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"Magenta Mod" series

noosatxp37plus
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B2B: 73832@macpunk.com



1.0 Introduction to the series

2.0 Stop light from exiting and illuminating the outer Head Mounted Display (DK2) lens ring - introduction

2.1 Stop light from exiting and illuminating the outer Head Mounted Display (DK2) lens ring - short “how to”

2.2 Stop light from exiting and illuminating the outer Head Mounted Display (DK2) lens ring - addition (update!)

3.0 Introduction to light pollution in the Head Mounted Display (DK2) panel chamber (update!) (update!)

3.1 Low reflexive coatings for the Head Mounted Display (DK2) panel chamber - introduction (update!)

3.2 Low reflexive Duvetyne (Molton) for the Head Mounted Display (DK2) panel chamber - introduction (update!)

3.3 Low reflexive Duvetyne (Molton) for the Head Mounted Display (DK2) panel chamber - short “how to” (update!)

4.0 Light control in a Head Mounted Display panel chamber via filters - introduction (patent pending for 4.x) (update!)

4.1 Naturally polarized Head Mounted Display chamber/panel reflections filtered at the lens array (update!)

4.2 Color filtering a the Head Mounted Display lens after light pollutions in the panel chamber (update!)

4.3 Polarizing light reflections inside the Head Mounted Display chamber and filtering them at the lens (update!)

4.4 Polarizing all Head Mounted Display panel light and filtering it at the lenses and the panel chamber parts (update!)

4.5 Opposing Head Mounted Display polarization for the left and the right eye information based on 4.4 and 4.3 (update!)

4.6 Closing thoughts and experiences on black levels and brightness (update!)

5.0 Head Mounted Display mirroring/cloning by 2nd HMD projection - introduction (patent pending for 5.x) (update!)

5.1 Head Mounted Display (DK2) mirroring/cloning by 2nd HMD rearprojection – „how to“ (update!)

6.0 Concept: 360 degree light and heat source detection + full field of view direct light injection - foreword (patent pending for 6.x) (update!)

6.1 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection - introduction (update!)

6.2 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – light source sensing beyond the maximum vertical and horizontal filed of view (update!)

6.3 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – the feeling of full vertical or horizontal field of view on any HMD (update!)

6.4 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – side application A for temperature sources inside the HMD (update!)

6.5 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – side application B for temperature sources inside the HMD (update!)

7.0 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – foreword (patents, many many many pending for 7.x) (update)

7.1 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – perception patterns to offer alternative sensations to the brain (update!)

7.2 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – organs and possible patterns to address them (update!)

7.3 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – training scenarios or how to become a VR athlete (update!)

8.0 Mobile VR: Temperature control (patent pending) (update!).










1.0 Introduction to the series

At first, none of these mods are essential to help developers. It is pure fidelity, and would increase time and costs for developer kits if implemented to production. Also, in the total the experience of the DK2, they can be considered minor.

The base of these mods is the thought to treat the the light path inside a HMD as it would be treated in a projection setup. Starting from the the light source, through the panel, through the panel chamber, into the lens, inside a lens assembly, through the projection room until it finally hits the projection surface. By doing so, it is possible to apply some common an not so common knowledge.
Without going to much into detail were the advantages are in a closed HMD environment, the biggest plus for a HMD is that there is no need to light up several feet of projection surface with hundreds of lumen. Because of that, the light source in a HMD can be a low light level outputting one and maintain the super high contrast volume of the display panel. Therefor, while going through the different stations of the light path and adding mostly contrast enhancing modification, I will extract some of the knowledge from the kings of contrast and their lens and "panel chamber" design: Liquid coupled CRT projectors.
So please excuse me if I do sometimes an excursion into a dead market. But have in mind that the engineering that was done over decades to these devices made it possible to project/create real blacks on a projection screen. This knowledge in lens design or it´s benefits are not applicable to digital projectors - as their panel technology and resulting contrast levels do not come close to profit from this inventions. Also, the black levels in liquid coupled CRT projection demand for light controlled rooms and extended knowledge and actions about the light behavior over the complete path of the light. And as your DK2 an future products will achieve the same stunning effects, light control and behavior is your best friend.


2.0 Stop light from exiting and illuminating the outer DK2 lens ring – introduction


I start this visual based series with an easy mod that I know from enthusiast in the 80´s. It stopped when CRT lens design started to use up to 8 or 10 lens elements - resulting in the price and weight of a gold bar - than clean-room paranoia took over. I am pretty certain that this mod is known in many fields, so please add or pm them as I care.
The modification is about painting the outer ring of a lens in dull black, so that the exiting light does not illuminate the outer lens ring. When I used the DK2 the first time (my first look in a modern HMD), I was pretty certain that this mod can and should be applied. Then I opened a lens cup and found the major part of this single lens design was already painted black. But, the paint is not dens enough and a small, deeper outer ring was not covered by this paint. Obviously, within the DK2 time and money frame this is not achievable by industrial mechanism, as it is a tiny surface we are speaking about. I marked it with black interruptions in one of the added photos. In the current situation, depending on were you take the measurements, the contrast of the optical system (panel+lens) is way behind the contrast of the panel alone. This series is aiming to achieve a close to lossless projection of the panel contrast, and also maintaining the panel contrast at the start of the light path.


