Start multi-tasking with your virtual reality headset
getspace.io
getspace.io
Yes, it takes me a day to watch an hour's worth of movie, but it's a nice and easy distraction when waiting for stuff to build or doing other low cognitive impact work.
> Start multi-tasking with your virtual reality headset
And when you have to port design specs to code.It is much easier to just turn your head instead of switching tabs/windows. This would indeed be a much better option.
This is an angle of VR that hadn't occurred to me other than entertainment.
> Start multi-tasking with your virtual reality headset
For iOS, some "multi-tasking" features include "switch between apps by double clicking the home button and selecting a recent app", and split view.
Windows considers "window snapping" to be a multi-tasking feature.
As we all know, multi-tasking isn't really thinking about two things at the same time, it's switching between those two things very rapidly. When it comes to technology, you can hardcore multi-task by having 5 video chats going while watching a youtube tutorial and writing your grocery list (which is more along the lines of the study you linked), or else you "multi-task" by having plenty of windows open in a larger viewing area to lessen the need to constantly switch between apps.
e.g. As a web developer, I would not be productive without switching between code, terminal, and chrome.
Right now, I have two shell windows open, textmate, and two browser windows open -- one in jenkins, one in aws. But they're all related to the project I'm actively working on.
Sounds like something awesome, but kinda impractical for now - at least not until the Oculus-grade headsets become the size of eyeglasses.
I guess that should work great with AR headsets, since these won't constrain your situational awareness.
They are both pretty light-weight.
Finally we could look like the keyboard cowboys from Neuromancer ;)
0: http://www.theverge.com/2016/1/8/10738792/harman-touchless-u...
I've tried both the DK1 and the vive, and the vive is basically at the point where games are very playable.
Some people complain about the "screen-door" effect, which basically translates to the pixels are so large that it's like you are looking a screen door. But in my experience that's not a problem. If you stop and concentrate you can see the pixels, and they are quite large, but with game-like graphics your brain is more than happy to fill in the gaps between pixels.
This doesn't translate to text. Text needs to be massive before you can read it. There is no way you can have multiple monitors at desktop distances. Best case is a single, low resolution monitor (about 720p resolution) so close to your face (or far away and massive) that it takes up your entire field of view. To see any extra monitors, you would have to rotate your entire head.
When the 'in-world' resolution can match 1920x1200 at 2ft then it will replace my 3 monitors otherwise it's a headache inducing experience.
If the technology takes off and follows the usual S-curve I think we'll have that inside 5 years.
Sitting about 2 ft from my 24" monitor at work, I'd estimate that it would take 9 such monitors to get to around the same field of view in my HTC Vive. So you're talking about 5760x3600 pixels there.
Maybe we're going to need iris tracking as an optimization? That's a lot of pixels to push at 90 Hz.
It is but considering the current pace of GPU development it's what 5-6 years away on the really high end and maybe 7-8 on the midrange $200 cards.
VR has already re-invigorated the competition between AMD/nVidia as they both want to get a foothold in the potential new market, interesting times.
I'm not really sure how big the text should be - in the games it looks natural, but there is no sense of scale.
This monitor is responsible for filling your entire field of view, therefore the pixel density of any 'virtual monitor' must be quite low, therefore it'll not work 'like you're sitting at a desk of monitors'.
Imagine the inverse. Imagine you've got a single curved monitor at your desk that fills your entire field of view. Sounds great right? Now imagine that monitor is 2160 x 1200. Not so great.
Of course, the issue now is GPU horsepower. Rendering two viewports at 1200x1080 at 90fps is no easy task. Supersampling at 2x means rendering 2400x2160 per eye at 90fps. Anything short of a 1080 is going to have performance issues at this level of supersampling, and even then it depends on how complex the game environment is and its settings. I messed around a bit with BigScreen and I can certainly see the potential for VR as monitor replacement for $some_tasks. I have yet to see supersampling settings for it or if these global settings affect 2D screen projections in 3D space.
So yes, current densities might be enough to get by without fuzziness and hard to read text if you have enough GPU muscle. I don't think we've figured out all the tricks with first gen VR yet. There are going to be a lot of little surprises like these I suspect. At the very least we know AMD and Nvidia are supporting performance enhancing features that no one has really implemented yet.[1] I suspect the Vive of June 2016 is going to be a very different experience compared to the Vive of December 2016. The same way console launch games don't look as good as games released towards the end of the console's life.
[1] Yesterday one of the PoolNationVR devs said he got a 20% performance increase using Nvidia's Multi-Res Shading. This change goes live in July. A 20% performance increase at no cost? Crazy.
I can't imagine doing work with that. Only some specialized tasks could work, I can see how Tilt Brush could work in CAD work. But projecting your usual 2d app windows to VR sounds awful with the current consumer products in mind.
Maybe it could replace a wall of monitors displaying surveillance footage in a security room. You could even do impossible things enlarge the screens with lots of movements, and shrink or fade out ones without any motion detected. Show each video feed overlaid on a map of the premises.
