There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
In immersive virtual environments, the biggest challenge, in my view, is still depth perception. Most of the research to date, have reported pooer depth and distance perception in head mounted displays versus computer display or reality (in the field).
One of the challenges (maybe the biggest) is lack of peripheral vision in standard HMDs. Because of this, VR users (including myself) have a stronger and/or faster tendency to feel nauseated (leading to cyber/motion sickness). Though some (mostly independent) companies, such as Pimax, are experimenting with broader displays to solve this issue.
The perception of time in the design, time is the most difficult challenge in philosophy, when applying in the design of this new world some study in Bergson and Husserl might enlighten the creation of design principles and aesthetic theories for virtual reality.
It might be the case that time is the most challenging design and technical concern in virtual reality, it certainly is in philosophy. Why might time be the most important technical challenge? maybe because it holds it all together, in the real and in the virtual, like the conductor of a symphony.
To share an example, Husserl distinguishes three levels of time, 1st is objective time, the 2nd subjective time, and the 3rd the consciousness of internal time. Objective time can be measured by clocks and science and we are receiving this within our subjective time, so they both operate in awareness of each other. Internal time consciousness provides a consciousness of succession which apprehends successive mental states, this is correlated with subjective time by the unity across successive mental states.
For example, my written answer in this Research Gate conversation is a 5 minute long read, we can agree on this being the objective time, some of you experience reading my written answer as being slow and feeling like its 10 minutes or you might perceive it being fast as 2 minutes, this is subjective time, and the recognition of both the objective and subjective time comes from our consciousness of internal time.
This structure of time, Husserl's temporality, is of interest to us as a structure we can bring into the design of the temporal landscape of virtual reality. The image above might offer a visual example of Husserl’s concept and the beginnings of understanding time as a design quality in virtual reality. The bright central light in the image above can be thought as objective time, the lines leading out of it in the middle region, subjective time, and the ring of lines on the outer ring as the consciousness of internal time.
This example of Husserl's temporality, the image above, the understanding of these 3 levels of time, is a route for us to explore, our question is then how do we incorporate 3 levels of time in virtual reality? incorporating in a technical sense the design of time perceived in virtual reality. How does it happen, by slowing movement of graphics at a distance? depth perception as Mr. Payam Tabriziandoes shared? how does the most proximate surroundings in the virtual regulate our sense of time? how does sound affect our perception of time? so many questions, i hope i moved the conversation forward, a little.
Answering this question might determine the acceptability and success of this medium in society, it is a big question we are asking today, because time perceived even determines your exhaustion, mental and physical, when using virtual reality, not to mention whether you are a return user.
Vergence-Accommodation Conflict (VAC) is inherent in HMDs. This is the root cause of many of the technical challenges. Could this be the most important technical challenge?
Nausea is known as motion sickness or "simulator sickness" or "cybersickness," in virtual reality. The main reason is latency between when we move our head in VR and when the image in front of our eyes changes— reating a mismatch between the motion we feel with our inner ears and the image we see with our eyes. There will always be some inherent latency, however how much latency we can get away with, is till being debated. Also, for the Nausea, latency is only one of the reasons. There are others such as lack of peripheral vision, which few HMDs have almost solved.
Latency, concealment and revelation, qualities governed by time, to answer the original question: time is the greatest challenge, including temporality within the equipment and in the virtual environment. With the help of ancient and modern philosophical concepts addressing time, we might be able to harness time in our favor when in the design of virtual worlds.
Lack of peripheral vision may not be the biggest challenge, as it is just the matter of five-10 years to get the required spatial resolution and the full FoV, assuming Moore's law is still valid.
Virtual, augmented and mixed reality could benefit process automation industry
Wherever software supports people at work, the question of the best human-machine interface (HMI) arises. In other words, how and where can the data the person needs be presented, so it can be understood, is easy to find and can be used in practice? This also applies in the daily work of automation engineering, and especially in the process industry, whether in the operation of the plant or in servicing and maintenance work. Can solutions from the field of mixed reality simplify users’ work in the future?
Since many people are not necessarily wholly familiar with the terms virtual, augmented and mixed reality, here are a few definitions. Virtual reality is understood as the complete simulation of a virtual reality. Augmented reality, on the other hand, extends physical reality by adding virtual aspects. Finally, the term “mixed reality” is used at present to describe all media that lie between the poles of physical and virtual reality; thus it's used as a general or umbrella term. The mixed reality spectrum is thus delimited on one side by physical, and on the other by virtual reality...
As far as mass market of virtual reality is concerned, there is a fundamental problem, and that is how the body is loaded with a strange body dress, scary gloves, and two televisions popping out of your eyes - all meant to transfer your sensations to the computer. Many people will be put off by this.
This is very similar to wearable devices in their developmental stage, when graduates loaded with wearable device gears would roam in the university campus looking like zombies.
Virtual Reality guys are trying their best to ditch this "Zombie Dress" by making a direct mind computer connection (like direct wearable device wrist or arm connection).
This will solve the above problem and may prepare VR for mass consumption.
But then another problem will arise which may scare the masses again.
Direct mind computer connection basically means that the computer is "seeing" your inner most thoughts, and if some secret service agent is sitting on the computer terminal, then you can imagine how scared the mind (person) may become. This may be a bigger problem for the mass consumption of VR than the Zombie Dress.