2.1 Stop light from exiting and illuminating the outer DK2 lens ring – short “how to”


So, cut open the lens cup, paint the small outer ring black with several layers of dull black, add some layers to the already painted ring, reassemble and close the cup - enjoy.

If you wear glasses in real life, you should also apply this to your glasses. Specially cinematic conditions (bright light source in dark rooms) benefit from this. But contrast is a all day topic. I added a screen shot of my sport glasses I used in my career in "Olympic Trap". As I only use one eye because of several benefits, only one lens is modified. If you are not sure about the benefit of this modification to your glasses or lens cups, also do just one and compare it in use. There was no turning back for me.

Next time I will compare the DK2 lens to the "C-Element" of a liquid coupled CRT lens design. They not only look very similar, but also share intentionally or unintentionally the same characteristics. Therefor more contrast can be achieved with some minor changes.


2.2 Stop light from exiting and illuminating the outer DK2 lens ring – addition

There is one more surface that I underestimated. It is the furthest away from your eye on the lens ring, thus the part of it closest to your center view point. And it clearly shines into your vision in certain situations. The surface is at the border to the convex part of the DK2 lens, and in one picture below post 3 I point at it with a needle. You will need a calm hand when paining it black. If you use a permanent marker like I did, it is not hard. But be careful at the four corners of the lens (you will identify them when you look at the outer lens ring) - as your permanent marker will slip of to a random direction if you do not take pressure from the movement. Also make sure to use a permanent marker that applies true dens black on transparent surfaces, as some of them only leave a violet/transparent color film.


3.0 Introduction to light pollution in the DK2 panel chamber

The DK lens is very close to the screen, so how to prevent reflections of light going back to the screen and washing out colors and blacks? Luckily the convex shape of the DK2 lens directs good amounts of reflections to the walls of the panel chamber, like the good old C-Elements does in liquid coupled CRT lens arrays. While some parts of light are still going back to the DK2 panel and effecting colors and black levels, others are now forced to hit the chamber walls at the borders of the screen or the wings of the lens cups. As light can not magically disappear (well it can if you read on, but without magic), it will be weakened at the moment reflection depending on the material it hits - and continue it´s voyage to the lens, enter it and effect colors and blacks in the perception of the user. To give you a better understanding why so many efforts for blacks and truer colors, here are examples: Some companies and institutions that can afford it still use CRT projection for night and space simulations. It is a well known principle that our brain identifies grays instead of blacks as an immediate immersions breaker. On the contrary, the lack of brightness in simulations is considered by our brain as a low ambient light scene (remember that for later). Wrong reproduction of colors is also a problem, but our brain is not so sensible to that like it is to blacks. Our mind will keep the feeling of immersion stable if the following basics are avoided:

- radical faults in the reproduction of colors
-fast changes between correct an incorrect reproduction
-collisions with experienced and than stored brain memories

But if you have ever seen a color optimized setup and how realism is accelerated by it, especially if a not optimized setup is present for comparison - you will understand the need for the industry that has formed out of this. Keep this also in mind for later, but relax as the “closed light-system” of a HMD has solid advantages.


3.1 Low reflexive coatings for the DK2 panel chamber

In a projection setup, reflection (light) measurements on the walls and on surfaces are done in the room of the projection screen (or rear chamber in rear projection), and then equations are done based on the surface and the orientation of the light reflecting structure. Based on the results, a body will be coated with a low reflexive material if too much light is thrown back to the screen. A room with the main focus on projection quality will be emptied, all remaining surfaces will be coated with black Molton (Duvetyne) and all walls and ceilings bordering the screen, or great portions of them, will be aligned to form an angle of more than 90 degrees with the projection screen (approximating the optimal situation of a screen floating in free space without ambient reflections). The last point about the walls bordering the screen should be considered at the engineering level of HMD´s panel chamber, as a 90 degrees angle is not optimal and every degree more helps with directing the light away from the screen. But keep the angles inside a panel chamber in mind for later.
As Molton (Duvetyne) is very cheap, it can be used to coat any surface inside the DK2 except the screen an the lens (but the wings of the lens cups should be coated - very important!). It should be mentioned that parts of the DK2 panel chamber are coated and the amounts and qualities are, like everything else in large scale production with limited time and budged frame, a compromise. When working with black Molton, you will see that it has better reflective qualities than the DK2 coating, but in the same moment you will curse Molton (until you learn to handle it within high precision requirements). No way to use it or the DK2 material in the industrial production for the blank and shiny surfaces opposing the DK2 screen directly on the back of the chamber. I am pointing at them with a needle in a picture below post 3. These are really really really problematic for the black levels and the color reproduction of the DK2. For an industrial scale of production, a “particle based” dull-black spray paint could be a good compromise, because it could be applied to the complete panel chamber. Until then, it leaves some of us with sharp scissors, glue and patience.


