Aspencore_EETOA_Weekly Recap来自电子工程专辑00:0030:57BRIAN SANTO: I’m Brian Santo, EE Times Editor in Chief, and you’re listening to EE Times on Air. This is your Briefing for the week ending February 14th. BRIAN SANTO: 我是EE Times的主编Brian Santo,您正在收听ETimes On Air。以下是截至2月14日的本周播报。 In this episode… 在本期节目中。 Virtual reality has been anticipated by science fiction writers since at least the '60s and probably before that. So when real VR goggles finally began showing up 10 or so years ago, it almost felt like a case of: what took you so long?早自20世纪60年代,甚至可能在这之前,科幻小说家就开始期待VR的到来。 终于,当真的VR眼镜在差不多10年前出现时,人们的感觉基本都是:为何用了这么久才等来VR? As International editor Junko Yoshida and I were scurrying through the great vastness that is the Consumer Electronics Show last month, we were keeping an eye out for virtual realitytechnology. Frankly, there wasn’t as much as there had been in past years. On the other hand, a lot of the stuff that was there seemed more practical than the stuff we’d seen in the past. 国际编辑Junko Yoshida和我上个月在CES上匆忙看展,我们一直在关注VR技术。 坦白说,现在的新产品没有过去几年那么多了。 但从另一方面来讲,展出的很多东西似乎又比我们过去看到的产品更实用。 We decided to take a look at the virtual reality market, and the associated augmented reality market, in a special project in EE Times – a series of reports on where VR and AR are today. One of those articles is by our friend Kevin Krewell of Tirias Research. We invited Kevin to discuss the technology with us. 我们决定,在EE Times的特别项目中研究VR市场,以及相关的AR市场——这是一系列有关VR和AR当今状况的报告。 该系列中的一篇文章由我们的朋友—来自Tirias Research的Kevin Krewell撰写。我们邀请Kevin一起讨论一下这种技术。 One quick note before we jump in: You’ll hear Kevin refer to “3DoF” and “6DoF.” That’s short for "three degrees of freedom" and "six degrees of freedom."在我们访谈开始之前,先提示一下:您会听到Kevin提到“ 3DoF”和“ 6DoF”。 这是“三自由度”和“六自由度”的缩写。 So I have been waiting for virtual reality since seeing the holodeck on the Star Trek Enterprise from Star Trek Next Generation. It's been, what, 30 years now? And for the last ten, they've told us, VR is definitely coming! So is it here?自从我在《星际迷航:下一代》(星际迷航系列的第一部)到《星际迷航:进取号》(星际迷航系列的第五部)中看到全息舱以来,我就一直在等待VR面世。 如今已经过去30年了? 过去10年中,人们一直说,VR肯定要到来! 那现在是时候了吗? KEVEN KREWELL: It's been here for a while. Yeah, it's here. VR is... You know, actually, the holodeck is a whole different experience. And that's sort of the next generation, I would say, of VR. Boom boom.KEVEN KREWELL: 是的,VR已经面世有一段时间了,已经到来了。VR……实际上,你知道全息舱是一种完全不同的体验。 我想说,那就是下一代的VR,轰隆轰隆。 I think part of the problem was that VR got over-hyped, especially when Oculus was bought by Facebook, and then all of the a sudden there was this explosion of hype on VR. And the reality was, nobody's going to put on a VR headset every day and just like go to work in it. That's going to be the default mode of playing around. There are some people who will do it, but that's a small, tiny group of people. But VR does have applications. It's definitely good for training; it's good for educational experiences; it's good for virtual travel. And it is good for gaming. And now we're finally seeing some of the content come around to make VR a little more acceptable and also some of the new headsets coming out that are more accessible to people in price points.我认为问题是,VR被过度炒作了,尤其是在Oculus被Facebook收购时,VR突然之间就出现了被炒作过度的爆炸式增长。 而现实是,没有人会像每天都要上班一样,把戴VR头盔当做日常惯例。 这是默认的共识。有些人会经常用VR,但只是一小部分人。不过VR确实有应用场景,对训练绝对有帮助;对教育体验有益;对虚拟旅行也很有用;而且对游戏很有好处。 现在我们终于看到了一些内容的出现,使得VR变得更加容易被接受,并且一些新头盔的面世,让人们从价格的角度,能够更容易接受VR。 But it's a bifurcation of the market. There's the consumer market, the Oculus Quest is probably the hottest consumer product right now, although Play Station VR is also a very popular version of VR. And then there's these over $1,000, expensive enterprise class VR headsets. And those are designed for training purposes. There's actually a market for location-based experiences, where you would go to a mall where you play a game, and two people will play together. And those use high-quality VR headsets. And that's a fairly interesting little market that's growing.不过这是市场的分歧。 消费市场确实存在,尽管Play Station VR也是非常受欢迎的VR版本,但Oculus Quest可能是目前最热门的消费产品。 市场上还有价格超过1,000美元的昂贵企业级VR头盔。 这些是为培训目的而设计的。 实际上,目前还存在一个位置导向的VR体验市场,你可以去一个能玩VR游戏的购物中心,可以两个人一起玩。这样的体验市场使用高质量的VR设备,是一个相当有趣且正在成长的小市场。 