Author Topic: Virtual Reality - It's a Real Thing  (Read 1560 times)

LEE

  • "Shut Up Jens" - Legs.
Virtual Reality - It's a Real Thing
« on: 08 January, 2016, 03:22:52 pm »
Several manufacturers launch their production models of VR Headsets in early 2016 (Occulus, Playstation and others).

Anyone getting one?  As a non-game-player I'm actually very tempted to get Playstation VR.  Occulus is expensive and "techy" as it requires a suitable PC (and restricts you to a PC Home Office environment).

Is this (literally) a game-changer?  I can see it being totally immersive (and, for some people, quite dangerous as they lose even more touch with the real world).

For many people it will give them the opportunity for "travel" and open up experiences they could otherwise not have.  Remember this is really 1st Generation and it's only going to get more and more immersive.

Some people say I'm self-obsessed but that's enough about them.

Dibdib

  • Fat'n'slow
Re: Virtual Reality - It's a Real Thing
« Reply #1 on: 08 January, 2016, 03:28:30 pm »
It's not for me. I bought myself a cheap secondhand PS3 a few weeks ago, and a bunch of cheap "classic" games, but I seem to keep falling back to the original Playstation compatibility and 1997's Final Fantasy VII.  In particular, I'm dreading the days of the VR MMO. That could be super addictive. I've already got the World of Warcraft monkey off my back once!

Linden Labs, makers of Second Life, are apparently working on a VR release. I wonder how that'll fare compared to SL.

LEE

  • "Shut Up Jens" - Legs.
Re: Virtual Reality - It's a Real Thing
« Reply #2 on: 08 January, 2016, 03:31:20 pm »
VR REACTIONS <<<<<<< Click
Some people say I'm self-obsessed but that's enough about them.


Re: Virtual Reality - It's a Real Thing
« Reply #4 on: 08 January, 2016, 03:36:23 pm »
VR REACTIONS <<<<<<< Click
I expect to be doing something similar later this evening.
Using only Sauvignon Blanc.

Re: Virtual Reality - It's a Real Thing
« Reply #5 on: 08 January, 2016, 03:40:53 pm »
I went into a google store just before Xmas and they gave me a free google cardboard, a cardboard box with 2 lenses in to put my smartphone in, to turn it into super cheap virtual reality. It was all tied into the Star Wars app.  All the guests we had over Xmas were suitably impressed by it.

LEE

  • "Shut Up Jens" - Legs.
Re: Virtual Reality - It's a Real Thing
« Reply #6 on: 08 January, 2016, 03:44:37 pm »
I went into a google store just before Xmas and they gave me a free google cardboard, a cardboard box with 2 lenses in to put my smartphone in, to turn it into super cheap virtual reality. It was all tied into the Star Wars app.  All the guests we had over Xmas were suitably impressed by it.

There are actually some nice "Google Cardboard" headsets now (made from plastic rather than cardboard).
Some people say I'm self-obsessed but that's enough about them.

Kim

  • Timelord
    • Fediverse
Re: Virtual Reality - It's a Real Thing
« Reply #7 on: 08 January, 2016, 03:52:21 pm »
Remember this is really 1st Generation and it's only going to get more and more immersive.

It really isn't.  W Industries were building their Virtuality machines in 1991.  I remember playing on one as a kid, and it was awesome.  3D graphics (and sound) have been making steady progress over the intervening 25 years, and applications (particularly gaming) have come on in leaps and bounds thanks to the steady addition of more processing power.  It's just that most people have stuck to monitors (2D and 3D) and conventional input devices for interacting with them.

Personally, I find that any kind of immersive 3D graphics make me horrendously [lack of] motion sick after about half an hour.  I can mitigate that to some extent by using a small window in brightly lit surroundings, but that makes me less well oriented in the virtual world, which is rubbish for gaming.

To me, it's augmented reality that's getting interesting.  If you haven't played with Google Streetview on an Android device with a decent compass and accelerometer, you should.

LEE

  • "Shut Up Jens" - Legs.
Re: Virtual Reality - It's a Real Thing
« Reply #8 on: 08 January, 2016, 04:26:54 pm »

To me, it's augmented reality that's getting interesting.  If you haven't played with Google Streetview on an Android device with a decent compass and accelerometer, you should.

Agreed. In theory There's no need for City Centre investment.  You could deploy VR Headsets and simple augment Wolverhampton Town centre into a nice place (for Example).
Some people say I'm self-obsessed but that's enough about them.

Kim

  • Timelord
    • Fediverse
Re: Virtual Reality - It's a Real Thing
« Reply #9 on: 08 January, 2016, 04:32:30 pm »

To me, it's augmented reality that's getting interesting.  If you haven't played with Google Streetview on an Android device with a decent compass and accelerometer, you should.

Agreed. In theory There's no need for City Centre investment.  You could deploy VR Headsets and simple augment Wolverhampton Town centre into a nice place (for Example).

I think West Bromwich may have already tried that...  ;D

Re: Virtual Reality - It's a Real Thing
« Reply #10 on: 09 January, 2016, 08:22:51 am »
I have tried an Ocullus rift, they have one at my sons university for research, and it is truly immersive and very very impressive. It's not first generation at all just first generation of cheap (relatively) publicly available vr hardware.
It's so immersive that they make you sit down before wearing it as otherwise you will almost certainly fall over when your body gets confused by up and down etc.
I think you'll find it's a bit more complicated than that.

LEE

  • "Shut Up Jens" - Legs.
Re: Virtual Reality - It's a Real Thing
« Reply #11 on: 10 January, 2016, 10:53:43 pm »
I admit I was wrong on the 1st gen aspect of it (especially since I tried a VIRTUALITY simulation in the US about 23 years ago.

