Full immersion: how to swim better, faster and easier. Project Void: full immersion in virtual reality

“Total Immersion - blocking information coming to the brain from all five senses, intercepting signals going from the brain to the body and replacing these signals with “fake” ones - computer-generated ones. Full Immersion was primarily used in the computer games industry, as it allowed the player to completely switch the consciousness of the player to the virtual game world."

Immersion is a state of consciousness, often artificial, in which the subject's self-awareness of his physical state is reduced or lost completely. This mental state is often accompanied by a feeling of infinity of space, hyper-concentration, a distorted sense of time, and ease of action. The term is widely used to describe immersive virtual reality, installation art, and video games, but it is unclear whether the word is used consistently. This term is also a commonly used buzzword, so its meaning is rather vague, but it carries the connotation of something exciting.
The feeling of immersion in virtual reality (VR) can be described as a complete presence within the suggested space of virtual objects, where everything related to this space necessarily presupposes its “reality”, and the subject seems completely disconnected from the external physical world.

According to Ernest Adams, a computer game developer and consultant, immersion can be divided into three main categories:
Tactical Dive:

Tactical immersion is felt when performing tactile operations that require dexterity. Players feel "on" when performing actions that lead to success.

Strategic Dive:

Strategic immersion is more intellectual and involves solving mental problems. Chess players experience strategic immersion when choosing the right solution among a wide range of possibilities.

Narrative Immersion:

Narrative immersion occurs when the player becomes invested in the story, similar to what a person experiences when reading a book or watching a movie.
Immersive virtual reality is a hypothetical technology of the future that exists now mostly as virtual reality in art projects. It consists of immersion in an artificial environment where the user feels exactly the same as in the ordinary reality of consensus.

Requirements

Understanding the nervous system
It will require a comprehensive understanding of which nerve impulses correspond to which sensations and which motor impulses produce the desired muscle contractions. This will create the right user sensations and trigger the right actions in the virtual reality environment. The most promising research project at the moment is the Blue Brain Project, which has an idea to understand how the brain works by developing large-scale computer models.
A digital immersive environment is an artificial, interactive, computer-generated scene or “world” into which the user can immerse themselves.
Interaction

When the senses have enough faith in the representation and the digital environment becomes a reality, the user should be able to interact with the environment in a natural, intuitive way. The immersive environment can respond to user actions and movements, for example, there is a motion tracking system, computer vision, and gesture control. Brain control interfaces respond to the user's brain activity.

To interact with the virtual immersion environment you need an interface....

Brain computer interface

Example of control using a unidirectional neuro-computer interface
Neuro-computer interface (NCI) (also called direct neural interface, brain interface, brain-computer interface) is a system created for the exchange of information between the brain and an electronic device (for example, a computer). In unidirectional interfaces, external devices can either receive signals from the brain or send signals to it (for example, imitating the retina of the eye when an electronic implant restores vision). Bidirectional interfaces allow the brain and external devices to exchange information in both directions. The neuro-computer interface is often based on the biofeedback method.

Background

The study of the foundations on which the neuro-computer interface is based is rooted in the teachings of I. P. Pavlov about conditioned reflexes and the regulatory role of the cortex. This scientific direction arose at the very beginning of the 20th century at the Institute of Experimental Medicine (St. Petersburg). Developing these ideas, P.K. Anokhin since 1935 showed that the principle of feedback plays a decisive role in regulating both higher adaptive reactions of a person and his internal environment. As a result, the theory of functional systems was developed, the potential for use of which in neuro-computer interfaces is far from being exhausted. A major contribution was made by the work of N. P. Bekhtereva from 1968 to 2008 on deciphering brain codes of mental activity, continued to this day by its followers, including from the standpoint of neurocybernetics and ophthalmoneurocybernetics.
Brain-computer interface research began in the 1970s at the University of California, Los Angeles (UCLA). After many years of experiments on animals, in the mid-nineties, the first devices capable of transmitting biological information from the human body to a computer were implanted into the human body. With the help of these devices, it was possible to restore damaged hearing and vision functions, as well as lost motor skills. The successful operation of the BCI is based on the ability of the cerebral cortex to adapt (plasticity property), thanks to which the implanted device can serve as a source of biological information.