But key is, yeah, the hype cycle. I believe the hype cycle has evaporated. It didn't live up the hype that everybody thought it was going to create. But instead, there's a nice, slow, steady progress of VR. Better content's coming. Better headsets are coming. Headsets that don't have to be tethered to a PC. I think that's going to be an important breakthrough. It makes a big difference in terms of how you experience VR. The Oculus Go was a great enter-level VR experience, what they call "3DoF," which basically is a seated position where you can look around. And that's good for 360 videos. And then "6DoF," The Oculus Quest is the one I bought. And that's like $400 if you can get it. It's actually on back order right now. And it's a 6DoF experience. That means you can move around a space, and you can walk around it. That is actually really an excellent experience.但关键是——热火持续时间。 我相信炒作期已经逐渐消失。VR目前并没有像大家预想的那样流行开来。 相反,VR有一个不错的,缓慢而稳定的进展。 更好的VR内容即将到来。更好的VR设备即将问世,无需捆绑到PC。我认为这将是一个重要突破。 这会在VR体验方面带来极大不同。Oculus Go带来一种出色的入门级VR体验,人们称之为“ 3DoF”,基本上就是,你可以坐下来环顾四周。这对于360°全景视频非常有用处。 然后是“ 6DoF”,我购买的Oculus Quest就是这种VR。售价大约是$ 400,实际上目前是缺货状态。这个产品可以带来6DoF体验,意味着你可以在空间中移动,可以在空间中行走,确实是很棒的体验。 VR's never going to be for everybody. There are some people who don't have binocular vision, so they don't get the sense of depth. And there are some people that VR, no matter what, it still makes them nauseous. So they have problems with the movement and the AI focus. So there's always going to be a percentage of the... and it's like 3D video. Remember when that was going to be the rage for 3D TVs and 3D movies?VR永远不会适合所有人。 有些人没有双眼视力,所以他们不具备深度感。 而且有些人认为无论什么情况下,VR都会让他们感到眩晕。 他们在动态和AI聚焦方面存在问题。 因此,总有一定比例...就像3D视频一样。 还记得3D电视和3D电影开始风靡时吗? BRIAN SANTO: Oh, yeah.BRIAN SANTO: 噢,记得。 KEVIN KREWELL: Some people won't even go near it because it makes them nauseous. And so there's always going be that percentage of the market. But then again, it's like color movies. There's people who are color blind. That doesn't mean we're not going to have color movies, right?KEVIN KREWELL: 有些人甚至不愿意靠近它,因为那使他们感到眩晕。 所以总会有一定市场比例。 不过就像彩色电影那样, 有些人是色盲,可这并不意味着我们就不能有彩色电影,对吗? BRIAN SANTO: We are talking about this before. With movies in particular, and with a certain category of video games, 360 doesn't necessarily work. With movies especially, movies tend to have a script and a sequence of events. And you want people to see what action is moving the plot forward. And if you're in a 360 degree environment and you're looking the other way, it doesn't work! There's no focus to what you're seeing, right?BRIAN SANTO: 我们以前谈论过这个。特别是对于电影,以及某些类别的视频游戏,360°全景不一定奏效, 特别是电影。电影往往有剧本和一系列剧情。 你希望人们看到,是什么动作正在推动情节向前发展。而且如果你处于360°环境中,而你正看着错误的那个方向,那就行不通了! 没有重点关注您应该看的,对不对? KEVIN KREWELL: Right. But that's also... Actually, 360 is where travel is really interesting. Because you can go to a spot and visualize being in Machu Picchu, or we took some videos on top of Haleakalā in Maui, or in Ireland, and then you can virtually look around and see the entire environment you're in. So that actually immerses you in that experience. But as a storyteller, it's really hard to direct somebody's gaze in one direction. It can be done. Sound is actually an excellent way. But it's also really hard to record 360 video without the person or the camera crew getting in the scene. For documentaries, then the recording crew becomes part of the story.KEVIN KREWELL: 对。但这也是...实际上,360°全景是运用到旅行上真正有趣的地方。 因为你可以通过VR进行可视化显示,去马丘比丘(Machu Picchu),或者毛伊岛(Maui),或是爱尔兰的哈雷阿卡拉(Haleakalā)上拍摄了一些视频,然后在VR中,你可以环顾四周,几乎能看到你所处的整个环境,让你沉浸在那种全景可视化体验中。 但作为叙事者,就很难将观者的视线引导到一个方向。这点可以利用声音办到。 声音实际上是一种极好的方法。 但是如果没有人或摄制组进入现场,录制全景视频非常困难。对于纪录片,录音人员也是讲述故事的一部分。 One of the things I'm surprised I haven't seen yet is more like those BBC nature films in 360. They're focused on more distant stuff, so I think their focus on like being able to follow or track the cheetah across the plains of Africa. So it requires a lot of focus and keeping distance. But more 360 will be interesting in there.令我惊讶的一件事是,我还没有看过360°全景的BBC大自然电影。BBC大自然电影专注于更远距离拍摄的事物,我认为他们的关注点在于能够追踪整个非洲平原的猎豹。这需要大量关注,并保持距离。但如果用到更多360°全景,会更有趣。 Going back to games, though, some games, yes. You want to keep them on a focus on a plot you move forward. But there are other games that are interactive-- multi-player games, real-time strategy games-- where being in the game more is... The action could be all around could be a really immersive experience. And that could be real good. And location-based experiences, entertainment experiences, are like that.谈到游戏,是的。 虽然有些游戏想让玩家专注于特定的剧情设定。 但是还有其他一些交互式的游戏,如多人游戏,实时策略游戏,玩家在游戏中的参与度更高……行动体验无处不在,可能是一种真正的身临其境的体验。 那可能VR用到这里真的很棒。基于定位的体验,娱乐体验,类似这样的。 