And are couches and living room environments a skeumorphobic ornament to help the transition to VR?
And are couches and living room environments a skeumorphobic ornament to help the transition to VR?
Medium https://www.oculus.com/medium/
Tilt Brush https://www.tiltbrush.com/
Quill https://www.oculus.com/experiences/rift/1118609381580656/
MARUI https://www.marui-plugin.com/
Simplex http://www.gradientspace.com/simplexvr/
Gravity Sketch https://www.gravitysketch.com/
Unity EditorVR https://blogs.unity3d.com/2016/12/15/editorvr-experimental-b...
Unreal Engine VR Editor https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/
Modbox http://store.steampowered.com/app/414120/
Mindshow http://mindshow.com/
and my own tool Sketchbox http://sketchboxvr.com
So far it seems like the traditional CAD players (Autodesk, Dassault, Adobe) are focused on using VR for visualization, rather than creation.
Bigscreen is instead about the other 99% content that's completely 2D. I wrote a blog post[1] about our founding mission and one example in there is Microsoft Word. Even in VR/AR, the words won't be flying around you in 3D space. Movies and videogames won't disappear and be replaced by 360 and VR games anytime soon.
The question that Bigscreen is tackling is instead: how can VR/AR improve our 2D computing experience?
[1]: https://blog.bigscreenvr.com/3-million-financing-round-led-b...