Attempts to create

At the Neurosurgical Center in Cleveland in 2004, the first artificial silicon chip was created - an analogue of the hippocampus, which in turn was developed at the University of Southern California in 2003. Silicon has the ability to connect nonliving matter with living neurons, and transistors surrounded by neurons receive signals from nerve cells, while capacitors send signals to them. Each transistor on the chip detects the slightest, barely noticeable change in electrical charge that occurs when a neuron fires in the process of transmitting sodium ions.
The new microcircuit is capable of receiving impulses from 16 thousand brain neurons of biological origin and sending back signals to several hundred cells. Since neurons were isolated from the surrounding glial cells during the production of the chip, proteins had to be added that “glue” neurons together in the brain, also forming additional sodium channels. Increasing the number of sodium channels increases the chances that ion transport is converted into electrical signals on the chip.

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Terry Loughlin, John Delves

Total immersion. How to swim better, faster and easier

Information from the publisher

Published with permission from Fireside, Simon & Schuster and Andrew Nurnberg Literary Agency


All rights reserved.

No part of this book may be reproduced in any form without the written permission of the copyright holders.


© Terry Laughlin and John Delves, 1996, 2004

© Translation into Russian, publication in Russian, design. Mann, Ivanov and Ferber LLC, 2017

* * *

Preface to the Russian edition

Having read this book, I was pleasantly surprised by the fact that the author reflects and talks about such subtleties of sports swimming techniques, which the vast majority of trainers and specialists do not know or think about.

Movement in water, hydrodynamics and many other things that need to be taken into account in swimming can be discussed by a person who truly loves this sport and is thinking about how to do it better, faster and most importantly - with the least effort.

With deep respect to the author and to all readers,Alexander Popov,four-time Olympic champion in swimming

Preface

Dear friends!

I am very glad that “Full Immersion” is being published in a new Russian edition, and even with a very beautiful and inspiring cover.

Who is this book for?

You may have heard about Total Immersion from a friend or fellow swimmer and are curious to learn more. Or maybe you've never heard of Full Immersion, but you're already an experienced swimmer - or about to become one. If so, then you will not find a better guide that would simply and clearly tell you how to swim easily, joyfully... and constantly improve your skills.

Or, as we say, “swimming is better, easier... and faster

This book was first published in English in 1996, and a year later it topped the list of the most popular books about swimming. It has since been translated into numerous languages, earning the title of the most popular swimming book of all time.

The reason Total Immersion has been so successful is because it explains in simple, clear language the most common problems that all swimmers face. This book also offers solutions that anyone can use to quickly develop an effective stroke and increase the distance they can swim without getting tired - in other words, not just swim a kilometer or two, but reach the finish line, charged energy, rather than depleting it to the limit. And enjoying every stroke to the goal.

But, as all those who have read this book before have discovered, Total Immersion is not just a program for effective swimming. This is a system - or method, – different from everything that is offered in swimming science. By swimming on the PP system, you will learn study. You will learn to solve problems and overcome difficulties.

You can’t imagine how many readers admitted: “This book changed my life.” I hope you experience the same as you expand your swimming knowledge and skills. Welcome to the global community of goal-oriented, continuous improvement-oriented PP swimmers!

May your distances bring you as much happiness as they do me!

Terry Loughlin

I dedicate this book to three gentlemen from the world of sailing who have immeasurably enriched my life:

Dick Krempecki, who coached me at St. John's University and inspired me to become a swim coach;

Bill Irwin, who coached me at the Manhasset Swimming Club and inspired me to become a coach who truly teaches;

Bill Boomer, who opened my eyes to a new way of teaching.