And then one thing that Junko and I experienced when we were at the Qualcomm event back in December, was their game called Beat Saber. And that keeps you occupied because you're moving and you got things coming at you in one direction. So even though it's a 360 environment, you're only focused on looking in one direction where things are coming at you. You can look around, but then you're going to lose the game.我和Junko在12月参加高通(Qualcomm)活动时,体验了他们的游戏Beat Saber。 这游戏会让你感到手忙脚乱,因为你要不断移动,有东西会朝着一个方向向你飞来。 即使是在360°的全景环境中,你也只能专注于一个方向寻找飞来的物体。 你也可以环顾四周,不过那样你就会输掉比赛。 JUNKO YOSHIDA: Yeah, you get killed.JUNKO YOSHIDA: 对,然后你就GG了。 BRIAN SANTO: It just explained the game. You've got sort of like a light saber, a couple of light sabers, and you've got these boxes coming at you that are Beats, and you're using your light saber to knock them off, right?BRIAN SANTO: 游戏差不多是这样。你拿着一把类似《星球大战》里面那种光剑,几把光剑,然后你会看到这些名为Beats的盒子向你飞过来,你就用光剑把它们击倒,对吗? KEVIN KREWELL: Right. Yup. And you have to do up, down, sideways. You also have obstacles that you have to sidestep that come at you as well. So it's interesting. It's a mix of light sabers and dance music and EDM music.KEVIN KREWELL: 对,是的。 而且你必须上跳下蹲,侧身躲避。 你还必须躲闪障碍物。 游戏很有意思,是光剑、舞蹈音乐和EDM音乐的混合体。 BRIAN SANTO: It's the "killer" app for VR!BRIAN SANTO: 这是VR里面的“杀手级”App! KEVIN KREWELL: It's a very fun game. And actually gives you a little bit of a workout.KEVIN KREWELL: 这是一个非常有趣的游戏。 实际上还让你得到一些锻炼。 JUNKO YOSHIDA: I totally agree. I don't want to be a party pooper here, but I usually don't play games. I'm a girl.JUNKO YOSHIDA: 我完全同意。我不是想扫大家兴,但通常我是不玩游戏的,毕竟我是个女孩。 KEVIN KREWELL: There's plenty of girl gamers, too. Don't typecast.KEVIN KREWELL: 也有很多女游戏玩家。不要有固定思维。 BRIAN SANTO: Definitely want to stay away from that! I didn't say it. Junko said it.BRIAN SANTO: 绝对不要有固定思维!我没那样说,Junko说的。 JUNKO YOSHIDA: Yeah, okay. But when I played that Beat Saber game, I was surprised how fun it was. And I was just realizing how I was married to this old idea, No, I don't play games. But once you do it, you got so involved. Although I'm really bad at it. But I just wanted to play more so that I could get better!JUNKO YOSHIDA: 好吧,是的。 但是当我玩Beat Saber游戏时,对它来带的乐趣感到很惊讶。 我才意识到我的这个固定思维是多么老旧,“不,我不玩游戏”。 但是一旦玩上了,你就会乐在其中。 虽然我玩游戏真的很差劲,但我想多玩些,就能玩得更好了! BRIAN SANTO: That's kind of the cool thing about a game envy, is that it is fully immersive with everything that means. You're really deeply involved in it.BRIAN SANTO: 对游戏设备来说,这实在是一件很酷的事情,完全浸入。让你实实在在参与其中。 That's the experience of the actual application, the games and whatnot. The glasses or the headsets, we're talking a couple of things. One is comfort, and that's often associated with weight. And then the other thing is with the graphics reproduction capabilities and any of the other sensor capabilities that might be imbedded. What have you seen with the improvement in terms of the wearability of VR equipment? And then in terms of how it's improving technologically?那就是实际应用的亲身体验,游戏和其他一些东西。我们正在谈论两件事, 眼镜或是头戴式设备。 一是舒适感,通常与设备重量有关。另一个是图形再现功能,以及可能嵌入的任何其他传感器功能。 你对VR设备的可穿戴性改进有何看法? 在技术上如何改进? KEVEN KREWELL: The goal for VR and AR is basically to make the head-mounted displays as light as possible. So we're making some good progress there. They are getting lighter. Trying to get the balance. VR especially has a problem with, it's got optics right in front of your eyes, and the weight is mostly faced on your forehead. And that's actually one of the down sides to the Oculus Quest. It's got about a pound worth of stuff on the front of your face, but nothing on your back. No balance to it. But a lot of attention is being paid to that.KEVEN KREWELL: VR和AR的目标基本上是使头戴式显示器尽可能轻便。我们在这方面取得了一些良好的进展。 这些设备越来越轻,试图拥有更好的平衡性。 尤其是VR有一个问题,它的光学器件放置在眼前的位置,且大部分重量都在前额上。 实际上这是Oculus Quest的缺点之一。 头部正面的脸上戴着大约1磅重的东西,但头后面却什么也没有。这不平衡。这一点已经引起了很多关注。 Battery life has been one of the critical aspects, because most of these devices don't get much more than a couple hours of play time before the battery winds out.电池寿命也一直是设备至关重要的方面之一,因为大多数设备通常播放几小时就会耗尽电量。 On the AR side, there's this challenge to try to do it completely wirelessly. Most of the AR headsets that have some high-resolution displays tether it. So the glasses, or the goggles, you put on, have wires that run down to either your phone or a hockey puck of compute in it and the battery. So that offloads that from being on your face. But at the same time, that makes it a little more awkward with the tether, the line, the wire running down from the glasses. So we're trying to get better at doing that. The more you can fit in the glasses, the better off you are. But putting 5G video next to your head, you may not be as happy about. So having that maybe remote might not be a bad thing. Although there are some tradeoffs there.AR面临的挑战是人们尝试将设备完全无线化。