3.3 Low reflexive Duvetyne (Molton) for the DK2 panel chamber - short “how to”

At first, remove all standard coatings and get black Molton (Duvetyne) with the lowest weight (thinnest). If not, and as in my pictured first attempt, tiny bits of the material might show up at the right and left edge of the field of view. The smaller the pieces are that you glue to the chamber walls, the more precision can be achieved. Also coat the inside of the lens cups wings. The lenses should not be in danger of accidentally getting glue applied, because the coating must stop at the plastic ring next to the lens. This ring is forcing the lens in it´s position, and can not be covered as this would shrink the filed of view. When looking at my pictures below post 3, have in mind that the Molton I used is black at normal room light. As the pictures are taken with flashlight, you can see that light does not get fully absorbed by low reflexive material like Molton. It appears to be gray, because light emissions/reflections reaching the camera lens form the Molton ruin the black level. Sound familiar? I hope so now because the next steps will deal with reflections and or really absorb a great amount of unwelcome light.


4.0 Light control in a panel chamer via filters - introduction (patent pending for 4.x)


Non commercial use only - certainly investors or licensees are welcome. The complete chapter 4 is intended for technicians or enthusiast with extended knowledge about polarization and or interference filters, or people willing to learn about it. The greatest bottleneck for some will be the identification or tracing of high/special grade material for this application. You can consider yourself qualified if you are able to choose and apply correctly a circular polarization filter to block the light of a linear polarization filter of known specifications.
This chapter will start with the simplest embodiment of this idea, and then reach it´s full potential at paragraph 4.5, were full light control is achieved in a HMD panel chamber. In most paragraphs the intentional engineering of wall to wall or wall to screen angles inside a HMD chamber can optimize the efficiency (Brewster´s angle). For simplicity, I will only use interference filters in paragraph 4.2. They could be added or used alone in all embodiments of this idea with much greater versatility - but need to be custom engineered for most specific installations.


4.1 Naturally polarized chamber/panel reflections filtered at the lens array

Reflexions on all chamber components, specially the reflections thrown back and then off the screen - all those reflexions will be partially or fully polarized, depending on the surface they bounced of the last time. Sooner or later those image degrading light components will enter from everywhere into the lens array of a HMD to reach the users eye and degrade the the perceived black levels, color purity and color density. By adding polarization filtering components to the lenses or the lens arrays, parts of these reflective light components can be blocked from entering the lens or the lens arrays. Certainly, the addition of the polarization filtering components to a surface layer or the ingredients of a lens element will have advantages over the installation of an extra filter (weight, reflexions if it´s not curved filter, light loss with every extra surface the light has to enter). The optimal filtering specifications need to be identified for the certain panel chamber. Remember, black levels do overtrump brightness for immersion, by far.


4.2 Color filtering a the lens after light pollutions in the panel chamber

I hope you remember the argument about how the precise reproduction of colors accelerates the perceived realism in a visual based setup. Color calibration and the complex knowledge of it is a field for specialists and professionals, so I will not go into detail here but point a serious advantage of HMD´s (if manufactures make use of it). A correct color calibration of a display device must be done at the place where it will be used – within the exact light conditions of it´s future use. If not, a change of the ambient lights will effect the the colors and black levels of the display device. In a HMD the ambient light in not existent, and the light pollution inside the panel chamber and inside the lens array is a constant. So what could manufactures do without increasing the costs of a HMD too much or adding latency by display electronics altering the values? That limitations forbid to change the quantitative parts of red, green and blue emitted from a HMD panel. Especially as the ratio between these colors changes permanently over time of use and creating the regular need for calibration, those ratios can be ignored anyway. But every display manufacturer knows the wrong emissions for each color producing (sub) color unit. And all HMD manufacturer sooner or later will know what effects their own HMD chamber will have to the emitted light of the panel. So, one or both effects could be fought by adding customized interference filters to the lens array, or as above adding the properties to a or the lens elements. This embodiment could in a compromise focus on wrong reds, because the human perception is very sensible to flesh tones. I does not matter how much of the total light output is red (green is the number one over a long enough time line), the human perception will focus on faces or other body parts in a scene. So unnatural skin tones based on wrong red emissions are an immediate sign for the brain to brand the scene as not real.


4.3 Polarizing light reflections inside the chamber and filtering them at the lens

This embodiment can be used additionally or exclusively to engineered Brewster´s angles inside the panel chamber. Like in paragraph 4.1, a suitable polarization filter will protect the lens array. Additionally the chamber walls bordering the panel, or more or all parts of the chamber (including lens cups) will be coated with polarization filters. These polarization filters should allow the not polarized (or polarized in 4.5) scattered/stray light from the panel to enter it and be weakened for the first time. After that, the light will be reflected by the chamber components below the filter and have to travel through the polarization filter again. This time the light will become polarized in a way that makes is fully filterable by the polarized lens array.


4.4 Polarizing all panel light and filtering it at the lenses and the panel chamber parts

This is a similar embodiment of the idea described in paragraph 4.3. In this solution a polarization filter is added to the panel. The panel filter and the lens array filtering are compatible, so that light from the screen can pass through the lens array. But all panel chamber components a coated with the opposing filter properties/orientations, so that light from the screen can not pass through the coated chamber components. In theory, light can now only travel from the screen to the lens arrays. If low grade material is used to coat the the chamber components, allowing for some surface looses to reflections, the engineering of the Brewster´s angle for areas of high light exposure will polarize those reflections - the filtering material on the lens array and the panel should be chosen adequately.
Reflections back to the screen will travel through filter, become reflected by the panel and be polarized correctly for the lens array or the chamber filters.