Introduction

Ask yourself three questions:

Do you like to swim and do you enjoy this activity?

Do you know how to train to ensure you improve your swimming technique and performance?

Are you seeing progress in your swimming technique?


If you can't answer these questions positively, feel dissatisfied or frustrated with your progress, or have had a bad experience working out with the "wrong" coach, then the problem is not at all about you. Most likely, you were taught incorrectly and given the wrong ideas about swimming technique.

Almost every swimmer has gone through a stage of uncertainty. The problem is that humans, unlike fish and marine mammals, are not designed to move naturally in an aquatic environment.

As a rule, the first attempt at swimming causes fear of a very real threat to life - drowning if unsuccessful. The second attempt is often no better than the first, and neither are the third or fourth. This is despite the fact that swimming is a necessary life skill. Swimming technique was never taught rationally, this is the main reason for the unsuccessful experience.

Traditional teaching methods (for example, the Red Cross method) rather teach how to float in order to avoid drowning.

The “Full Immersion” technique is a revolution in swimming training

The first edition of this book was published in 1996. In just a few months, without any advertising, it became a bestseller among swimming books in the United States. Why? Because people began to achieve results, swim better and, naturally, get more pleasure from it. Many swimmers realized their mistakes and began to show steady progress.

Over the past six years, many readers have repeatedly expressed their gratitude to me. I get great satisfaction from letters like this because they show that I have achieved my goal of making good swimming technique available to everyone.

I confess that by following my method, I myself reached a level comparable to nirvana. Every stroke brings me pleasure. Perhaps because I was never a natural athlete, I came to the conclusion that anyone can learn to swim and this skill is by no means a special talent that one must be born with.

The enthusiasm for using the Total Immersion technique was shared by many swimmers. No matter how old you are, whether you can swim, whether you are a child or an adult, this technique will teach you to swim better.

Over the course of several years, it has gained great popularity. Everyone who became acquainted with it, whether by reading a book, taking a seminar, or simply watching a swimmer in the pool using our technique in practice, admitted that it made a revolution in their minds.

The “Full Immersion” technique (abbreviated as PP) teaches swim like a fish. This approach can be described as meaningful swimming, because it is based on a person’s ability to analyze what is happening. Traditional methods of learning to swim involve endless, tedious exercises. From our point of view, this approach does not develop the skills necessary to achieve long-term results.

We teach balance, improving the swimmer’s body position in the water, and gliding in it, which ultimately makes his movements rational and develops automatic skills.

Here are the main provisions of the methodology:

You will learn to swim like a fish. Instead of exhausting timed training, you will learn to glide through the water with the ease and grace of a fish. Your activities will become meaningful from the first swim.

You will master the technique of rational and harmonious movement. The speed will definitely increase if you swim with ease.

You will change internally by learning to slide strokes. The PP technique can be compared to the spiritual practices of yoga or tai chi. You will improve spiritually and physically, improve your health and learn to overcome stress.

You will learn to swim through a creative path. The PP technique is based on the same principles of harmony and balance that martial arts preach. You will start with simple skills and gradually develop them.


After the first lesson, your attitude towards swimming will change. Instead of just floating along the path, you will learn to swim and meditate at the same time, experiencing pleasure not only from each movement, but also from mental relaxation. If you swim with pleasure, and not under pressure, you will acquire a favorite pastime for life. And if you need results in competitions, then, as practice has shown, sliding, which brings joy, can bring victory.

Reality, what we see, hear, touch, perceive with our senses, is relative. It seems that this idea is already obvious to most of humanity. If we replace the signals sent to our brain by “feelings” with others generated in one way or another, we may not notice the substitution. One can only hope that the idea of ​​the film “The Matrix” has not yet found its technical embodiment. This, of course, is an exaggerated risk of virtual reality, but one should not forget about it.

