Earlier quoted context omitted.
Do you mean 'proprioception'? Btw, I'm working on something that I think has some relation to Gibson's vision of cyberspace—just the '3D information sorting' part though: https://www.youtube.com/watch?v=NvfMthDInwE (that video is very outdated unfortunately, but here's a newer screenshot: http://symbolflux.com/images/avdscreen.png )
Have you seen Underkoffler's Oblong ? https://www.ted.com/talks/john_underkoffler_drive_3d_data_with_a_gesture
How to Get into VR
201–210 of 221 posts
Re: How to Get into VR
#202Everyone in VR thinks they are creating things for the first time. From 2000 to 2009 I founded and ran the second largest VR company in the world. The number of firsts that my team had was amazing. What really amazes me is now that VR is growing. Zero people have talked to me about what my team learned. Its like the past never existed...
Well... what did your team learn?
Re: How to Get into VR
#203Earlier quoted context omitted.
There was a lot of hype, but from what I understood watching the experience videos, the first experience is amazing, then boring because there isn't anything else to it. Like a boring game with great graphics. I suspect once better games or software are written for it, it may improve. Perhaps training and whatnot, but I don't see what it offers over headphones and a big monitor setup, other than nausea, hot eye socke…
Personally I suspect it could excel at visualisation/display/analysis of dense data. But, the "what like exactly?" is eluding me atm. That's likely the key problem. :)
However... with something like leap magic (or any touch control), and voice. Suddenly you can constrain the data with your voice and manipulate it with your hands.
Re: How to Get into VR
#204Earlier quoted context omitted.
We have paying customers for our VR surgical training - ossovr.com - I left the games industry in 2014 to work on non games VR applications because I believed (and still believe) that commercial applications of VR will be more profitable in the near term than games. Architecture is another field that is seeing rapid adoption of VR as a real business tool and not just a gimmick.
Have you guys experimented with LeapMotion?
When I use LeapMotion I dont get motion sickness. Huge win!
Re: How to Get into VR
#205The elephant NOT in the room here is Apple. I think one can safely assume that Apple is very actively doing R&D to solve the very hard problems with VR - and they will probably succeed. It'll probably be a walled garden like iOS, but it will still move the market.
Are you sure? Because everyone is still waiting on the Mac mini and Mac Pro that is overdue. I really doubt apple's doing anything in the VR space.
Re: How to Get into VR
#206Earlier quoted context omitted.
Personally I suspect it could excel at visualisation/display/analysis of dense data. But, the "what like exactly?" is eluding me atm. That's likely the key problem. :)
Like interpreting 3d geological data used in oil drilling. I hear your idea express a lot, but have yet to see many great examples. However... with something like leap magic (or any touch control), and voice. Suddenly you can constrain the data with your voice and manipulate it with your hands.
Re: How to Get into VR
#207Earlier quoted context omitted.
Are you sure? Because everyone is still waiting on the Mac mini and Mac Pro that is overdue. I really doubt apple's doing anything in the VR space.
Apple doesn't have much incentive to build new Mac minis and new Mac Pros.
Re: How to Get into VR
#208Earlier quoted context omitted.
No it also required a computer, which a lot of people did not have back in the mid-90s, and not everyone was prepared to shell out the money to get one (it was certainly not "inexpensive" if you were buying one for the sole purpose of getting online). My source on this? I worked at one of the first consumer ISPs in Canada, and we regularly had people coming in to sign up because they heard about "this Internet thing"…
I left that out because VR also requires an expensive computer -- expensive at least compared to what most people have. Rift, for instance, requires not just a discrete GPU but a pretty serious one (GTX 970/1060 level), in a market where only about a third of PCs sold at retail in 2016 had a discrete GPU at all (see http://www.anandtech.com/show/10864/discrete-desktop-gpu-mar... ). So, if by "VR" you mean Vive/Rift-l…
Re: How to Get into VR
#209Earlier quoted context omitted.
One issue with VR is the market is so small, the quality of even the best games is relatively low. Onward is basically made by one person, and although you cannot directly compare Onward's development with Rainbow 6 in 1998, mostly because of easy and cheap availability of 3D engines and assets, the original Rainbow 6 had a significantly larger team, budget and sold roughly 10x ( https://en.wikipedia.org/wiki/Tom_Cla…
VR is the same as any other gaming market. It is a two sided market, with a chicken and egg problem. Gamemakers don't want to invest in a market with very few consumers, and consumers don't want to invest in a headset with very few games.
The Nintendo Entertainment System came with Super Mario Brothers and Duck Hunt at no additional cost. Sega made the Genesis and Sonic the Hedgehog.
Re: How to Get into VR
#210Earlier quoted context omitted.
There is a large market for training simulators that are essentially very advanced virtual reality systems.
In Australia (NSW specifically) we have the requirement for learner drivers to complete 120 hours of accompanied driving time before they can get a solo licence. I think that's insane, and we should do what fighter pilots do... some hours of "normal" flying, and LOADS of time in a simulator dealing with extreme cases. So... know of any good VR driving sims that attempt to model commuter traffic?