大多数具有高分辨率显示屏的AR设备受到头戴式设备的束缚。 当你戴上AR眼镜的时候,线源会连接到你的手机或计算机和电池中。 这样能够减轻设备对面部带来的负担。但与此同时,这使得连接线从眼镜上掉下来,变得有些尴尬。 因此我们正在努力完善这种情况。 眼镜戴上越合适,你的使用体验就更好。 但是将5G视频放在你额头上,可能不是件令人开心的事。 所以远程也许不是一件坏事,尽管这会有一些折衷。 On the VR side, the optics are getting better. The resolution of displays are getting higher. The brand new mixed reality headset from a startup called Lynx was just released earlier this week. They just came out of stealth. That uses the new Qualcomm XR2 chip, which Qualcomm just announced recently, just late last year. And that is a mixed reality headset. It's a VR headset but with cameras on the outside. And those cameras then take video of the outside, warp it, and then redisplay it on the display inside. So it virtually looks like pass-through. So the headset that you're wearing becomes sort of virtual. It sort of looks like you can see through it. And that's kind of interesting. And that's right now a $1,500 tool, and it launches later this year. But that's kind of state-of-the-art of mixed reality. That's where you've got the ability to then render anything you want in your field of view, but at the same time, you still look like you're looking out upon the world around you. You haven't lost contact, which most VR headsets you do lose contact.在VR方面,光学器件越来越好,显示器的分辨率越来越高。本周初,一家名为Lynx的初创公司推出了全新的MR(混合现实)设备。这款产品悄然面世,使用了高通于去年底宣布的 Qualcomm XR2芯片。那是一款MR设备。这是一款外部装有摄像头的VR头戴式受话器。这些摄像头会拍摄外部视频,将其转换,然后在内部显示屏上进行显示,实际上看起来像直接看到了外部影像。这样使得你戴的设备变成了虚拟设备。看起来像是你可以看穿物体。这很有意思。目前这样一款设备价值1,500美元,将于今年晚些时候推出。这是最先进的MR,就是你可以在视线范围中渲染任何想要的东西,与此同时,你视线所及的地方看起来仍像处在真实世界。你没有完全处在虚拟空间,大多数VR设备则会隔绝开真实空间。 BRIAN SANTO: Was that the one where somebody was actually driving a car wearing them?BRIAN SANTO: 是有人真的在开车时佩戴的设备吗? KEVIN KREWELL: That's a different one. We did talk about this earlier. That's another startup called Varjo. And that's an extremely expensive headset designed just for industrial purposes. And that has a high-resolution display. That was amazing. I had the chance to see that demo last year, and the realism is so good. They popped up a virtual Ford Mustang next to me, and I literally wanted to put my hand on the side of the car and just lean on it. But it wasn't there. It wasn't really there. But it sure looked solid. And they've actually done some tests with Volvo. And Volvo let them drive the car with this headset on. So the pass-through is just amazing.KEVIN KREWELL: 那是另外一个故事。 我们之前讨论过。 那是另一个名为Varjo的创业公司。 他们的一款设备非常昂贵,仅用于工业用途,并且具有高分辨率显示。 真是太精彩了。去年我有机会看到了他们的演示,虚拟的感觉非常真实。 他们在我旁边弹出了一辆虚拟的福特野马,而我真的想把手放到汽车的一侧,然后靠在上面。 但事实是这辆车并不真实存在。它不是真的在那里。 虽然它看起来确实像真的。 实际上他们已经在沃尔沃进行了一些测试。 沃尔沃让试验人员在佩戴此设备的情况下开车。 画面的真实感是很惊人的。 Now with that said, they require a really high-end PC. The difference is, and then a very high-resolution display. So that's designed for the very, very high end. And that's industrial only. But the Lynx headset, what they're calling the R1, $1,500 is not a bad price point, and it's standalone, so it uses the XR2 chip from Snapdragon. And that's going to be really interesting. It's got a very unique display and also will do some eye tracking as well. So there's lots of applications for that. I think that's sort of the next wave of headsets. They'll be this kind of mixed reality headsets that have the ability to virtually look through the headset.如此说来,他们需要一台真正的高端PC。 不同的是,也需要非常高分辨率的显示器。 它是为非常高端的产品而设计的, 且只应用于工业。 但是Lynx的这款名为R1的设备售价1,500美元,价格有优势。它是独立的产品,使用了Snapdragon的XR2芯片。 这将非常有趣。 它具有非常独特的显示效果,也可以进行一些眼动追踪。 因此有许多可以进行应用的场景。 我认为这是下一波热门设备——这种具有MR功能的头戴式设备,能够虚拟场景并混入真实空间景象的头戴式设备。 BRIAN SANTO: Okay, so we started talking about VR. Now we've been talking about MR, mixed reality. I would have thought that we would have had augmented reality, AR, in between. Are we getting it simultaneously?BRIAN SANTO: 好的,所以我们开始谈论了VR。 现在我们一直在谈论MR,混合现实。 我本以为我们会在两者之间谈到AR。 我们要同时谈谈吗? KEVIN KREWELL: Actually, the funny thing is, everybody expected AR-- because it's been around longer. There's been a market for AR in industrial applications. Companies like Epson, Canon, others have been in that space for a long time. And a number of companies have been in that space for a long time. But the applications were all enterprise-based. They were field service engineers or repair engineers or training purposes. The stuff that you see a lot of, Microsoft Hololens being used for, is for architecture and such. So those were around for a long time, but that enterprise market is growing significantly year after year. But it's not completely like taking off.KEVIN KREWELL: 实际上,有趣的是,每个人都期待AR ——因为AR存在的时间更长。