Oculus Connect 2014
oculus.com
oculus.com
"This was followed by a dimly lit museum corridor with a T-rex coming around the corner and slowly but menacingly approaching me. The model was very detailed and well animated, which really sold it. It wasn’t scary per se, but when it got close and roared right at me, I was definitely teetering on the edge of feeling like I was near a living creature. Why take kids to museums when they can travel back to the era of dinosaurs? VR in education is going to be huge."[0]
Reminds me so much of this clip: http://www.youtube.com/watch?v=l1_bp8YKUPU
[0]http://www.roadtovr.com/hands-on-oculus-rift-crescent-bay-pr...
I've been seeing this repeated a lot lately, but I am going to say not with current hardware it isn't. The potential is obvious, but since SDK 0.4.0, the Rift comes with a huge on-screen disclaimer that can't officially be disabled (much to the annoyance of developers) that it is not for use by minors.
The reason is that much more research is needed to determine whether or not VR headsets are safe for developing eyes and brains. When you are using a VR headset, you are continually focused on infinity, which is not natural.
Sim sickness also continues to be a problem. Again it is not known whether there are potentially damaging effects while the brain is still in development. I would expect especially younger children to compensate for sim sickness for more readily than adults do, but who knows if that is at the expense of their balance and coordination in the real world? Right now, we don't.
University-level education, yes: VR will yield immediate tangible benefits. The truly big gains for general education cannot come until these problems can be worked out, which hopefully will be somewhere around CV3-CV4 (say around 5 years out). It won't be a solved problem within a year or two, unfortunately.
It's not natural for humans to move 60mph either, but we do it all the time. Before that, when cars were first invented, they thought that going that fast would just kill you instantly.
He's going to talk off stage for another hour or two while the stage is empty during lunch. Hopefully they'll learn for their next event.
Palmer Luckey and John Carmack should be in undisputed control of Oculus. These slick suits who invaded should all leave now that they've made tons of money. Leave the genuinely passionate people to their work.
Don't blame the suits. Palmer knew what he was taking. It's hard to tell if Carmack knew about the sellout before it happened.
These types of scenarios have been around for thousands of years. It's only recently that you can follow them live, though. Fascinating stuff.
Facebook is now in charge. These guys won't stick around forever, and they'll make tons of money regardless.
http://www.theverge.com/2014/3/30/5563440/john-carmack-faceb...
Edit: I found it at https://www.youtube.com/watch?v=nqzpAbK9qFk.
And the original source points to http://www.twitch.tv/oculus.
See http://www.youtube.com/watch?v=0XwaARRMbSA for a demonstration of this technique and note that one of the guys from this project was hired by Oculus.
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1. https://www.reddit.com/r/oculus/comments/2gytxj/i_just_did_t...
Also, the demo video of Lanman and company mentions 'calibration issues' they have on the outer parts of the display where you can cleary see alignment issues.
I still think it's a very clever idea of getting better resolutions with reasonable effort tough ;)
Edit: Ah, yes that's apparently how they're doing 360° head tracking.
[1] - http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-real...
Are we even allowed to cancel? The terms are all sales final.
https://support.oculus.com/hc/en-us/articles/201721253-Order...
But if I won't be able to get my hands on this version until this time next year, maybe I won't cancel.
Or is everyone just ordering these to play games as a consumer?
I have a DK2 for experimenting and some light dev work (I don't plan on releasing anything; I just wanted to toy with VR dev) and I think it was worth it for that, but those are just some things to keep in mind.
You might not want to, though. They are there because 3d audio is important to the experience, and the reason they ship with integrated headphones is that it's both hard and important to get the 3d audio to "sync up" with the display, especially during rapid head movements.
Now all that's missing is a cheap and scalable way to measure or measure a person's HRTF.
When I worked at Interval Research Corporation, they had one of those in the lab (the Kemar mannequin, not the CreateAMate kit), and it was really creepy!
"If KEMAR was not part of your life already from 1972, you can catch up with the timeline we made to highlight KEMAR's evolution. Many things may have changed in our lives, but KEMAR remains the same: your faithful friend and up-to-date manikin for acoustic research."
One of its uses is to make your own Head Related Transfer Function by casting a pair of rubber ears (pinnae), plugging them into the head, and recording their response to sounds. They are also great fun to dress up and accessorize at parties. And they give you a totally legitimate excuse for when you are caught walking around with a briefcase full of rubber ears.
The timeline pictures for 2013 show it "assembled, calibrated and delivered as a complete out-of-the-box system" that would be a blast to carry through airport security.
Mark my words: some day, everyone will own one of these awesome things. Kickstarter, anyone? ;)
https://en.wikipedia.org/wiki/Head-related_transfer_function
https://en.wikipedia.org/wiki/Dummy_head_recording
http://electronics.howstuffworks.com/virtual-surround-sound3...
http://www.ee.bgu.ac.il/~acl/Equip/KEMAR.pdf
http://www.gras.com.cn/down/KEMAR_body_model_measure_catalog...
I would love to have seen the wild parties at this conference:
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&c...