The term “virtual reality” is often used in relation to a wide variety of systems, even to the extent that it refers to the Internet. Naturally, such a loose use of terminology causes great confusion. To clarify, the concept of “virtual reality” (VR) means a certain artificial world, constructed using computer technology, into which a person can be completely immersed not only as an observer, but also as a participant. VR systems are technical devices that create the illusion of presence in this artificial world and, in some cases, allow one to manipulate its objects.

The term “virtual reality” itself is far from new. Science fiction writers have long been interested in this topic and have contributed a lot to its development. The worlds of Lem, Bradbury, and the Strugatsky brothers appeared - why not virtual reality? True, only in the reader’s imagination. What does reality have to do with it? And you will remember how, while reading your favorite book, you did not notice how time flies, and if someone called you, it took a few seconds to return to reality. In other words, you were immersed in a fictional world. But the effect of presence is important for its visualization.

By and large, everything that we call a work of art is virtual reality in the broadest sense. This is, first of all, a theater that has developed into modern interactive shows with many stage effects, including laser ones. This is fine art - even Renaissance artists used the technique of direct gaze, when it seemed to the observer that the painted portrait was following him with his eyes. In the Middle Ages, this effect could not be explained otherwise than by magic. With the advent of photography, the stereoscopic camera was invented (by the way, by our compatriot Ivan Aleksandrovsky in 1854). Stereoscopes appeared, which became widespread in the middle of the last century - the prototype of modern virtual reality glasses.

The hall of the Stereokino cinema in Moscow, where spectators watched stereo films using the glasses-free method. 1947

The invention of cinema by the Lumière brothers brought a new level of visualization. Already the first commercial film show in the basement of the “Grand Café” on the Boulevard des Capucines in Paris on December 28, 1895 caused panic among the audience at the sight of what was approaching them. locomotive. Then cinema became sound, color, widescreen and stereoscopic. In Soviet times, in Moscow and some large cities, in addition to ordinary ones, there were cinemas with an enhanced presence effect:

1. Stereoscopic. The Moscow cinema became the world's first commercial stereo cinema, which used a glasses-free method of projection onto the screen, and the Oktyabr cinema had a stereoscopic hall with anaglyph glasses.

2. Panoramic. The Mir cinema is also in Moscow, where the projection was carried out from three film projectors simultaneously.


3. All-round film panorama at VDNKh. There the screens were located in a circle at 360 degrees.


Now we have 3D cinemas everywhere.

In 1962, Morton Heilig in the United States received a patent for a miracle of technology called sensorama.

He was a filmmaker whose goal was to expand the scope of cinema to the limit: to add taste, touch and smell to image and sound. Sensorama was, in fact, an analog simulator. By paying 25 cents and sitting on a movable seat, the viewer could watch one of five two-minute films. In addition to color widescreen stereo images and stereo sound, such short films, which included, for example, demonstrations of a trip around New York on a motorcycle or a helicopter flight, also included the sensations of movement with vibration, turning the head and seat, the use of various aromas, wind, blowing in the face. Nowadays, there are 4D, 5D, even 7D attractions and cinemas with moving seats, hot and cold wind, splashes, smells and so on.

But everything mentioned above suffers from a significant drawback - the lack of interactivity. The viewer is passive, forced to follow the script and the most he can do is interrupt the session. In the 90s of the last century, the computer game King’s Bounty was very popular. The player controlled one character (whose class was chosen from four offered) and could open the map in any direction, complete tasks, collect artifacts in any order, that is, act independently. A virtual environment without freedom of choice in an artificial world is summarized by the concept of 3D. Here are the main components of modern virtual reality: immersion (interesting plot), presence (visualization) and interactivity (freedom of choice in plot development).

VR systems provide such opportunities: to get involved in the action, not only in a fantasy space, but also, as it were, in a very real world, at least from the point of view of human perception. All this, apparently, predetermined the boom of new information technologies and, accordingly, their rapid development. In addition to the gaming and entertainment industry, virtual reality systems are increasingly penetrating the business sector. They are widely used in practical applications including surgical simulation, vehicle prototype development, equipment maintenance and installation, logistics optimization, business data visualization, military exercises, pilot training, etc. Replacing physical objects with digital models can significantly reduce time and money costs.

