Current VR "room-scale" equipment seems to be optimal for 1) god-like player experiences, where you can survey a world, teleport within it, and command/change/tinker/destroy what's within it or 2) the highly immersed "stage." By "stage" I literally mean it's like you are standing on a stage. It's about the same amount of space, and the immersive feeling is very much like being on the set of a movie or show.
The approach we're taking now is the "avatars and voice" approach, where you interact with other people through VR puppets, essentially. These puppets can mimic your body language and facial expressions and are supposed to increase the depth of human communication through nonverbal cues. The truth is, after experimenting heavily with this, I've found most of it to be pretty gimmicky.
It seems the human mind naturally gravitates to such ideas (e.g. second life), but it never pans out. I'm not sure what the right answer is, or if theres even one.
Porn. Let's be realistic.
Right now, the increase in the quality of experience of VR porn over a screen and a pair of headphones is still marginal.
You need a powerful computer. That means either buying a very expensive rig from a brand name seller (Alienware or Razer), or building one on your own.
The former is cost-prohibitive. The latter is skill-prohibitive.
A smartphone, on the other hand, is cheap and requires no technical know how to buy and use
And I too think AR (augmented reality, known from Pokemon-Go) has higher potential/adoption rate. We will see it in our every day life soon, everywhere. And everyone has a smartphone, no need for a helmet.
(And for VR a "CAVE" is very cool. It's a special purpose small room where projectors point to 3 or 4 walls and the floor and you can just carry light&inexpensive 3D red-blue or shutter glasses and walk around eg with your friends. That's something we will probably see more and more in public locations too.)
"It is a delightful characteristic of these times, that new and
cheap means are continuously being devised, for conveying the
results of actual experience to those who are unable to obtain such
experiences for themselves; and to bring them within the reach of
the people ... New worlds open out to them, beyond their little
worlds, and widen their range of reflection, information, sympathy
and interest."
For the origin of this technology, we can look much further back in time than the 19th or even 17th century... back to pre-historic times at the origin of storytelling.Storytelling was the first technology for "conveying the results of actual experience to those who are unable to obtain such experiences for themselves".
Quick cuts were seen as violent and jarring when film was new, too. We will get used to VR cuts just as we got used to film cuts. It may take a few generations; right now VR is still a novelty.
I don't think that the "cut" automatically applies to VR. Film is fundamentally more indirectly immersive. You are looking through a window into another world, and the immersion is also largely through involvement via plot/characters/interest. VR will also (hopefully) have this, but the jump up in immediacy from film is like the one film has from books. Instead of a "cut" I think other tools and vocabulary will arise that are much more interactive.
People like looking through a window into another world. I don't think slaving your POV to the level where it's strapped to your head is fundamentally viable. Looking through the magic window of cinema is an active choice to delve into that POV, moment by moment -- for you can always close your eyes or look away in an instant. With VR, it's more like you have the choice the moment you strap on the goggles, you give it up for the experience, then have the "safe word" of being able to take the goggles off. Many more people will like looking at stuff than they will like being strapped to it.
My Vive had performance issues where my background environment would randomly pop-up during games. It was kinda annoying the first time, but is no big deal. Sharp cuts are pretty meaningless. This stuff isn't exactly the Matrix. You're not going to be in constant amazement or think you're in some new reality with a new body. It still a screen pasted to your face and your mind knows this the whole time.
My Vive had performance issues where my background environment would randomly pop-up during games.
I thought that was a feature called "Chaperone."
You're not going to be in constant amazement or think you're in some new reality with a new body. It still a screen pasted to your face and your mind knows this the whole time.
Who said anything about amazement? No one. What I'm referring to is precisely the fact that you know it's a screen strapped to your face. Being stuck on someone else's POV through something strapped to your face is a different experience than looking through the magic window of the cinema screen or the computer monitor. I think it makes a fundamental difference to how the "cut" works or won't work.
Regular VR devs report (and I can corroborate) that you eventually lose your ability to get sick in VR. This extends to motion sickness in the real world; when I was experiencing a lot of nauseating VR, I no longer got nauseated by reading while driving, or on boats, etc. (Unfortunately your ability to get sick 'grows back' if you stop watching VR; the brain is rather plastic.)
I do not visualize (Aphantasia), so I would be much more excited if I could both see what is going on here AND have a mind's eye, even if it were artificial.
I screen shotted it because I've actually never seen something like this before: http://i.imgur.com/1YBFuiU.png
Also, doing the web link brings me to the same login page.
No doubt some future V.R. creators will figure out how to tell cinematic stories or make compelling game experiences.
The director Chris Milk, in a widely circulated TED talk, called V.R. systems "Empathy machines," a description echoed by other V.R. auteurs.
The paradox of V.R. is that when you see the world through someone else's eyes, you can't actually see the person's eyes.
Donning V.R. goggles, visitors entered a parallel version of the forest, where they could shift in and out of the perspectives of different creatures, from midges to frogs to owls.
"This isn't storytelling." If V.R. allows you to project yourself onto the deck of the Titanic, I suspect we won't want the entire James Cameron-style back story about a dashing artist and his fleeting romance with a wealthy young woman facing an arranged marriage.
"We weren't expecting it really," Steel says about the process of creating "In the Eyes of the Animal," "But by the end of it, we were all thinking, If you'd had a stressful day, it's super nice to just put it on and just explore. You always find new perspectives and angles. With these bigger trees, you're scanning so much detail that you notice stuff in V.R. that you wouldn't notice in real life. We're stuck at five to six feet high, and so you rarely go down and put your chin on the floor. But in V.R., you just stick yourself down there, and you're like: 'I love it down here! Look at all these pine cones!' ".
In an age when action movies have acclimated our eyes to multiple cuts per second, and in which video games bombard us with nonstop carnage, there turns out to a surprisingly meditative quality to the world we inhabit with V.R. goggles on."
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Edit: Hah! Workaround:
wget -O- http://www.nytimes.com/2016/11/06/magazine/want-to-know-what-virtual-reality-might-become-look-to-the-past.html > /tmp/x.html && dillo /tmp/x.html
( note: dillo is a dead simple little browser ) wget -O- http://www.nytimes.com/2016/11/06/magazine/want-to-know-what-virtual-reality-might-become-look-to-the-past.html | w3m -T text/html