I've been reading "Ready Player One" over the past few weeks and it's description of a VR-filled future is blowing my mind. It's really a great look into the possibilities for VR in the next 30 years. Highly recommended!
VR
171–180 of 568 posts
Re: VR
#172I think that AR (think magic leap) is going to be much bigger, at least in the short term. VR is like the desktop. It will have its uses, sure, but you'll be tied to your desk/room. Gaming will probably still be the most popular VR application. Your AR glasses will be your smartphone, on you the entire time, and you won't even need to reach for your pocket.
Hm, I think it's the opposite. VR big in the short term; AR big in the long term. I do agree that when talking about smartphone applications, as in the blog post, those will need to be AR not VR. Google Glass was squashed right? And Hololens is focused on business use cases first. I don't see it becoming consumer focused for some time. VR is amazing _today_ and has a massive gaming audience. The business applications…
Re: VR
#173I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR. I typically play…
I agree completely. What's really interesting is, if you start to think of VR as exercise equipment, suddenly $800 for a headset and $1200 for a high-end gaming PC aren't that much money. You can easily spend twice that on a treadmill and a treadmill is a terrible workout. You could almost spend that on gym fees in a year and not ever show up, whereas the VR system in my home is fun and compelling: I do use it. And i…
I'd actually compare the cost to the cost of hiring a personal trainer. Both solve two problems: exercising, and the motivation to exercise.
Looked at in that light, the Vive's way cheaper.
Re: VR
#174I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR. I typically play…
> That is easily the most physically demanding VR activity that I've found so far Have you tried soundboxing? I'm on OSX so can't try it, but I really want to give it a shot - it seems awesome, and a good workout. Bringing back the glory days of DDR in the arcade... [0] - https://www.soundboxing.co/
Re: VR
#175Turned down, though.
Re: VR
#176Blown away? Hyperbole of the century. At CES this year, I tried all the VR/AR tech I could get my hands on. Microsoft HoloLens, HTC Vive, Oculus Rift, Sony VR, Galaxy Gear, and everything in between. I wasn't expecting much and yet I was still underwhelmed. There is zero immersion, primarily due to the poor resolution, the screen door effect, and the crippled field of view. It felt like watching a scene through a pai…
This is so different from my experience with the HTC Vive: while I obviously perceived the poor resolution, screen door effect, etc., after the first minute I started feeling more and more immersed, and then something in my brain clicked, pretty much like when you are falling asleep. That's when everything started feeling almost like a lucid dream. My heartbeat was noticeable faster and I felt strangely happy/exited,…
Re: VR
#177Nobody wants VR. You can try and ram it down our throats all you want with TV adds showing befuddled old people discovering the wonders of a phone strapped to their head, or calling VR systems a "hot Christmas gift," but that won't change the fact that nobody wants it. It's too awkward, and it makes the user too vulnerable. You cannot create this market.
The market's there. You can argue about the size of it, fine. But it's definitely there.
Re: VR
#178I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR. I typically play…
Re: VR
#179Nobody wants VR. You can try and ram it down our throats all you want with TV adds showing befuddled old people discovering the wonders of a phone strapped to their head, or calling VR systems a "hot Christmas gift," but that won't change the fact that nobody wants it. It's too awkward, and it makes the user too vulnerable. You cannot create this market.
Re: VR
#180Blown away? Hyperbole of the century. At CES this year, I tried all the VR/AR tech I could get my hands on. Microsoft HoloLens, HTC Vive, Oculus Rift, Sony VR, Galaxy Gear, and everything in between. I wasn't expecting much and yet I was still underwhelmed. There is zero immersion, primarily due to the poor resolution, the screen door effect, and the crippled field of view. It felt like watching a scene through a pai…
This is so different from my experience with the HTC Vive: while I obviously perceived the poor resolution, screen door effect, etc., after the first minute I started feeling more and more immersed, and then something in my brain clicked, pretty much like when you are falling asleep. That's when everything started feeling almost like a lucid dream. My heartbeat was noticeable faster and I felt strangely happy/exited,…