4.5 Opposing polarization for the left and the right eye information based on 4.4 and 4.3

This solution is bases on 4.4 and 4.5. Left part of the display panel and the left lens array become polarized opposed to the filters of the right display part and the right lens array, so that no user eye can see any light emitted from the other panel side. For whatever reasons, this would eradicate the need for a wall separating the panel sides (lesser reflective surfaces, weight, little field of view increase because close to no space is lost). In this embodiment the filters on the chamber parts have to be opposed to the panel filters if done like in paragraph 4.4. This would result in the left chamber side polarized like the right display side, and the right chamber side polarized like the left display side. As this would leave a tiny area in the middle for cross reflections between panel sides and chamber sides, a polarizing solution for the chamber based on 4.3 would be best for this embodiment.


4.6 Closing thoughts and experiences on black levels and brightness

With excessive filtering I achieved the most real picture quality. Not only because of the reflections being filtered, but also because of the brightness and unnatural glow decreasing influence of polarization filters. If you go out into nature, or anywhere else in the real life, an object being visual by reflection of light rarely glows. After using excessive filtering for a longer period (10 minutes plus), an unfiltered mobile screen constructed to compete with daylight was on the edge of discomfort. Certainly there a scenarios of usage were the superb brightness levels complete the visual experience, for example all sets similar to an Ice Age movie/comic style - but there is no approach to realism in the first place. For simulation, a true reproduction of the real world sets the bar high and asks for compromises. So if you do synchronous comparisons between a filtered setup (left panel/left lens/left eye) and a non filtered (right light path), do not fall into the crude trap electronic stores use for selling specific TV sets. The visual perception and interpretation of the humans brain reacts autonomous on higher brightness levels and submits them as more appealing without notice by the spectator. As soon as the spectator evaluates a scene consciously, more parameters are included to the conclusion and flaws become identified (black levels, glow, colors and oversaturation).


5.0 HMD mirroring/cloning by 2nd HMD projection - introduction (patent pending for 5.x).....................(update)


My first tests with front and back projection out of HMD´s showed as expected a limitation of size resulting from a lack of emitted brightness by HMD panels. Surprisingly, everyone seeing a presentation based on projected light coming directly from a HMD, really everyone pointed out the feeling of an immediate relationship between image, source and effect. Specially people inexperienced with HMD´s understood "on the fly of the images" the principles of HMD´s, and tried instantly to become immersed by moving their head close to the rearprojection panel. By doing that, they unintentionally received a free lesson about the importance of wise chosen HMD lenses. So beside solving possible resolution orientation problems that avoid the use of standard displays for mirroring HMD displays, my attempt offers solid comprehension advantages. But there a some key elements needed for this to work, as a wide availability of the used HMD type and customized projection lenses for the specific HMD type. While the HMD availability in problem 1 will soon be solved, the problem 2/custom lenses depends on the manufactures or third party suppliers. My later described attempt to convert DK2 lenses showed surprisingly good results, but with limitations or a lack of variation: Size, resolution, throw distance, brightness loss by the unoptimized transition of light between the lens elements. There is no point to go into detail here, because solid understanding of lens engineering would be needed.


5.1 HMD mirroring/cloning by 2nd HMD rearprojection – DK2 „how to“..............................................(update)


By applying knowledge of multi-element lens design, I was able to customize projection lenses for the DK2. If a problem occurs in space, ground control is limited to parts available in the space shuttle or the space station for solving the problem – so I limited myself on parts you should find at home or have easy access to.
First, you will need the second set of lenses that came with your DK2. Simplified, these will be used to invert the effect of the installed lenses. Therefor the second set will be attached in opposite orientation to the installed lenses (plane surface at plane surface). You will find out that the distance between them effects the trow distance, the resolution and the ability to focus the center in relation to the edges. There is a sweet spot for all of that, but you have to choose a distance depending on your setup. As pictured in post 11 and the following, my selected connector moved the focus plane to be outside of any DK2 part – allowing for a fully assembled DK2 and a comfortable position of the rearprojection screen. My connector is made of cardboard roll that you should find in the kitchen or the toilet. First attempts can be projected on a piece of your shower curtain – if it is opaque. There are different colors of professional rearprojection material available. The darker the material, the more contrast is achieved at high ambient light – while sacrificing brightness. The brighter the material, the more controlled the ambient light should be to create contrast – high brightness version. I preferred in my presentations the rear side of the DK2 rearprojection setup to be visible, as everyone could see the light traveling out of the DK2 (smoky room) and hitting the back of the reaprojection material. For optimal contrast, the rear side of the setup should be covered to avoid ambient light to hit the rearprojection screen.


6.0 Concept: 360 degree light and heat source detection + full field of view direct light injection - foreword (patent pending for 6.x)


This is not about some mumbo jumbo display ambient light. It is not even happening close to the display. In fact it should be avoided to induce any light polluting sources close to the screen, or inside the panel chamber of a HMD. This has to be done in the face chamber of a HMD, or outside of it. If done with a single chamber HMD, then it has to be applied with awareness on the inside of it. Consider the light injection a side application for some of the installed elements needed to achieve the core effects of this concept. All embodiments described here rise and fall with the quality of the software interface.


