What VR could, should, and almost certainly will be within two years [pdf]
media.steampowered.com
media.steampowered.com
The center pieces (grey on the left, and yellow on the right) are actually the exact same color.
http://i.imgur.com/UYRtqA5.png
My brain simply cannot accept it, even after confirming it w/ photoshop.But, with a blue transparent layer, there is no yellow to add on from the layer, so the object itself must be yellow in order to show through as such. So our brain makes the appropriate adjustment. Very smart. We see what the actual object probably looks like, rather than the exact colors.
The classic optical illusion with a rubik's cube with a side in shadow is basically the same illusion.
http://9gag.com/gag/a9d1jxj
I wonder if dynamic optical illusions such as this one will prove relevant to VR somehow.For example the OS desktop metaphors could finally be taken to the next level. Files, recycle bins, folders these were mapped concepts in the 80s to try to transfer the office to a 2D computer screen.
But now we can simulate a true desktop. Imagine you enter a room, a nice wooden desk in front of you. On the desk are documents that could be web pages videos word docs anything. You touch it and a floating screen appears to display contents. To your right is an infinite capacity filing cabinet. A trash bin under the desk. Its like the real world but without the limits of the real world.
Another interesting effect is memory. I remember reading somewhere that in ancient times they would memorize lots of data by imagining walking through a house. As you walk you would place relate objects like a closet to the item you want to remember. In this way you memorize the data and its order. This is where the phrase "in the first place...and the second place..." came from.
And its something I've noticed in real life. My desk looks like a mess except to me. There's a order to it I understand and I can find things. A similar thing happens with the mess of icons on my desktop. I can often find something because I know I put it in some folder on some place on the desktop. But in both the real desktop and my windows desktop I sometimes need help finding things and use the search tool.
The VR desktop can be the best of both worlds. It allows that natural chaotic organization I do with my real world desktop. But a floating search box can appear anytime to help me.
It's gonna be so massive and so addictive, I predict within ten years there'll be news stories about people dying in VR from malnutrition or heart failure and clinics specialising in VR addicition.
http://www.quora.com/Oculus-Rift/Virtual-Reality-Oculus-Rift...
Here's a news story from more than 6 years ago talking about South Korea:
> Last year alone, at least seven people died from deep vein thrombosis, heart failure, or exhaustion while playing online games....
> The Information & Communication Ministry began carrying out an annual survey of game addiction in 2002, and has set up counseling centers in eight cities to help addicts. Game companies such as Seoul-based NCsoft Corp. also spend hundreds of thousands of dollars a year each to help finance some 40 private counseling centers.
http://www.businessweek.com/stories/2006-09-10/online-gaming...
Why would I want to have to reach over and open a virtual filing cabinet? I can click a 2D folder easier and faster, and view the content faster in a line list. Reproducing archaic physical storage and work systems into a 3D space is going backwards, that includes a fake wooden desk and wastebin under it.
It's not so much the headgear presentation I view as an issue, but rather the theory of the '3D' desktop. My prediction is that over the next 20 years, companies will attempt over and over again to push consumers into it, and it'll fail every time because there is no real value gain. What will happen instead is 2D desktop interfaces will become multiplied and easier to use several of in a faux 3D space that is easy to use for your average person (by strictly limiting 3D spatial skill requirements or motion). Something much more akin to flipping the multi-home pages on Android.
* dashboards (Windows 8 start screen and Mac OS dashboard)
* lists (browser tabs, Windows taskbar jump lists)
* search
I think we're evolving towards a common visual language for representing information, and the concept of a physical piece of paper or a table on which to store it is going to become a distant memory.Sherlock makes use of this as well :)
http://en.wikipedia.org/wiki/Method_of_loci
It actually seems quite legit. I'm tempted to attempt it. I wonder if I could imagine my code/project in this way. To visualize each file, each function, each block as physical objects in a mind palace.
I don't use it very often, but when I do I picture the same house I lived in at the time. I wouldn't necessarily say I can remember lots of data with it, but maybe the order of 20-50 items doesn't take too long.
Except that you have lovingly recreated those limits by replicating an archaic paper-based office. The desktop metaphor was a horrible, crippling kludge to avoid explaining to people how their computer manages data. We can do so much better.
ibex VR desktop - https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=4...
VR Launchpad - https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=4...
The thing to consider is the field of view and just how huge what you are looking at is while wearing the Oculus. The best example is the Minecraft block. Imagine each one as a giant box which you would lift up using both arms.
The second thing we miss everywhere else is depth perception. Certain tasks, like building objects is greatly helped by having depth perception.
In those terms, your perception in the Oculus mirrors the real world more so than a flat, 2D screen or book.
I think we will see people who put this thing on when they wake up, and take it off when they go to sleep. At some point perhaps not even then.
The metaverse concept is also probably the one I'm most interested in - what I really want from high-res VR is the ability to get rid of monitors altogether.
I don't want to get rid of them, I want to emulate an arbitrary number of them within VR.
* No need to worry about small line-wraps.
* A spiral of text.
* A tile hemisphere, xmonad-like, in terminals.
* Exploit depth as importance (shrink things you want to keep on eye but don't need to read carefully).
What about input?
* Finally kill off the mouse and use eye tracking instead.
* Put cameras on the HMD to decode hand movements and get rid of physical keyboards/mice/touchscreens (virtual chording keyboards, all surfaces become touch screens).
* All input devices become wireless/powerless because they collapse into haptic props. Want a control panel for a flight sim, glue a bunch of fake buttons to a wooden stand and let the cameras register the input. Same thing with joysticks.
>what I really want from high-res VR is the ability to get rid of monitors altogether.
What I really want from high-res VR is to collapse my desktop/laptop into my HMD.
