of system considerations to design a wearable display. We designed this training based on the questions that product development managers and engineers are asking themselves about this attractive application.
This section categorizes wearable displays, explains each category, and showcases what popular applications are used for each category. The categories covered are: immersive virtual reality, virtual reality, mixed reality, augmented reality, and personal theatre. Login with your myTI account to start the session.
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Hello. This is Juan Alvarez again. And this is part two, wearable displays with TI DLP Pico technology. In this section, we will be covering wearable display applications. You will get an idea of the different markets, applications, and the segmentation on each category.
The other two sections are wearable display systems, where we go through augmented reality and virtual reality, optical architectures, and we go through design considerations for wearable displays. And then part three, we'll go through how TI DLP Pico technology fits within wearable display systems. We will go through a block diagram, general overview of DLP technology, and, finally, benefits of the technology itself.
Let's look at applications for augmented reality and virtual reality. We have here a two-axis chart based on Digi-Capital reality matrix. On the x-axis, you have two options. On the right side, you had augmented, which means that you are augmenting computer-generated images with the real world. In this case, you would be able to look at the real world and also view pictures and graphics that are generated on a display.
And on the left side, you have virtual display, which means that what you have here is you have the real world completely blocked out. So everything you see here is a computer-generated image. All the experiences you have here would be a computer-generated image.
Now, what we have added to this axis, which is slightly different from the Digi-Capital reality matrix, is we have added this category called theatre, peek to the world, which is a category right in between. And the intent here for this category is to allow you to see a display in more of a cinematic type of approach, where you can look at a display and then still be able to peek to the real world.
Now, let's take a look at the y-axis. The y-axis determines how real is the experience that you're getting. So for example, on the upper side of the axis, it is called immersive, which means that you're simulating a real experience. And you do this by utilizing sensors, motors, whatever have you, so that somebody will feel that they are getting a real experience. You also utilize the capability of making sure that the person is completely embedded with that experience.
Then on the one on the bottom, the ambient just feels more like you're looking at an experience. Like for example, in this case, you're looking at the NASCAR race. You're just looking at that experience.
Now that we have looked at each axis, let's take a look at each scenario. So first, on the upper left, we have the shark just jumping on you. This section is called immersive virtual reality. The point here is that think about a shark that is just jumping out at you, and you feel and you think that the experience is real.
Then we have the upper right, where we have mixed reality. And here we have the table with the coffee cups. Notice that the table itself is part of the real world, while the coffee cups are all done by computer generation. Specifically, notice how the coffee cup that is on the bottom is almost hidden behind the table. So from a user point of view, it feels that that experience is entirely real. The objects are perfectly immersed into reality.
Then we have the NASCAR picture, the car there. And this one is called virtual reality. Everything is completely blocked from the view. But the user feels that they are looking at a situation. They are not just really in the car or anything like that. It's just more like looking into a situation. There's no head tracking. There's nothing that makes you feel that the situation itself is real.
And then, finally, we have the one with the pipes and the tools. Here you have the pipes that are real and some information that is augmented on top to be able to help you with the task. This one is called augmented reality.
So to summarize, immersive virtual reality, the user is jumping out. And that's the shark. Mixed reality, that's the table and the coffee pots. And in this case, the objects appears solid and part of the real world.
And then we have virtual reality, where you have the race car. And in this one, you're just more looking at an experience, but it doesn't feel real. And then, finally, the augmented reality with the tools. This is more like your Iron Man's holographic display in the real world, as the person is looking and interacting with situations and then getting information within.
Now that we have looked at each scenario, here are definitions of each one. So the first one, immersive virtual reality. User jumps out of the way when a virtual whale swims towards them under the sea. Mixed reality uses virtual objects that appear solid in the real world in daylight.
Virtual reality, good VR experience, lack of key drivers, like positional tracking. And then augmented reality, Iron Man's holographic display in the real world in daylight.
Now, let's look at segments for each different application. For immersive virtual reality and also mixed reality you see segments in the console gaming industry. You also look at military, industrial, and medical simulations. An example of the mixed reality console gaming would be something like HoloLens from Microsoft. And then also immersive virtual reality would be something like the PlayStation 4 VR device.
Now, looking at the virtual reality, you look at a Cardboard from Google, like for low end phone type of gaming applications. And then on augmented reality, we see segments like military, industrial, medical, sportswear, and then also consumers like Google Glass.
And last, but not least, on the theatre segment, where we are able to have a peek to the real world, there are two segments there. One is personal theater, where you have some sort of cinematic experience. And then the other one is called first person viewer, which is a common use of manning a drone remotely.
That is it for this section, called wearable display application. We covered applications, segments. And we went through each one of them one by one.
The next section is how TI DLP Pico technology fits within wearable display systems. And that section will incorporate block diagram, general overview of the DLP technology, and then benefits of DLP Pico technology as it's being used in wearable displays.
If you want to watch section three for this series, then please go to training.ti.com. Under Products, select DLP Products. And then you will be able to see that training right there.
In addition to this webinar, you can learn more about DLP Pico technology by visiting us at ti.com/dlp. You can also type DLP2010, DLP3010, or DLP4710 to look at the different products for the product line. You can also start a new project or learn more about the technology by typing ti.com/gettingstarted. You can also learn about all the different applications supported by DLP Pico technology at ti.com/picoapplications. And just in general, you can learn more about TI products at ti.com.
Thank you. And have a great day.
This video is part of a series
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Wearable displays with our DLP® Pico™ technology
video-playlist (3 videos)