I have no idea exactly what daytraders are looking at, but I know it's a stereotype for them to have tons of monitors. You could spawn a few dozen virtual screens displaying charts, have indicators when a chart behind you changes within some rules you've defined (something similar to the "you're being shot from behind" indicator in shooter video games), maybe with different colors, shapes and scales depending on the rules you set.
There's probably a ton of potential being passed up just because these don't do text very well yet.
On the other hand, we still haven't escaped the VT100 in 99% of our IDEs so I'm not holding my breath for an ultra-immersive new-fangled "I can breathe code" style.
Just sort of pie-in-the-sky-- imagine a programming language that worked like a 3d spreadsheet, where your functions where literal 3d objects you could wire together, and the parameters had physical affordances so you could adjust them...
It also doesn't make much sense to Greenlight VR. You need x amount of votes, but because the VR population is so low, its much harder to get those votes compared to a traditional 2D game.
For instance, if I lean in closer to a space will it get closer, or is my head position locked?
Would this be useful for coding? e.g. is text clear enough?
What kind of resolution is needed for text to approach the level of retina displays that we have become accustomed to?
Does anyone have any thoughts on developer experience... toolchain and IDE opportunities that would take great advantage of GetSpace?
It's not clear enough with todays headsets but who knows what the next gen will deliver.
It could be useful to use a headset like this when the light from a normal screen would disturb others
I should try and see how well a 80x25 terminal works on current gen tech though.
Anything else would be stupid.
If it's something simpler, with no head tracking, then no - you are fixed in one place.
Yes, that is how it works.
I think their concept is brilliant. A bit hard to gauge in a 2D video.
I so want to jump on the VR bandwagon. But... my brain is telling me to hold off for V2 or V3 when the hardware will likely be orders of magnitude better than the current crop.
https://www.youtube.com/watch?v=PhLbDyE-MQc
Obviously this takes the concept and advances it somewhat, but overall I'm glad to see this sort of interface returning. It was a fantastic experiment and worked surprisingly well.
I just feel like it's a little early to be expecting users to go about multitasking like a desktop when we're still at a point in the evolution of VR tech where prolonged sessions of VR HMD use is not common behavior. Even getting users to put the headset back on after stepping away, is still a challenge. Not to mention the difficulties of reading text in VR among other issues.
That's not to say there isn't a use case for a multitask desktop in VR, it's just that this is a problem to be solved in the future. In the present, we simply need software that gives users a good reason to put the headset back on again after the novelty wears off
I'm not sure the current display tech is that good for your eyes/brain to be staring at it 8 hours a day, never mind the current screen resolution. But eventually it will be, and using something like this will enable you to work anywhere without having to carry large screens with you.
And the places where the metaphor differs from a RL desktop its because its more convenient that way - say like how documents (windows) have no thickness or how its easier to look straight ahead with a 90° to a surface instead of downwards onto a desktop at an angle?
this concept actually takes advantage of 3d spacial navigation by basically giving you an functionally unlimited of desktop area.
Or do you mean why the 2D windows are not composited more in the 3D space (they all seem to have the same Z depth)?
Well, you would need a 3D input devices as precise as the veritable mouse, which they are using in this demo.
It would be interesting to try to tap into that. Maybe create different places with a way to navigate between them and place objects in them. It doesn't have to be exactly like reality, it would be too constraining otherwise. There could be shortcuts and different zoom levels to information.
Maybe there would be a static foreground like a desk that provides a work space and and reference anchor for the mind. And then the background could move independently, be a galaxy of information the user can sift trough using various tools.
One interesting development will be how symbolism will be developed. We need visual cues so we can recognize different kind of objects. This will help us navigate around and also know how to interact with each item. I don't think everything should be text, it's not be very practical in 3D.
But to answer your question, I don't think a file manager will exist (in the traditional sense). Right now each application takes over the whole environment but at some point there will be a second layer, a common environment that holds all the objects. This will be the normal OS-provided environment. The file manager will be replaced with tools that help you categorize and search the objects but it will be different because they would just interact with the universe like any other tool.
PS: Or maybe I'm thinking too much of Smalltalk
Obvious disadvantages: having to wear a VR headset all day, and you cannot collaborate with others over your screen contents anymore (unless they strap on and plug in a second headset maybe).
Another thing: This would be really cool for desktop sharing.
On the other hand with a high resolution headset and good bandwidth, you can pair review/code review with anyone/anywhere and they see exactly what you see.
In the longer term you could create a 3D virtual office where all the screens exist in the same space and you can jump from one set to another, as a collaboration tool that would exceed a real world office in some ways since you there would be no physical limitations.
Could be incredible for online tech-talks and such as well since you wouldn't be sat 50ft from the speaker trying to read slides from a crappy OHP.
This is the side of the technology that really excites me, not the games.
So, VR coding? Could it be the first time code literally makes me sick instead of just figuratively? :)
But give it 2 or 3 more hardware generations and maybe.