Having well made key-switches and a good placement is probably the best thing next to just reading what I mean from my mind.
Everyone is trying to get rid of the keyboard because:
1. they take up a lot of space,
2. typically require a desk/not mobile friendly,
3. only supports fast entry of a limited number of characters,
4. are far slower than the theoretical best (for instance people can talk much faster than they can type),
5. many of the non-alpha keys require the user to look away from the monitor.
> Having well made key-switches and a good placement is probably the best thing next to just reading what I mean from my mind.
In theory there are input devices that allow far more characters, at higher speed, with fewer errors. Keyboards have stuck around both because they are a great technology and because of path dependency. They aren't going to stick around forever.
[1]: http://www.dbcusa.org/index.php/About-Us/ [2]: http://en.wikipedia.org/wiki/Words_per_minute [3]: http://www.youtube.com/watch?v=Cj7OpQEu5-w
That gap closes very quickly if you have to say anything other than words (versus typing it). Saying numbers or symbols is far slower than typing them, as is spelling out something a computer doesn't know how to spell. I'd bet that, unless you had an optimized "dialect" for coding or a language designed to be efficiently spoken, a keyboard will beat a human speaking code every time.
Even being very generous with the computer's ability to interpret open/close parentheses and brackets intuitively, having different terms for initial capitals versus all-caps, and assuming automatic indentation and newlines:
"include s t d i o dot h, blank line, int main paren int argc comma char pointer argv bracket bracket paren brace printf paren doublequote capital Hello world exclamation mark backslash n doublequote paren semicolon return zero semicolon brace"
Programming is a special case, but I think programmers can cope. The languages might have to change. IIRC, C still uses the ";" instead of newlines, because that was optimal for punch cards, but more modern languages often don't.
Most people just want to churn out emails and tweets, though.
The big issue is, people use much more complex grammar than when they write. It's fine if you're listening (since the human brain is really good at parsing spoken words), but reading what the average person will produce on a speech recognition system will be brutal.
Example: It's amazing how people speak - they use split phrases, and they have long run-on sentences; often with embedded subclauses; which go on and on and are really quite complex but then they trail off when they forget what they were talking about. Oh yeah, I think it was how speech recognition is might have unexpected consequences or something.
Think "include I-O, method int main take int argument count, character pointer values. Body print Hello world, Exclamation mark. Edit line 6, capital w for world. Move line 8. Return zero. Compile and run."
Start adding in gesture and stuff and you can get rid of the 'moves' and 'edits'.
And definitely stop thinking in the old-fashioned C way of truncating every variable name to some bizarrely short name and start speaking properly. Most other languages have given up this readability disaster already.
More or less what this guy did: http://youtu.be/8SkdfdXWYaI
It seems to me that languages with a more regular syntax are going to have a dramatic advantage here.
Might be fixable in a language with a limited variety of symbols such as a concatenative language, or a somewhat reimagined smalltalk-ish language. Then the few common symbols get assigned to e.g. click consonants.
Having also used VR in the mid-90's (Virtuality systems etc), I am pretty excited about the movement in VR (oculus) and AR (meta) at the moment. Interesting times!
I'd wager that I can enter computer code at a higher information rate via keyboard than speaking. "Open-brace" takes a lot longer to say than to type.
while it would still take longer to say, for example koi or roi for ( or ), it reduces it significantly, thus making it into a viable option for programming input
http://static.oculusvr.com/sdk-downloads/documents/OculusBes...
O_O
Also... sex stuff.
* http://www.liveleak.com/view?i=d5d_1384199712
* https://www.youtube.com/watch?v=nLXVinyXjgA
* https://www.youtube.com/watch?v=7bytIGCeGxo
* http://ir-ltd.net/multi-sky-3d-scan-tools/
Warning: NSFW!
SteamOS might be able to optimize for the Oculus Rift in ways that Windows and Mac OS can't. I guess we'll see.
Also a new platform means reducing the value of software available to windows/mac, since everything needs rewriting.
Absolutely. I really disappointed by the lack of 4K in the Xbox One and PS4[1]. When blu-ray was new, it was the PS3 that really drove adoption. Now, the newer consoles will drastically lag behind the state of the art (compared to PCs), which will be exacerbated by the relatively long lifecycles of consoles.
I feel once consumers experience a VR demo in the next 2-3 years, and start seeing 4K games on PC (both perhaps as in-store demos), going back to their consoles is going to be very disappointing.
[1] http://reviews.cnet.com/8301-9020_7-57592390-222/why-next-ge...
For example, it is impossible for me to get immersed in movies while on psychedelic drugs; but when I'm sober I definitely can get "sucked into it". I wonder if this phenomenon applies to VR as well.
Also, there isn't market yet for VR games as consumer VR isn't yet available. Most developers are just experimenting and waiting for the final hardware.
I don't know if that is a good thing or a bad thing, but sometimes it is better if two parties split so they can go do their best work separately.
https://twitter.com/DaveOshry/statuses/423961443889717248 (Palmer is Palmer Luckey, founder and CEO of Oculus Rift)
https://twitter.com/TheDavidHensley/statuses/423591891171426... https://twitter.com/TheDavidHensley/statuses/423592847531466... (Tripwire, Killing Floor & Red Orchestra)
http://garry.tv/2014/01/16/steam-dev-days-day-1/ (Garry's Mod author)
http://www.reddit.com/r/oculus/comments/1vc9gz/im_a_dev_that... (random schmuck who got to try it)
Really cool innovation in itself using retroreflectors and micro-projectors.
> By showing them a prototype with low persistence, we convinced Oculus of its importance, and the lack of blur in Crystal Cove is a direct result of that.
Oculus + Steam OS will be the best VR platform for the foreseeable future. Everyone else is at least a year behind; probably much longer than that.