AR存在于工业应用市场中。 爱普生(Epson),佳能(Canon)等公司进入该领域已有段时日。 许多公司已经在这个领域中耕耘很长时间。 但这些应用都是基于企业的。 存在于现场服务工程师,维修工程师或培训等场景中。 你看到的很多东西,例如Microsoft Hololens,都用于建筑之类的应用场景。AR已经存在很长一段时间,但企业市场每年都在显着增长。不过这并不完全意味着AR业务蓬勃发展了。 The first sort of consumer-facing product was Google Glass, which actually is still around. There's Google Glass Enterprise Edition that's still around. Second generation. And that's almost a heads-up display. It didn't really have a sense of where you are at or any kind of 3DoF or any kind of motion tracking. But that fizzled relatively quickly. But Google has applications, just like I mentioned earlier, for industrial applications.第一代面向消费者的产品是Google Glass,目前仍在市场销售。还有第二代产品,Google Glass 企业版。 不过这款产品几乎是平视显示器,并没有真正让你了解自己的位置,也没有任何类型的3DoF或运动追踪。 这款产品很快就退市了。但是正如我前面提到的,Google在工业领域找到了应用。 And then the closest thing I've seen to a consumer glass is the Nreal glasses that were at CES and I'd seen earlier last year. They are actually not too bad. They look kind of like clunky sunglasses. And they have good heads-up displays and capabilities. But that is taking much, much longer. Magic Leap has been promising us this mixed reality, augmented reality future glasses. Even the ones that came out, they only sold a fraction of what everybody anticipated. And they're super expensive. So AR is just harder to do than VR. VR actually uses a lot of cell phone technology to get the VR displays up in your eyes, and small displays were very readily available. But everything about AR, to get these heads-up displays in front of your eyes, it's requiring a lot of new technologies. And these light field displays are hard to get in a high volume inexpensive process.我所看到的最接近消费虚拟眼镜的产品是去年早些时候在CES上看到的Nreal眼镜。 这款产品实际上还不错。 它们看起来有点像笨拙的太阳镜,而且具备良好的平视显示器和功能。 但这需要花费很多时间。 Magic Leap向我们保证了MR设备会面世,增强现实的未来眼镜。 即使是那些已经面世的产品,他们也只是出售了每个人预期中的一小部分产品。 而且这些设备非常昂贵。 因此AR比VR面临更难的境况。VR实际上使用了大量手机技术来让你能看到VR显示屏,而且小型显示屏非常容易获得。 但是,AR不一样,要将这些平视显示器摆在你眼前,需要使用大量新技术。 而且这些光场显示器很难通过低成本工艺批量生产。 BRIAN SANTO: We have this perhaps disagreement about the semantics on what AR is. Making a distinction between augmented reality and mixed reality and head-up displays? These are three different things in your mind?BRIAN SANTO: 关于AR是什么的语义,我们可能存在分歧。 如何区分AR与MR和平视显示器? 你认为这是不同的三个东西吗? KEVIN KREWELL: Yeah. Actually because heads-up display just basically means there's something in the corner of your eye that has a display of some information. There's no context to the reality around you, other than it would be basically like just taking your phone and sticking it up next to your eye. That's all a heads-up display does. But it's useful. You could put a camera on it, like if you've got to do repair work and you need an expert, so the camera can come on, the expert can see what you're looking at, then that expert may pop something up in your eye, saying, Hey, here's my.... You may see the person talking to you saying about what to fix.KEVIN KREWELL: 是的。实际上,因为平视显示器基本上只意味着,在你眼角旁有东西可以显示一些信息。 你周围的现实没有任何背景,基本上就像是拿起手机并贴在你眼前一样。平视显示器要做的就是这些。 不过这很有用。你可以在上面放一个摄像头,例如,如果你需要进行维修工作,并且需要一个专家,那你可以打开相机,让专家可以看到你正在看的东西,然后专家可能会弹出一些提示,这些提示将进入你的视野说,嘿,这是我的...你可能会看到对方在跟你说要解决的问题。 Augmented would be where you're looking at, say, an engine. And the carburetor suddenly highlights because the guy wants you to say, Here's what you can do with the carburetor. And arrows point in your field of view on that carburetor. That would be augmented reality. That's were the reality of the device in front of you, like a carburetor, is suddenly augmented with arrows and pointers and descriptors. Like you can see it being pulled apart and put back together again right in front of you. That would be augmented reality. And that's kind of the promise of Hololens and Magic Leap. And that requires being able to map the world around you from the glasses. So it would have to basically see the world around you and then place an object in that virtual world of yours. And that means it has to be able to know that there's a table in front of you, and then puts the object on the table. So that would be augmented reality in my mind.增强就像是你正在查看的场景,类似引擎的功能。 汽化器突然发出显示,因为这个家伙想让你说,这就是汽化器可以做什么。箭头指向你在汽化器的视野。 那将是AR。 