It's certainly in the early phase of commercially viable deployment though, especially via "Google Cardboard" and Playstation 4.

For me it's hard to think of the limitations of this technology.  It's arriving at the same time as 360 degree "Action Cams".

Live streaming of 360 degree events will be an amazing experience.  Imagine an Attenborough type wild-life experience or front-row seats at a sporting event.

The Porn industry are well known early adopters of technology!! (VHS can, apparently, thank its success to it).

What are the "killer apps2 for this tech, apart from gaming?

Some people say I'm self-obsessed but that's enough about them.

Cudzoziemiec

  • Ride adventurously and stop for a brew.
Re: Virtual Reality - It's a Real Thing
« Reply #12 on: 11 January, 2016, 11:59:24 am »
What are the "killer apps2 for this tech, apart from gaming?
Apart from gaming and as you've already said porn, how about 360-degree cameras and microphones mounted on your car, feeding into a VR headset? It's bound to happen!
Riding a concrete path through the nebulous and chaotic future.

benborp

  • benbravoorpapa
Re: Virtual Reality - It's a Real Thing
« Reply #13 on: 11 January, 2016, 12:13:24 pm »
The current generation of VR is already proving useful in various therapeutic settings. I'll try and find an article on its use in treating phobias and PTSD. I also have a vague memory of someone suggesting it had great potential in other rehabilitive therapies.
A world of bedlam trapped inside a small cyclist.

TimC

  • Old blerk sometimes onabike.
Re: Virtual Reality - It's a Real Thing
« Reply #14 on: 11 January, 2016, 01:49:18 pm »
I'm very tempted to buy the production Oculus Rift, if only for Elite Dangerous. So, space exploration - that's a killer app!

Re: Virtual Reality - It's a Real Thing
« Reply #15 on: 11 January, 2016, 02:04:30 pm »
The fundamental problem with the VR headsets has been mentioned by Kim.

Motion control and balance are a combination of vestibular (which gives acceleration and 3 D tilt sensing), eye and feel - your feet give a lot of feedback.

VR headsets give different input for vision from the other two sensory systems. For a lot of people that's going to induce motion sickness or dizziness. The company I work for did some headsets donkey's years ago and found that most people couldn't use them for more than 30min at a time.

I think that augmented reality headsets, where extra input is overlaid on 'reality', have a place. Imagine playing CoD Nazi Zombies where the zombies appear in your workplace or house, or the local woods.
<i>Marmite slave</i>

Kim

  • Timelord
    • Fediverse
Re: Virtual Reality - It's a Real Thing
« Reply #16 on: 11 January, 2016, 02:08:04 pm »
I think that augmented reality headsets, where extra input is overlaid on 'reality', have a place. Imagine playing CoD Nazi Zombies where the zombies appear in your workplace or house, or the local woods.

We can only hope this technology appears before all the 1960s brutalist halls of residence are knocked down...

(I'm sure every university with Ethernet to student bedrooms has a re-creation of a suitable building as a level in a multi-player FPS game.)

LEE

  • "Shut Up Jens" - Legs.
Re: Virtual Reality - It's a Real Thing
« Reply #17 on: 11 January, 2016, 03:34:19 pm »
I think that augmented reality headsets, where extra input is overlaid on 'reality', have a place. Imagine playing CoD Nazi Zombies where the zombies appear in your workplace or house, or the local woods.

Just visit Clacton.

Some people say I'm self-obsessed but that's enough about them.

benborp

  • benbravoorpapa
Re: Virtual Reality - It's a Real Thing
« Reply #18 on: 11 January, 2016, 05:43:24 pm »
The fundamental problem with the VR headsets has been mentioned by Kim...
...most people couldn't use them for more than 30min at a time.

Part of the reason that these VR headsets are on the brink of coming to market now rather than eighteen months ago is because of the motion sickness issues encountered in development. Recent advances in technology with displays, processing power, motion tracking and miniaturisation made the prospect of cheap, effective VR a commercial prospect. There was a huge push to get products into development after the public response to the Oculus Kickstarter campaign. All of these development efforts revealed that motion sickness was still the problem it had been twenty years earlier but the available technology was on the cusp of eliminating several of the now identified factors that induce VR sickness. Much of the work on bringing these headsets to market has been on getting the units manufactured to a specification that makes nausea free use possible. Users that struggled with the first development kits report that they can wear the consumer models for hours.

Now that the hardware isn't guaranteed to induce nausea the software developers are able to operate with a much clearer framework of what is immersive, what is spectacular, what is a bit icky and what is the equivalent of grabbing someone by the ears and shaking vigorously. Many of the established characteristics of FPSs that promote immersion on screen turn out to be disastrous for VR. Apparently, wandering down a staircase in a Tuscan villa as a disembodied head is unsettling, add a realistic bob with each step your virtual self takes down the stairs and you're likely to hurl. Sit tethered to the controls of a starship during a dizzying dogfight as the universe rotates every which way around you and you'll probably be happy as Larry.

The benefit of all the big players having to overcome the problems of motion sickness means that the first headsets on the market are going to be of a much higher spec than anticipated. The HTC looks as if it will have the potential to overlay elements of the real world via a forward facing camera. I think this is anticipated to function as more of a benefit to hazard perception than an opportunity to augment reality. The greater freedom of movement it allows increases immersion and removes several motion sickness cues.

There are all sorts of discoveries developers and users are going to make over the next few years. I've done some work in motion capture studios and VR headsets now make some mind blowing things possible. Working face to face with someone who's in a separate studio in a fully detailed representation of an alien world and they and yourself are rendered in real-time as hobbits, dragons, orcs or what ever, six inches to a hundred feet tall.
A world of bedlam trapped inside a small cyclist.