6.1 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection - introduction

The human skin is a “multi-talent” organ in the human perception. Beside identified senses and functions, different skin regions provide different attraction levels to the brain for the same input. Here to mention - and a focus of this concept - is the skin covering the human head. More precisely it´s surpassing ability to sense and detect light/heat sources, and react differentiated to certain wavelength compositions of light. As a reason for this you can choose between two developments in the history of mankind. One is about an evolving primate discovering his affection for fashion, while the other is about Adam becoming aware of his nakedness. Both lead to a very sensitive skin on the head, with the face as a super receiver. Regions like the eye surrounding skin, the temple areas and the forehead are acting as a sensitive detector for the strength and position of light/heat sources like the sun. Some might know now were this is leading, as a HMD will cover this regions, border them, or the straps mounting the HMD will expand over the hole head, but patience please. It is very important to know that we a not dealing with a plain light detection based on the heat generated by the light traveling through or being scattered by different skin layers. The skin is reacting differently to the existing wavelengths of light. As a result, the skin does changes the local body chemistry, effecting and or reporting to the brain – which than can changes the complete body chemistry. For example, the shorter the wavelength, the stronger will be the scattering effect on the light by skin tissue. As a result and example, violet or blue light will be scattered early when entering the skin and effect the skin layer were it´s energy is scattered. On the other side of the visible spectrum is red, the longest wavelength in the visible spectrum. Red will travel deeper into the skin, as it is scattered later - thus effecting more skin while traveling through and scattering deeper. So a daytime sky will send more blue parts with the light composition to your skin, while at sunset you have a red peak. Even though it has a strong influence on our skin, the none visible light spectrum is excluded here - with the exception of infrared. Near-infrared (as anglo people prefer to call it), or infrared-A (as it is heard in continental Europe most of the time), offers some very interesting behaviors. It has a very immediate, you might say low latency, deep traveling and deep acting temperature perception effect in the human skin. And the best part is, that it heats up the surface it hits or the dense medium it travels through – but the air it travels through, or the air inside a HMD chamber it travels through, will not be heated.


6.2 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – light source sensing beyond the maximum vertical and horizontal filed of view.

To illustrate the effect, I will focus on daylight conditions on a cloudless day. But the human ability described here is very sensitive and works to a certain degree even for artificial light sources. I will also exclude the differentiated attractions coming with the visible spectrum of the discussed light, and focus on more simple heat sensations.
As mentioned, go outside on a sunny day and turn towards the sun. Look below it, so that you feel the sun on your forehead - but do look at it directly or have it´s light directly entering your eyes. Now move your head slightly left right, so that you feel the sun moving on your forehead. Then more head movement until the sun hits your temple areas. You will know all the time precisely were the sun is in relation to your field of view, even when the eyes are closed. In fact and in every day live, you will consciously and subconsciously permanently reposition your head while moving, so that you avoid direct sunlight traveling into your eyes. You never have to turn around to know that the sun is behind you. You even know it´s vertical position, meaning how high the sun is in the sky behind your back, just by feeling it´s position on the back of your head. A strong sensation to give away in VR, considering all you need to have this are a couple independent addressable infrared LEDs inside of the HMD face chamber, in the HMD contact surface to the skin, around the HMD body and then in and around the structures mounting/strapping the HMD to your head – while the LED number per square inch will determine the resolution of the heat sensations. And then a software engine to support it....And do not worry, the sun and the LEDs work fine through hair (tested with surfer hair). Positional tracking should look for specific patterns and or a specific Ir-band.

Side note: When limited to the inside of the HMD, heat effects emitting from the displayed world can be reproduced. The present/brain induced feeling when using this, is the one of wearing a helmet and watching the world through the heat transparent visor of the helmet.


6.3 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – the feeling of full vertical or horizontal field of view on any HMD

When testing different light effects for the HMD face chamber, I detected a boost of the felt presence, when light was directly injected into the corners of my eyes - matching the not displayed VR content at the specific outer edge of my physical field of view. As the resolving capabilities are nearing zero there, it was sufficient to give the feeling of a full field of view, while not increasing simulator sickness more than normal. I felt surrounded by the content! You certainly will have a feeling that compares to wearing blinkers like a horse, because of the space between the end of the HMD´s field of view and the outer part of the physical field of view covered by the light injection, but it will feel like a full field of view with blocked areas. Here again, like the vision inside a helmet or a combat helmet with side venting. Again a strong sensation to give away in VR, as a couple of independent addressable red, green and blue LEDs inside the HMD face chamber are needed, that allow to mix certain light colors/temperatures for the corners of the eyes, plus software support.


6.4 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – side application A for temperature sources inside the HMD


When running the heat sources mentioned in 6.2 while the HMD is not used or before first use, you will avoid the condensation of water in the first minutes of use.


