Human peripheral vision is responsible for: situational awareness, know-forms identification, motion estimation and balance. For straight gazing eyes the FoV is 105° to the left and 105° to the right, total 210°. As a reflex to peripheral vision stimulation we tend to shift the attention by eyes rotation before head/body rotation. The eyes rotation comfort zone is 30° to each side and therefore we use to use total horizontal FoV of: 210° + 2x 30° = 270°.
The biggest horizontal FoV supported by headsets of 3 enterprise VR companies is 180°. The consumer VR headsets are limiting FoV to about 90°. The 90° FoV is providing immersive feeling versus smartphones, computer or TV monitors, however, still obscuring two-third of the visual fields we used to. Therefore, inability to support situational awareness, know-forms identification, motion estimation and balance is leading many VR apps to motion sickness, tunnel vision and false reality. Thus currently available VR headsets are no-go for applications such as: driving/flight simulators, remote autonomous robots/vehicles supervision and security forces training and limiting user experience for retail and social applications.
The VR240.GEN2 is based on patented VRDom architecture makes enablement for VR use-cases with peripheral visual stimulations and/or awareness, previously possible only in Dome Projection Rooms (DPR).The exemplary use-cases categories: (1) Driving/Flight Simulators; (2) Remote operation/supervision of autonomous vehicles/robots; (3) Crowd/Immersive enhanced experience, study & decision taking (for social and commercial occasions, e.g. retail, real-estate, traveling); (4) Visual aid by augmented intensification of visual stimuli for people with diabetic retinopathy, glaucoma and neurological diseases. Currently, we offer VR240.GEN2 Reference Design Kit allowing customers to build own Fully Immersive XR product in a shortest time.