Simon Gauntlett (DTG) recently gave an overview presentation on virtual reality for the European Broadcasting Union's Production Technology Seminar. He considered it necessary to explain why the development of virtual reality will have to be taken seriously. As the first evidence, he cites the wide range of cameras and glasses that have appeared over the past few months. The second evidence comes from the opinions of analysts who estimate the virtual reality market to be worth about $120 billion by 2020. Mostly in the gaming industry, but who knows how game developers and broadcasters will interact next. The third argument was the increasing number of companies and organizations involved in the virtual reality market. The main problems currently remain compatibility and the lack of established terminology.

There are several main types of systems that provide the formation of virtual reality:

Modern virtual reality helmets are more like glasses than a helmet, and contain one or more displays, and in the simplest case, a smartphone is inserted instead of a display. Images for the left and right eyes are displayed on the screens. In “advanced” helmets (glasses), a lens system is used to correct the geometry, as well as a tracking system that tracks the orientation of the device in space. The multichannel acoustic system allows localization of the sound source, which helps the user navigate the virtual world using hearing. The helmet can be supplemented with interactive gloves and a suit, which have built-in sensors that transmit information about the user’s movements to the computer.

Typically, tracking systems for virtual reality are developed based on gyroscopes, accelerometers and magnetometers. For systems of this type, the following are important: a wide viewing angle, accuracy of tracking when tracking tilts and turns of the head, as well as a minimum delay between detecting a change in the position of the head in space and displaying the corresponding image on the displays.

Eye tracking systems observe the movement of the pupils and can calculate exactly where a person is looking at any given time. When the user's eye position changes relative to the displays, the image on them changes accordingly. Eye tracking systems determine the coordinates of the eyes in space. For this purpose, various technologies are used: optical (determining the coordinates of the eyes in a camera image, tracking active or passive markers), and much less often - ultrasonic. These systems are actively implemented for marketing, military, scientific and other purposes.

A controlled character in the virtual world usually repeats these movements. There are two main approaches. The first is that a large number of sensors are attached to a person, and a computer monitors the movement of these sensors in space. The technology is widely used for shooting films where an actor plays a computer or comic character, for creating 3D games, etc. The main means of interaction with the outside world for people is their hands. Therefore, the idea of ​​creating a “virtual hand” has been around for a very long time. To do this, it is proposed to use special gloves that track the movement of the hands and fingers. Another approach is based on pattern recognition. To put it simply, a person is filmed by a special video camera and determines what he did: waved or, for example, jumped.

Various types of simulators, the prototype of which was the same sensor, but with feedback. They are used for teaching driving from a car to an airplane, as well as in various attractions such as virtual roller coasters or an upside-down house. In the simplest case, helmets/glasses with a movable seat and additional controls can be used. For virtual driving, simulating the cockpit of a car/tank/airplane, etc. is better suited. with displays instead of windows.

6. At the moment, the most advanced virtual reality systems are projection systems made in the layout virtual reality rooms (CAVE). Such a system is a room in which a stereo image is projected onto all walls. The user's position, head turns, and gaze direction are tracked by the tracking systems described above, which allows for maximum immersion.

Virtual reality rooms (CAVE)

An output device that forms an image directly on the retina of the eye. The user places the device in front of him, the system detects the eye and projects an image onto it using motion compensation methods. As a result, you see an image “hanging” in the air. Devices of this type are closer to augmented reality systems, since the virtual objects that the user sees are superimposed on objects in the real world. In this form, a small VRD device could replace a full-size monitor. VRD, which projects an image onto one eye, allows you to see the computer and real world simultaneously, which can be used to create the illusion of “X-ray vision” - displaying the internal parts of devices and organs (for car repairs, surgery). The VRD system projects images onto both eyes to create realistic 3D scenes. VRD supports dynamic refocusing, which provides a higher level of realism than classic virtual reality headsets.

