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Google Cardboard

developers.google.com

121–130 of 138 posts

Re: Google Cardboard

#121

It's very cool that they are doing this. But, for anyone who tries it, there's something very important to keep in mind: Low latency is critical to VR! Unfortunately, Android sensors and graphics pipelines have very poor latency. If you try this and get terrible motion sickness, don't dismiss VR as a vomit inducer. In fact, many people have reported that spending time in VR, and taking a break whenever motion sicknes…

> In fact, many people have reported that spending time in VR, and taking a break whenever motion sickness creeps up, actually reduces motion sickness outside of VR. As in, people are saying "After playing in my Rift for a few weeks, I can suddenly read in the car for the first time!" Is this because the VR experience is causing your brain to recalibrate your vestibular system [1]? [1] http://en.wikipedia.org/wiki/Ve…

There's hardware for that: http://www.framiral.fr/eng/multitest.php

Designed for military training, this type of device is now available for civilian treatment.

Must be cheaper to use an Occulus though.

Re: Google Cardboard

#122
post #120

I just tried it; the latency is much higher than the Oculus Rift but it's still enjoyable. The demo app mainly has you flying around various places on Earth, but this comes with an SDK for further development. I watched some folks in my office put it together and there was a bit of confusion as to how it was supposed to assemble (also reflected in some comments here as well). The three biggest annoyances of the setup…

> In particular, it would be good to put some kind of soft rubber grommet around the edges and then use some sort of head strap so you didn't have to hold it all the time. Sounds easily fixable with a bit of sugru

I hadn't heard of "Sugru" before, so I interpreted this as a phone-typo for "surgery" and was surprised at your dedication to cardboard VR technology :)

Re: Google Cardboard

#123
post #87

Earlier quoted context omitted.

More than likely. Our brains are very adaptable, it would appear this is more similar to how people have been "recalibrated" to chronic pain and extreme phobias. The chronic pain example is that a prolonged duration (about 2 weeks) of being free of pain medications can cause the body to adapt and recognize it's over-interpreting pain. The extreme phobia was if you had someone with a severe phobia of snakes, you would…

> The chronic pain example is that a prolonged duration (about 2 weeks) of being free of pain medications can cause the body to adapt and recognize it's over-interpreting pain. Yeah, but the pain never really goes away, though. But the time effect is definitely true.

I've had two low back surgeries, and I can attest that you simply "get used to it."

Re: Google Cardboard

#125

It's very cool that they are doing this. But, for anyone who tries it, there's something very important to keep in mind: Low latency is critical to VR! Unfortunately, Android sensors and graphics pipelines have very poor latency. If you try this and get terrible motion sickness, don't dismiss VR as a vomit inducer. In fact, many people have reported that spending time in VR, and taking a break whenever motion sicknes…

> Android sensors and graphics pipelines have very poor latency. I'm not familiar with the sensors latency but the graphics pipeline certainly doesn't have "very poor latency". If you aren't dropping frames the app is just running in double buffering. Android then adds a single extra frame of latency as it doesn't "race the beam" so to speak, so the grand total latency added by the system in the graphics pipeline is…

16ms is way too long for VR.

Re: Google Cardboard

#126

Earlier quoted context omitted.

> In fact, many people have reported that spending time in VR, and taking a break whenever motion sickness creeps up, actually reduces motion sickness outside of VR. As in, people are saying "After playing in my Rift for a few weeks, I can suddenly read in the car for the first time!" Is this because the VR experience is causing your brain to recalibrate your vestibular system [1]? [1] http://en.wikipedia.org/wiki/Ve…

And if so, could we use VR to help people with vestibular disorders?

After I had a bad concussion, one of the biggest things that helped -- with a multitude of post concussion syndrome symptoms, not just vision/movement -- was vestibular therapy. It consisted of things like having the word "dog" on a sheet of paper on a wall and keeping my eyes focused on it while turning my head left and right to a metronome. Once I got better at that, we'd either increase the speed or add "distractions" like having "dog" written on black and white checkered boxes.

But more related to what you're saying, there are actually therapy systems that use multiple displays to simulate things like walking through a grocery store. Some people after a concussion can't even go through a grocery store because all the stimulus of different boxes plus movement overwhelms them. An even simpler thing I did was simply to watch youtube videos of people walking through areas with a shaky camera or a dashboard camera from a car driving at night (dealing with other cars' lights). So if those 2d versions are effective, perhaps VR can also help.

Re: Google Cardboard

#127

Earlier quoted context omitted.

> Android sensors and graphics pipelines have very poor latency. I'm not familiar with the sensors latency but the graphics pipeline certainly doesn't have "very poor latency". If you aren't dropping frames the app is just running in double buffering. Android then adds a single extra frame of latency as it doesn't "race the beam" so to speak, so the grand total latency added by the system in the graphics pipeline is…

16ms is way too long for VR.

Seeing as nobody has a VR system with lower than 16ms latency, we honestly truly don't have any idea what lower than 16ms even feels like, much less are in any position to assert that 16ms is "way too long".

Re: Google Cardboard

#128
post #120

Earlier quoted context omitted.

> In particular, it would be good to put some kind of soft rubber grommet around the edges and then use some sort of head strap so you didn't have to hold it all the time. Sounds easily fixable with a bit of sugru

I hadn't heard of "Sugru" before, so I interpreted this as a phone-typo for "surgery" and was surprised at your dedication to cardboard VR technology :)

just sneak your finger in and double tap.

Re: Google Cardboard

#129
post #2

This is what the Google IO attendees received on their way out of the keynote.

That's a huge cutback from everyone getting laptops or phones.

They need to randomly not give out freebies that are worth a lot so that people will stop going to these conferences just for the freebies.

It would be neat to have a requirement for going to the conferences, either press or verified developer.

Re: Google Cardboard

#130

Earlier quoted context omitted.

16ms is way too long for VR.

Seeing as nobody has a VR system with lower than 16ms latency, we honestly truly don't have any idea what lower than 16ms even feels like, much less are in any position to assert that 16ms is "way too long".

Michael Abrash (Valve, Oculus): http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-n...

John Carmack (Id, Oculus): http://www.altdev.co/2013/02/22/latency-mitigation-strategie...

Both of them have done testing with custom very low latency systems.

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