The WiMi VR Interaction Uses Visual Attention and Kinesthetic Information
WiMi Hologram Cloud Inc., a pioneering worldwide hologram augmented reality (AR) technology provider, launched a visual attention and kinesthetic information-based virtual reality engagement today. Visual attention is the capacity to selectively pay attention to and interpret certain external information, while kinesthetic information is the ability to grasp the world via bodily movement and touch.
Combining visual attention with kinesthetic information may make virtual reality interaction more natural, realistic, and intuitive. Virtual reality research and applications benefit from the visual attention and kinesthetic interaction concept.
WiMi’s visual attention and kinesthetic information-based VR interaction paradigm tracks the user’s eye and head movements to acquire visual attention and kinesthetic information. In a virtual world, the equipment may track the user’s line of sight instantaneously, detect their interest, and initiate relevant actions such as rotating, shifting, or magnifying the item. In order to change the perspective of the virtual world and enable more unrestricted exploration, the equipment may additionally incorporate head motion tracking technologies that track the participant’s head orientation and motion.
By replicating human attention, the visual attention mechanism lets users concentrate on virtual objects and regions of interest. Computer vision algorithms follow virtual targets. The target is analysed for colour, texture, form, etc. These qualities may determine the target’s saliency in the virtual world. Target saliency is computed using computer vision techniques.
The target’s saliency score guides the user’s visual attention to the virtual environment’s area of interest. Adjusting light, colour, and contrast in the virtual world helps grab the user’s attention. Instead, kinesthetic information processing simulates human motion perception processes to provide virtual users with actual motion sensations. Sensors record and detect user movements. The collected motion information is used to rebuild virtual objects’ motion. To improve motion perception, provide feedback on virtual motion information to the user.
VR technology has grown fast and has significant promise in many sectors. VR interaction using visual attention and kinesthetic information is a key study area. Combining visual attention with kinesthetic information improves virtual reality interaction’s realism, immersion, and user engagement, making it more intelligent and natural.
VR interaction based on visual attention and kinesthetic information may be used in gaming, education, and healthcare. Directing the user’s attention and imitating genuine action feedback may improve gameplay. Visual and kinesthetic attention may be used to create more engaging and dynamic educational material. Surgical simulation and rehabilitation training using virtual reality may increase surgical precision and rehabilitation benefits.
Visual and kinesthetic virtual reality interaction has a bright future, but it faces several obstacles. WiMi will continue to study how to optimise visual attention and kinesthetic information integration and how to personalise design and adjust to user differences. Virtual reality interaction based on visual attention and kinesthetic information is expected to be increasingly realistic, immersive, and engaging with further study and innovation.