Today, mathematical models, software and graphic subsystems of virtual reality are sufficiently developed and available for mass use. Such technologies in various forms are firmly embedded in our lives. Progress in this area is moving quite quickly. Does the abundance of promising technologies promise a bright future?

Let's go back to where we started and outline the risks of mass implementation of VR systems:

  • Physical – some people experience nausea, severe dizziness and even loss of consciousness.
  • Information security - for example, if users can change the appearance of their avatars, they could potentially impersonate other people.
  • Behavioral - for example, some gaming (and not only) situations can cause serious aggression in individuals.
  • Confidential – The virtual environment can dramatically expand the scope of possible privacy violations because every behavior can be tracked and every element can be changed.
  • Financial - after spending a lot of money, you may not get what you expected.

So there is still something to work on. An extended discussion and discussion of the problems of virtual reality, the development of terminology and the development of recommendations are expected in April of this year at the NAB-Show 2016 in Las Vegas.

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Greetings, friends! Today in the “Questions and Answers” ​​section we will look at the interesting topic of complete immersion in virtual reality. In this topic there are several questions that interest people. Including the most important one - “ Is there a virtual reality headset with full immersion?" I offer you to read the information I know on the topic of complete immersion, in which I will also touch on other issues.

Before you head below, I want to mention that many people screaming for complete immersion, meaning by this something completely different. The embryo of complete immersion, if it becomes clearer. Perhaps this is what you came here looking for? Then I suggest reading the article about. It addresses many issues. If you are 100% sure that you are looking for information specifically about complete immersion in the virtual world, then read on.

First, I propose to understand what is generally meant by the phrase - full immersion in virtual reality. Immersion technology is a scientific invention of high-tech devices that send computer-generated signals directly to the human brain.

At the same time, it is as if the user of the technology of complete immersion moves into the virtual world. The virtual world, in this case, is usually a kind of gaming space, completely programmed on a computer and does not exist in our reality.

Usually, when mentioned technologies for complete immersion in the virtual world, it is common to think of games as fully immersive. Because the entertainment industry in the modern world is of priority importance. This includes games with full immersion in virtual reality and MMORPGs with full immersion and various reality shows for adults, where the player becomes a direct participant in porn with full immersion.

Still from the anime Sword Art Online

Summarizing the above, I repeat that the technology of complete immersion in the virtual world involves deceiving all human senses, plunging him into a kind of dream-like state. Using the full immersion mode, the user is transported to a place that does not exist in reality.

At the same time, he is aware of where he is and is able to completely control his non-existent body there - an avatar, consciously performing certain actions. The user's body in the fictional world may not look like him. You can “put on” the avatar of a typical orc, goblin or elf - everything that will be programmed by the developers of the virtual world. Highly developed technologies of full immersion involve the emulation of taste and smell sensations, and also allow you to play while sleeping and instead of sleeping. Have you ever heard of lucid dreaming? Here's something similar, but much more advanced.

Is there a fully immersive virtual reality headset?

The main question that worries many is whether a helmet exists, or more precisely, a helmet. And the answer will disappoint you - no, at the moment such a neurohelmet with full immersion does not exist for sale. All the necessary concepts are still only on paper and in the projects of scientific minds. Science fiction writers from different years have long predicted that sooner or later a neurohelmet with full immersion will appear. Few people know that a neuro helmet for full immersion games is only the first step in the technology of full immersion, predicted by science fiction writers and having a real chance of becoming a reality.

Full immersion neurohelmet from the anime Sword Art Online

Capsule of total immersion into the virtual world- the next evolutionary step in the development of total immersion technology. If a (neuro) virtual reality helmet with full immersion is worn on the head, then the player’s entire body is placed in the virtual reality capsule. The difference here is that the virtual reality capsule has more power and is capable of influencing all human senses, which is not possible with a fully immersive neurodrive. The player's body is safe.