6.5 Concept: 360 degree light and heat source attraction and detection + full field of view by direct light injection – side application B for temperature sources inside the HMD


Any characteristics of an engineered lens or lens system, are calculated knowingly or not knowingly for a specific temperature. That is for example because of the expansion or the contraction of materials with changing temperatures. Very important for satellite lenses and ignorable with your daily glasses, a HMD lens is in between. A single lens design that is not surface treated, or even when, should be used at the temperatures it was designed for - hopefully something close to the temperature of the user. A fast heat up phase by the heat sources inside the HMD while the PC is booting will result in an optimal optical performance right from the start.


7.0 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – foreword (patents, many many many pending for 7.x)

(in German - intensitätsparallele und richtungsadäquate Energieersatzreizung)

How far anything has to be direction-adequate or intensity-parallel is unknown at the moment. Or, if working at all, what percentage of the population might benefit from this, or if the age/youth effects the learning and training process. There a some phenomena in Physiology and in Medicine that fueled the proceeding, but this is going very far – or too far.
Even though my writings cover replacement sensations all over the human body, most of the replacement sensations described here will be induced to the head, with the exception of Infrasound. The low frequency sounds will be used to activate a conscious and subconscious body perception, or will be applied at the resonance frequencies of the elements from the vestibular system. There are two reason to focus on the head for my approach. One is the number of perception organs included or surrounding the skull and the pronounced sensitivity in the head region of a full body covering organ like the human skin. Second is the HMD at the head, allowing for an easy addition of technical elements to the structures already mounted to the users head.
While reading this, some might think about the NASA´s attempts to avoid motion sickness by using shutter glasses or a strobe. But these were used to decrease the visual sensation the users perceives from his or her surrounding – so can be compared to a decrease of the field of view in a HMD to avoid simulator sickness. This is about increasing sensations to allow for an increase of the field of view in a HMD, while not triggering simulator sickness.


7.1 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – perception patterns to offer alternative sensations to the brain


The basic though behind this endeavor is to train the brain to accept alternative sensations for the lack of stimulation acting upon the vestibular system while simulations. More specifically, adding a complex system of replacements sensations that is able to symbolically represent the direction and intensity of any force – so that the brain will be supplied with a constant, synchronous and energy derived data flow while in VR. What organ of perception will offer the best overlay for missing sensations in the vestibular system is unclear, or if there a differences in the population. The learning and training applications later described will, if having the desired effect, lead to untrained and trained VR users. Not so uncommon if you think about non VR, low or inconsistent frame rate content of the past and on consoles, that in fact need training to avoid unpleasant feelings. But every new and specially young generation of users adapts playfully. To avoid the limitation of being forced to the use of a specific VR platform, because a certain user is trained only for the replacement protocols of the specific VR platform, a cross-platform protocol needs to be set up by the market leader or leaders. (Feels like talking about a relocation program for polar bears - that will train them as NHL goalkeepers.)


7.2 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – organs and possible patterns to address them

I hesitated to post patterns of stimulation for the specific organs, because someone reading this might and hopefully comes up with own ideas of patterns for implementation. But to give an idea about how to address an organ of perception, some easy to catch and write protocols will be mentioned here.
A base for all of this, as covered in my writings, are the different ways to deliver function commands for the possible technical arrays. They can be delivered by the engine creating the virtual world, predefined for a movie and included in it´s data set or extrapolated in real time by a processor evaluating the motions in a video signal.

a: Vibration
By including for example vibration elements to the HMD and to the structure mounting it to the head, a horizontal 360 degree alternative sensations area on the skin of the head is created. For those not familiar at this point with my approach, the vibration elements will not be addressed by the game engine to project vibrations, shocks or concussions from a virtual world into the real world, but for a symbolic representation of forces that a user would perceive when doing/experiencing the VR movements/accelerations in the real world.

A forward movement on the analog controller, that moves the user forward in VR, will be accompanied with the activation of a or the vibration element at or inside the main HMD structure at the forehead. The strength of the vibration will be parallel to the speed of the movement. A movement to the right in VR, will be accompanied with the triggering of a or the vibration element on the right side. A movement forward-left will trigger the front and left vibration elements, possibly one more than the other, depending on the exact direction of the movement. But if enough vibration elements are present around the head, a more precise direction triggered activation of single elements is possible. A right directed rotation of the user induced by a controller command or forced by an event in VR, could be accompanied with an interval vibration of a right vibration element. The length of the interval interruptions of the vibration may represent the speed of the rotation or forces that need to be overcome in VR to rotate – or both if the intensity is represented by the vibration strength. As you see, even a resistance that needs to be overcome to move in VR could be replaced with a sensation. Jumping and falling in VR, without using a vertical alternative sensation area around the head, could be represented by a complete triggering of all elements – at certain patterns for positive and negative acceleration. This should be done, as an offered overlay to the brain for vertical accelerations must be more intensive as other sensations. Especially the later impact of the user after a period negative vertical acceleration must even more offer a massive alternative stimulation resulting in a massive alternative sensation data flow to the brain. A combination of replacement sensations for several perception organs is possible, or the components of a single energy replacement system are selected to offers enough sensation range (strength, direction and multitude of patterns).

