We had few "VR experience center"s in our little city, they were popular when they just opened, but now most of it are closed.
So, I think "blown away" is not enough, usefulness is important.
We had few "VR experience center"s in our little city, they were popular when they just opened, but now most of it are closed.
So, I think "blown away" is not enough, usefulness is important.
Maybe the barrier to entry for VR hardware is low enough now that some small team will invent something that makes it a must-have, but I remain as skeptical now as I was when Oculus first hit the hype train. I haven't really used an Oculus or a Vive, so I hope this isn't coming from a place of abundant ignorance, but VR just feels like hype feeding hype. I haven't heard a VR concept that justifies it yet. The only one I even want to try is Tilt Brush.
There's only one way to find out. I'm over a year into VR ownership and it still fascinates me.
I'd prefer to use words along the lines of "inspring", "enchanting", "compelling" if we're going to discuss the potential of VR.
(I'm not belittling the large number of practical applications of VR in healthcare, training, education and content creation - but I don't think they will drive mainstream adoption in the way that creative, immersive applications could)
Watch out when comparing current typical art mediums with VR, a technology still in the property of a 2-3 big tech companies, paired with countless patents, and which costs hundreds of dollars, not including the top gaming rig that you also need to have.
Currently, if you want to convey a message, or exprime yourself creatively: - via music, you can buy any kind of instrument off the shelf. - via movies, you can just start with a $200 camcorder and record stuff. In both cases, consuption can be done with any device compatible with the digital format.
right now it's not possible with VR, at the state of things.