这就是这些设备的真实情况,就像汽化器一样,突然被箭头、指针和描述符所增强。 就像是,你可以看到它被拉开,重新摆在你面前一样。 那将是AR要做的。 这就是Hololens和Magic Leap许诺的产品。 这就需要能够从眼镜上绘制周围的真实空间。 因此,它必须能看到你周围的环境,然后将一个物品放置在你的虚拟世界中。 这意味着它必须能够知道真实空间中,你面前有一张桌子,然后将物品放在桌子上。 在我心中这就是AR要做的。 Mixed reality, there's no standard, widely accepted agreement on these terms. In fact, others will use XR.MR在这些条款上没有标准的,被广泛接受的协议。 实际上其他产品都称为XR。 JUNKO YOSHIDA: Extended reality?JUNKO YOSHIDA: 扩展现实(ER)? KEVIN KREWELL: Extended reality. Some people use X, like the letter X, in terms of like an unknown. So it could be A, M or V. And therefore it's an X. X equals whatever you want it to be. I think Qualcomm uses extended reality. Microsoft likes mixed reality. You can lost in the nomenclature. But at the same time, augmented reality I think really needs a context. It needs to know the context that you're looking at.KEVIN KREWELL: ER。有些人用X,字母X,来表示未知数。 因此可以是A,M或V。因此它是XR。X等于你想要它成为任何事物。 我认为高通是使用ER这个称呼。 微软则喜欢用XR。 这些名称可能会把你搞糊涂。 但与此同时,我认为AR确实需要背景信息,需要知道你正在查看的背景信息。 BRIAN SANTO: I want to mix up your taxonomy even further. At CES, as you were, as Junko was, when I was there, I saw a company that has what they call a Testla Suit. And they called it an ARtechnology. And basically what it was, was a jacket or jacket and pants, and you could use it with glasses or not. But it was filled with sensors and actuators so that you got a haptic experience out of it. They had a specific application where they were teaching pole monkeys-- people who climb poles for the cable industry or if you're maintaining a factory and you're up and down gantries and ladders-- the idea was that they would activate these actuators and make it feel as if your muscles are fatigued as you're climbing, or pretending you're climbing, in this AR environment. The idea is to teach you not only what you're doing, but also so that you have the tactile experience.BRIAN SANTO: 我想进一步混合你的分类法。 你,Junko和我参加了CES,我看到一家公司拥有他们所谓的Testla Suit。 他们称之为AR技术。 基本上,它看起来是夹克和裤子,你可以在不戴眼镜的情况下使用它。 这个设备上布满了传感器和执行器,你可以借此获得触觉体验。他们有一个特殊的应用场景——教授电线布线工人——电力行业攀爬电线杆的人,或者如果你正在维护工厂并且需要在机架和梯子爬上爬下——在这种AR环境中,他们会激活这些执行器,让你在攀爬或假装攀爬时感受肌肉疲劳度。 这个点子不仅要教授你正在做的这件事,还要教给你攀爬给身体带来的触觉经验。 We were talking about people getting sick in VR, people get acrophobia. They would have a scene where they're up high on a pole, and you could accustom these folks to the entire experience. So what is that? That's XR, right?我们谈论的是人们在VR中体验的不适和恐高症。 他们会处在这样一个虚拟场景中——攀爬到杆子高处,你可以让这些人员适应整个工作体验。那是什么设备呢? 那是XR,对不对? KEVIN KREWELL: That's actually haptics. And haptics is a term in and of itself. And I think that best applies to the description of what they're doing. It is augmenting your reality, in a sense. But haptics is that interactive feedback, that tactile feedback. So I think haptics is the proper term for it. The next step is, what's smell-o-vision? It releases a smell. Back in the '50s, they had smell-o-vision. That's not haptics, because I don't think it's touch-based. So the question is, What would you call that? Is that augmenting your reality? Or is it just stinky reality?KEVIN KREWELL: 这实际上是触觉反馈。 触觉反馈本身就是一个术语。 我认为这最适合描述他们在做什么。 从某种意义上说,它正在扩大你的现实。 但是触觉是交互式反馈,即触觉反馈。 因此,我认为触觉反馈是合适的术语。 下一步是什么? 它可能释放出气味。20世纪50年代,人们可以模拟异味。 那不是触觉,因为我不认为它是基于触摸的。 所以问题是,你会怎么称呼它呢? 这会增强你的现实吗? 还是说就叫臭臭现实? JUNKO YOSHIDA: Stinky reality.JUNKO YOSHIDA: 臭臭现实。 BRIAN SANTO: Are companies working on this? Think about it. Some of those Disney rides. You go through some of those Disney rides, a dragon sneezes on you and you get a spritz on your face. You do get smells. The smell of oranges when you're going over an orange grove. That kind of stuff.BRIAN SANTO: 有公司正致力于此吗?想一想,一些迪士尼游乐设施。 当你经过一些迪士尼游乐设施,一条龙朝你身上打喷嚏,然后有东西喷涌到你脸上。 你确实闻到了异味。 当你经过橘树林时,可以闻到橘子的味道。 类似于这种东西。 KEVIN KREWELL: Disney's Imagineering Group does all those designs, and they may create that sense of reality. Not for the home version.KEVIN KREWELL: 迪士尼的Imagineering Group进行了这些设计,它们可能创造出这种真实感。 不过不适用于家庭。 BRIAN SANTO: I really don't want my Oculus Rift spritzing me in the nose. Not yet anyways.BRIAN SANTO: 我真不希望我的Oculus Rift喷我鼻子。反正目前还没喷过。 There's definitely a distinction though between consumer and industrial here. And it sounds like the industrial applications of XR, whether it's V, A or M, are a little more mature than some of the consumer applications. Yeah?尽管消费产品和工业产品间确实存在区别。听起来XR的工业应用,无论是VR,AR还是MR,都比某些消费类应用产品要成熟得多。 