You can play in a full immersion capsule for much longer than in a neurohelmet, up to, sorry, automatic discharge of natural needs into a special container. Feeding can also be carried out automatically, through nutrient mixtures. A nutritious diet will not replace it, but it will allow you to live in the game for a day or two without any special consequences.

This is what a basic level full immersion capsule might look like

The best idea of ​​how these devices work can be obtained by watching an anime about virtual reality or reading, the genre is called LitRPG. In the first case, I can recommend a very famous anime Sword Art Online, where the operation of a neurodrive with full immersion is demonstrated.

What the industry offers today for complete immersion in virtual reality

Almost everything that exists today is either the beginnings of complete immersion or something like crutches. As an example of the latter, we can cite a set of devices for virtual reality. One of the options looks like this: a controller for a helmet in the form of a weapon from the game and a special treadmill. In the video below you can see the operation of such a combination of devices.

The Virtuix Omni treadmill (the one in the video) is one of the first developments in this area, primitive but compact. There are also more advanced versions, which, however, due to their cost, are not very accessible to mere mortals. =)

The main problem of such ahem... “total immersion” as presented in the video is the inability to fully control your body. You cannot jump, bounce, or do a somersault. Many “intuitive” actions will have to be relearned, depending on the technical capabilities of the track. Even looking from the outside, you can see how difficult and awkward it is for him to run. There is only one weapon (controller), while there are a lot of them in the game. Plus, swinging a sword on such a “path” will be very inconvenient and dangerous. What if the game is about the world of sword and sorcery in virtual reality? How do you have time to put your sword aside to cast a spell and where can you then look for it blindly?

However, I'm too strict. Of course, such a realization of what already exists has its right to life. AND solves those problems What are the challenges facing the virtual reality industry? right now- the problem of wires and the ability to move, albeit implemented at a basic level and with bugs. However, full immersion, as some position this approach, this is not not even close. It's just pale shadow of a shadow what awaits us when full immersion technology becomes available for purchase.

When will they invent a fully immersive neurohelmet?

Of course, we are all interested in the innermost question - When will they invent a fully immersive neurohelmet?. Well, when will a fully immersive game come out that you can play while controlling your body as in life?

Unfortunately, today it is impossible to say exactly when virtual reality with complete immersion will appear. It is only in its infancy. There are virtual reality helmets that can try to clumsily deceive our senses of sight and sound. But don't despair. Some science fiction writers predict the appearance of a virtual reality helmet with full immersion as early as 2022 - all in 5-6 years.

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Today, there are several developments in the technology of complete immersion in virtual reality. Most of them are classified and there is almost no information. But there are already actually working prototypes of feedback devices. Today, scientists have managed to build a device that allows them to control electronic devices using brain impulses. This means that the day is not far off when for the first time it will be possible to do the opposite, by constructing the world’s first full-immersion helmet.

How much will a full immersion virtual reality headset cost?

Expensive. Very expensive. Even those that exist today cost about 600-800 US dollars. At the same time, it requires a computer for 1000+ US dollars and a number of virtual reality accessories to operate. In other words, even today the simplest virtual reality technology (with its best and most expensive version) costs the buyer almost $2,000.

Oculus Rift price at the time of pre-order

Imagine that in such neurohelmet for complete immersion in the game There will be equipment that is several orders of magnitude more complex and expensive. Let's talk about numbers closer to 10 thousand US dollars, at least. Capsules in general thousand under 50-100 US dollars will cost. So, it’s time to think about a pleasant old age in a complete immersion game, where you will be young, beautiful and playful again. Let's start saving up little by little =)

Perhaps all the topics of complete immersion have been touched upon, if you still have some questions, you can always ask them in the comments. In turn, if any development news appears on the topic of virtual reality, complete immersion, I will definitely tell you about it on the blog pages. See you in the next article in the “Questions and Answers” ​​section.