b: Electric stimulation of the skin
As above, by including for example electrodes with skin contact to the HMD and to the structure mounting it to the head, plus the integration of an impulse generator, a horizontal 360 degree alternative sensations area on the skin of the head is created. Again, this is intended to offer a calculated “symbolic” representation system for accelerations in VR, and will not collide with other ideas or patents that include electrodes in a VR setup for a direct reproduction of VR events.
The directional patters can be copied from the vibration setup above, so I will not go into detail here. Especially as using electric sensations is not my favorite for a body that is based on electric charges for biophysical processes, but the range as the perception awareness is very high with electric stimulation.

c: Heat
I hope you have not jumped directly to this approach and are familiar with my concept of addressing the heat and light perception abilities of the skin covered or close to a complete HMD array (paragraph 6.x). By including heat elements like near-infrared LED´s to the HMD and to the structure mounting it to the head, a horizontal 360 degree alternative sensations area on the skin of the head is created. Heat sensation could be applied very similar to patterns described in 7.2a.

d: Sound
d1: audible frequencies

With the incorporation of 3D sound to VR, the direction-adequate approach of this embodiment can provide a very complex overlay sensation for the brain. No need to mention that the the VR sound experience could get polluted, but the availability of sound structures to VR devices is a huge factor. But pollution and effectiveness of this approach are both rooted in the differentiated response awareness of the auditory system for certain frequencies. Some might have realized that the sound of heavy transportation traffic inside an apartment can easily become background noise, while the female or male voice of a complaining partner does not. This is because of the human auditory system is very sensible for mid-range frequencies. As a result of this, using mid-range frequencies as a source for replacement sensations will cause activity and awareness peaks in the brain. While avoiding mid-range frequencies for replacement sensations will cloak them with low conscious awareness priority.
The possibilities resulting from the combination of sound patterns and frequencies are immense, so consider the following passage as simplified example - not using advanced 3D reproductions or anything else.
A forward movement on the analog controller, that moves the user forward in VR, will be accompanied with a 16000 Herz tone on the left and right speaker. The volume of the tone will be parallel to the speed of the movement. A movement to the right in VR, will be accompanied with a 16000 Herz tone on the right speaker. A movement forward-left will induce again the 16000 Herz tone on both speakers, but it will have a higher volume on the left speaker than on the right. The volume balance between the left and right speaker will be proportional to the balance between the forward and the left direction of the movement. A backward movement will be accompanied by a 100 Herz tone on both speakers. A backward-right movement will induce again the 100 Herz tone on both speakers, but it will have a higher volume on the right speaker than on the left. The volume balance between the left and right speaker will be proportional to the balance between the backward and the right direction of the movement. A right directed rotation of the user induced by a controller command or forced by an event in VR, could be accompanied with an interval interrupted 16000 Herz tone. The length of the interval interruptions of the tone may represent the speed of the rotation or forces that need to be overcome in VR to rotate – or both if the intensity is represented by the volume of the tone and the resistance by the interval. As you also see here, a resistance that needs to be overcome to move in VR could be replaced with a sensation. Positive or negative vertical accelerations, straight up and down, would be accompanied with a tone on both speakers starting at 10000 Herz and increasing while ascending, or decreasing while descending. The speed of the vertical acceleration should be expressed by the speed of the frequency change. While the volume should be used to express the dangers or the discomfort of a to fast vertical acceleration. Here can be expected that replacement sensations applied above the users level of comfort, here sound reaching an unpleasant volume, can provide an overlay for the lack of very intense experienced acceleration and the lack of resulting data flow to the brain. So a strong VR impact of the user on the VR ground after a long VR drop, should create a very high volume acoustic pattern in the real world.

d2: Inaudible frequencies

d2a: Infrasound for a full body perception
At first, infrasound should only be applied in volumes close to the levels occurring in civilized regions, and in patterns not occurring in nature or civilized regions. The reproduction of infrasound is not that hard, if some basics are respected and you are not forced to flood a cinema with it. At first, this aims at a subconsciously perceived/body perceived level of infrasound, while conscious levels need more efforts (amplification and speakers). Second, the deeper the frequency, the harder it gets to maintain or achieve a certain level of volume (can not be heard, but felt). As a result of this, the protocol here will not go deeper than 8 hz for this model.
In general, an amplifier for this must forward those frequencies and have a low loss in this frequency regions. The same goes with the speakers or woofers and their crossover elements. But a loss at very low frequencies is normal and can best be overcome by the source of the infrasound signal equalizing/pre-amplifying the infrasound frequencies alone in an audio signal.
For this model, the frequencies range between 8 Herz and 16 Herz is used for the replacement sensations. A narrow band that needs combining with patterns in most models/protocols. Possible could be a forward movement and a 16 Herz tone, right movement 14 Herz, back 12 Herz and left 10 Herz. Every direction in between will result in a proportional tone between those frequencies. Every tone mentioned so far will be based on interval interruptions, so the speed of the interruptions will be equivalent to the speed of the movement. A right rotation of the user in VR will start at 16 Herz and drop constantly to 14 Herz when at right position, to 12 Herz when facing backwards, 10 Herz when left and down to 8 Herz close before a finished 360 degree turn. If the rotation continues over the forward position or stops there, a 16 Herz...

d2a: Infrasound for a direct effect on the vestibular system
This was talked about already, but for me it seems hard to get real life stimulation of the vestibular system based on infrasound. So my approach would be to use a system of replacement sensations based on infrasound for parts of the vestibular system, if possible at their specific resonance frequencies (check “resonance frequency + eye” for entertainment). The relearning process should be fast and effective, because replacement sensations for accelerations are coming from the intended organ. But again, the patterns used should not exist in nature or the civilized word.