是吧? KEVIN KREWELL: Yeah. Because there's a real business case to be made for use of these things. Training. Actually, you mentioned one other thing, about overcoming a fear or heights. There is actually good use for VR for a lot of these types of desensitizing training techniques. If you want to speak in front of a crowd and you're afraid of speaking in front of a crowd, why not put on a VR headset and do a virtual crowd and be able to speak in front of that.KEVIN KREWELL: 是的,因为要为使用这些设备制定一个真实的业务案例。培训。 实际上,你提到了另一件事,那就是克服恐惧或说恐高。 对于许多此类脱敏训练技术,VR都有很好的用途。 如果你想在人群前讲话却又害怕在人群前讲话,那为什么不戴上VR设备,进行虚拟人群交谈,通过练习后能够在人群前讲话呢? BRIAN SANTO: Oh, interesting.BRIAN SANTO: 噢,有意思。 KEVIN KREWELL: That would be a great way to kind of... There's a lot of applications. PTSD, a lot of PTSD uses of VR for helping.KEVIN KREWELL: 那将是一种很棒的应用方式...有很多应用场景。创伤后应激障碍(PTSD),很多PTSD使用VR来提供帮助。 BRIAN SANTO: I remember actually being thrust into a VR environment. It was the African Veldt. It was really cool. So I looked around, saw elephants drinking and musk ox or whatever, ferrets. I don't know what they have in Africa. Anyway, then cut to a different scene, and it was like trees and butterflies and stuff. And then they cut to another scene, and it was from 10,000 feet up in a helicopter above the island of Manhattan. My heart almost stopped! Whoa! I'm up in the air! Aaaahhh!BRIAN SANTO: 我记忆中进入VR的感觉就像身临其境。那是一片非洲大草原, 非常酷炫。我环顾四周,看到了大象正在喝水,还有麝牛、雪貂什么的,我不知道非洲有些什么动物。 不管怎样,然后VR画面又切换到不同的场景,能看到树木、蝴蝶之类的。 然后场景继续切换,你身处曼哈顿岛上方的一架直升机中,画面是从10,000英尺高处拍摄的。 我心跳差点停止! 哇! 我身处高空! 啊啊啊! KEVIN KREWELL: Actually, some of the VR experiences like that, there was one in the Himalayas where you're walking across a ladder. Literally, people were afraid to cross the ladder even though they know they're standing on a floor...KEVIN KREWELL: 事实上有一些类似这样的VR高空体验,例如在喜马拉雅山中穿过梯子。 从字面上看,即使他们知道自己站在地板上,人们也不敢越过梯子。 JUNKO YOSHIDA: Exactly. Yeah, that's true.JUNKO YOSHIDA: 确实如此。 对,确实是的。 KEVIN KREWELL: ...in a hall. You're not going to fall through.KEVIN KREWELL: ...其实你是身处在大厅里,永远不会真的掉下去。 JUNKO YOSHIDA: I think, as Kevin said in his stories, the industrial applications are real and making steady progress, as you said. It's been here for a while, right? I think George Leopold, one of our colleagues, wrote a story about how Lockheed-Martin has been using AR for the designing of NASA's Orion spaceship? It's not like anything new. They've been actually using it for good reasons.JUNKO YOSHIDA: 我认为,正如你所说那样,Kevin在他的故事中所说的那样,VR的工业应用是切实,并正稳步发展的。 工业应用VR已经存在有一段时间了吧? 我想我们的一位同事George Leopold写过一篇有关 Lockheed-Martin公司如何将AR应用于NASA猎户座飞船设计的故事? 这不是什么新鲜事。 实际上NASA有充分的理由使用它。 KEVIN KREWELL: Yes. They also use it for training for the ISS. There's a lot of applications for VR where it's expensive to work on something or to get into a situation like being in space. So you have to virtualize it.KEVIN KREWELL: 是的。NASA还将其用于国际空间站(ISS)的培训。 有很场景可应用VR。在这些真实空间的应用场景中进行某些工作,或是进入太空等,这些都是非常昂贵的。因此,你必须对这些应用场景进行虚拟化。 Actually, another good example is, at the show, Toyota had their announcement of their Weave City, where they're going to build a wholly environmentally friendly city where all this interactivity monitoring... But what they're going to do is, they're going to create a digital twin first before they actually build the city, so then they can actually help experience the city before they actually build it.实际上,另一个很好的案例是,丰田汽车在车展上宣布了其欲打造未来之城——Weave City,他们将建立一个全环保型城市,该城市中进行的所有交互都将被监视……不过丰田计划在实际建造城市之前,先构建一个数字孪生虚拟城市,这样才能帮助他们在实际建造城市之前体验这座城市。 JUNKO YOSHIDA: Exactly. That's right.JUNKO YOSHIDA: 确实,这样做很对。 KEVIN KREWELL: It's a newer application for this kind of virtual reality, because you use it to kind of create and walk into an environment...KEVIN KREWELL: 这是VR的一种全新应用场景,因为你能用VR来创建,并进入虚拟环境。 JUNKO YOSHIDA: Before it actually built the whole city, right?JUNKO YOSHIDA: 在实际开始建造整个城市之前,对吗? KEVIN KREWELL: Yeah. Right.KEVIN KREWELL: 是的,对。 JUNKO YOSHIDA: I thought it was kind of a cop out. They are planning it, but first we're going to do it with a digital twin.JUNKO YOSHIDA: 我以为这样做有点像是规避风险。丰田正在计划要建造未来城市,不过首先我们在数字孪生虚拟城市中试验一下。 KEVIN KREWELL: More and more you see digital twins being used for autonomous car design and all that. They create a full digital twin first so they can build it out by section and test it.KEVIN KREWELL: 你可以看到,越来越多的数字孪生技术被用在自动驾驶汽车等设计上。他们首先创建一个完整的数字孪生,这样就可以按部分进行构建和测试。 