7.3 Approach to simulator sickness: Direction-adequate and intensity-parallel energy replacement sensations – training scenarios or how to become a VR athlete


a: The VR Dojo
The fist setup for the training of replacement sensations will consist of a HMD with the specific replacement sensation elements. A computer will generate the VR Dojo, a training room for a seated and low-in-real-motion VR setup. The user there will start with really slow/forced slow controller commands that get combined with “slow” replacement sensations. Over the time, faster moves are done and get combined with replacement sensation for faster moves.

b: See-through plus real-walk mode in mobile VR
This could be done too with stationary and non see-through HMD´s that are worn on the forehead and not on the eyes, but only a mobile VR device will allow to move freely through real life while getting replacement sensations and the normal vestibular stimulation. So everyone will be able to perform normal daily movements like forward, backward, strafe left, strafe right and drop kick, while enjoying vestibular and HMD based sensations. Over the time and then later while doing low-in-real-motion VR, the brain will remember the replacement sensations.

c: Special RL training devices
I also defined training devices or operation modes for the specific replacement sensation types. Basically you are dealing with sensor based structures, like for example a headband, that are equipped with motion sensors, processing power and elements for replacement sensations. So you walk to your job while training replacement sensations based on your movements. Certainly, mobiles with their sensors and or headphones are covered too.


8. Mobile VR: Temperature control (patent pending)

I have this one ready on the shelf for quite some time now. I hesitated to publish it, because any VR induced hardware change to mobiles seemed unrealistic to me – at least before a certain market volume is achieved. But things are different now.

I can not go into technical details about my approach, but anyone with advanced experiences in hardware modifications will be able to do this harm to his mobile phone. The others should wait for an approach to be realized for market devices.

My system is based on sharing the temperature or creating a heat stream between the mobile phone and the “Mobile VR” head adapter. Because of head tracking and the resulting head movements, we have active airflow (cooling) on the surface of the Mobile VR head adapter. When the surface of the head adapter is optimized like a heat sink, or is equipped with heat sinks, or nothing of it, there is a high capacity for heat exchange with the ambient air. But also the body of the “Mobile VR” heat adapter can absorb high volumes of temperature from the mobile phone. Therefor, the heat inside the mobile phone need to be collected. For example a wire mesh can be installed between the internal components of a mobile phone, so that is absorbs head radiation (or the wires could be connected to heat sinks or pads directly). The wire mesh can then be connected to metal housing parts of a mobile phone - like the outer ring or a metal back plate of the mobile phone. It is also possible to connect the wire mesh to a special connector of the mobile phone or to already (!) existing ports – that now become also heat ports, or parts of them. In all cases, the heat transport can user selectively be interrupted or activated for VR. While in winter it could be nice to have a warm/hot housing of a mobile phone in the hands or the pockets.
The head adapter of the “Mobile VR” device will be equipped with the specific counter structures to receive the heat stream from the mobile phone and direct it to the body of the head adapter and or it´s surface. Depending on the realization of this approach, an overheating of the mobile phone is very unlikely or will happen more close to battery failure. But if overheating happens and the legendary burning mobile icon shows up, then the current application will be stopped and a different VR scene could be rendered. This scene will need very low processing power – but will motivate the user to do a lot of heat movements for a fast heat exchange with the ambient air.















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14 REPLIES 14

noosatxp37plus
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the rest of the pictures

ElectricMucus
Explorer
tl;dr: Painting your rift lenses black on their edges for "better" contrast.

BTW, I don't get it, the Rift lenses are framed in black plastic, so that mod seems non-sensical to me.

noosatxp37plus
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"ElectricMucus" wrote:
tl;dr: Painting your rift lenses black on their edges for "better" contrast.

BTW, I don't get it, the Rift lenses are framed in black plastic, so that mod seems non-sensical to me.


When using your DK2 (or glasses in real life that are also often framed), you will notice when looking at a "black framed bright scene" that you can see the outer edge of you lenses, or even that the emission from the outer edge of the lens massively "glow" into your vision. That´s why parts of the DK 2 lenses were partially painted black in the first place, but it can be improved.

The black frame around lenses stops the exiting light from traveling further, or illuminating the frame material itself. By painting the edge of the lens, you stop the light before exiting the lens - and avoid the outer edge of the lens to glow.

If you put a lightbulb in a black frame, the inside of the black frame will still be illuminated. If you paint the bulb black,.....

noosatxp37plus
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updated first post, pictures follow here....

noosatxp37plus
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updated first post, pictures follow here....

noosatxp37plus
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updated first post, pictures follow here....

noosatxp37plus
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updated first post, pictures follow here....

noosatxp37plus
Protege
updated first post, pictures follow here....

noosatxp37plus
Protege
updated first post, pictures follow here....