JUNKO YOSHIDA: Yeah. But when it comes to the consumer experience, one of the things that I always object to is (this is really going basic), but we briefly talked about...JUNKO YOSHIDA: 是的,但是当说到消费者体验时,我一直反对的一件事是(这实际上是很基本的问题),不过我们简短地谈到了... BRIAN SANTO: You're going to throw water all over this, huh?BRIAN SANTO: 你要泼冷水了,是吗? JUNKO YOSHIDA: I just don't like to put anything on my face. Three of us here, we are yakking away, everybody's wearing glasses. I don't want to have anything on top of my glasses.JUNKO YOSHIDA: 我只是不喜欢在脸上戴东西。 聊了挺久了,我们这三个人都戴着眼镜。 我反正不想再在眼镜上面戴任何东西了。 BRIAN SANTO: I saw Aliens, and it's just a bad experience.BRIAN SANTO: 我看过《异形》,那真是糟糕的经历。 KEVIN KREWELL: The funny thing is, I actually like 3D movies. When I saw the first movie in 3D...KEVIN KREWELL: 有趣的是,我实际上挺喜欢3D电影。 当我看到第一部3D电影时... BRIAN SANTO: Creature of the Black Lagoon in 1959. Come on! I know you're that old! So am I.BRIAN SANTO: 1959年的《黑湖妖谭》。得了!我知道你这年纪肯定看过! 我也看过。 KEVIN KREWELL: No. No, it was Avatar. I thought it was cool. I literally was leaning over my seat trying to look ahead, look over the cliff at some scenes.KEVIN KREWELL: 不,不,我看的是《阿凡达》。 我认为这部电影很酷。 实际上我是靠在座位上,试图向前看,在某些情况下可以俯瞰悬崖。 The goal, actually, for AR would be to integrate your prescription into the AR glasses at some point in time. So therefore it would be fully integrated. It wouldn't have to be layered. Because layered definitely is not optimal. It is clunky.实际上,AR的目标是在某个时间点,将你的解决方案集成到AR眼镜中。所以它是完全集成的,不必分层。 因为分层肯定不是最佳选项,那样设备会很笨重。 BRIAN SANTO: That is really irritating.BRIAN SANTO: 这点令人烦心。 KEVIN KREWELL: My joke about this has always been that this is the revenge of the geeks. Because we're going to make people who don't wear glasses wear AR glasses.KEVIN KREWELL: 我一直在开玩笑说这是极客式复仇。因为我们要让不戴眼镜的人戴上AR眼镜。 BRIAN SANTO: It all evens out in the end.BRIAN SANTO: 最后大家都一样了。 JUNKO YOSHIDA: That's right. Wearing glasses is cool.JUNKO YOSHIDA: 那就对了。戴眼镜挺酷。 KEVIN KREWELL: So we're all walking around looking like Jordie from Next Generation.KEVIN KREWELL: 我们都戴着VR眼镜到处走,看起来就像下一代乔迪。 BRIAN SANTO: Never irritate an engineer. All right. Junko, Kevin, thank you very much.BRIAN SANTO: 千万别惹工程师。好的,Junko,Kevin,非常感谢你们。 JUNKO YOSHIDA: Thank you.JUNKO YOSHIDA: 谢谢! KEVIN KREWELL: No problem. This was a lot of fun.KEVIN KREWELL: 别客气。参与这期节目很有意思。 BRIAN SANTO: The market for VR and AR gear is projected to grow to $18.8 billion by the end of this year, according to market research firm Statista. That includes mostly headsets and glasses, but also handhelds, wearables and body cameras.BRIAN SANTO: 根据市场研究公司Statista的数据,截至今年年底,VR和AR设备的市场规模预计将增长到188亿美元,其中主要包括头戴式设备和眼镜,还包括手持设备,可穿戴设备和身体摄像头。 The industrial sector may have more applications, but the big part of the market in terms of revenue will still be consumer products, such as Facebook’s Oculus Rift and Sony’s Play Station Virtual Reality. Microsoft and Intel have been investing heavily in AR and VR and have yet to commercialize much of their technology. VR在工业领域将有更广泛的应用场景,不过收入仍将大部分来自消费类产品市场,例如Facebook的Oculus Rift,以及Sony的Play Station Virtual Reality。 微软和英特尔一直在AR和VR上进行大量投资,但均尚未将许多技术进行商业化。 Research and Markets has a more expansive view of AR and VR. It takes into account enabling technologies such as 5G, artificial intelligence, edge computing and robotics. The firm points out that advances in those areas are going to pave the way for VR and AR being adopted in a number of different areas, including media, gaming, telepresence, retail, medicine, and education. Read more about AR and VR on eetimes.com.Research and Markets公司认为AR和VR有更广阔的前景。 考虑到诸如5G,AI,边缘计算以及机器人技术之类的使能技术。 该公司指出,AR和VR在这些领域的进步,将为其在媒体、游戏、远程呈现、零售、医药和教育等许多不同领域中的采用铺平道路。更多有关AR和VR的信息,在登录eetimes.com进行了解。 So that’s your Weekly Briefing for the week ending February 14th. The Weekly Briefing appears every Friday. You can listen on Spotify, iTunes, Stitcher and of course you can find it on our web site at eetimes.com, where you can find a transcript of every podcast. 以上是截至2月14日的本周播报。“本周播报”每周五播出,您能在Spotify,,iTunes,Stitcher,以及我们的网址eetimes.com上进行收听。我们的每个播客上都提供当期节目的文字版。 Do us a favor — if you like what you’ve been hearing, share the podcast with your co-workers and friends. 请给予我们支持——如果您喜欢我们的节目,敬请分享给您的同事和朋友。 So that's it for this week. This podcast is Produced by AspenCore Studio. It was Engineered by Taylor Marvin and Greg McRae at Coupe Studios. The Segment Producer was Kaitie Huss.本周的节目就到这里了。本播客由 AspenCore Studio制作。Coupe Studios的Taylor Marvin和Greg McRae担任设计。Kaitie Huss担任片段制作。 I’m Brian Santo. See you next week.我是Brian Santo,我们下周见。 -END- EETimes的直播(EETimes的全球联播)是ASPENCORE专门为电子业界人士提供的15-30分钟电子行业新闻播报节目,由全球EETimes的媒体记者,编辑,分析师与业界专家的访谈录制而成。EETimes的直播最近被知名度社交媒体评论站点Feedspot评选为10大电子科技播客第一名,因电子和半导体行业专业新闻评论及替代的音频节目而受到众多专业人士的喜爱。 回顾往期【EE | Times全球联播】