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Tag Archive for VR

Old Dinosaur, New Tricks

http://gizmodo.com/its-microsoft-build-day-2-live-streaming-hot-1701224950

What the h*ll, Microsoft!

After dancing the dance of the dinosaur’s graveyard for decades now, you give us this.  The HoloLens.

There are a metric *ss-load of VR devices and Apps in the works right now.  Everyone is hunting the killer app (I think VR App companies outnumber hardware companies by, like, 20 to 1).  Everyone is hunting the one cool thing that will finally make VR and AR mainstream products.

Microsoft may have done just that.

The key difference in what Microsoft is pitching is not the one coolest game you’ll ever play (like Magic Leap’s video) or the ultra-minimal camera on ur face (the public perception of Google’s Glass).  Instead they are showing us an integrated world.  They are pitching a lifestyle, one limited to inside your home to be sure, but a functioning, useful product that integrates your screens with your life.  You have the option of attaching stuff to your walls, to having apps and objects appear and disappear in-situ, rather than carrying them with you all the time.

And I think this is the big perceptual difference.  Having VR elements situationally popping into and out of existence requires a kind of constant mental engagement.  It makes you want to put the headset down and go to the kitchen for a soda, just to get a break from all the micro-attentions.  But by having those apps and objects stay static, have them fully integrate with the environment around you, like actual physical objects, you give the user the ability to walk away at any time, then come back to find everything where they left it.  It allows the VR to be a part of your life, rather than a novelty item.

IRL Collisions

Courtesy of the Epic Games forums

 

In games we use collisions to figure out what touches what.  It’s not a precision tactic, in fact, it’s one of the reasons you sometimes get hung up on “invisible” objects, or see someone’s arm stuck through a chair, but it IS one of those things that makes games possible.  It simplifies the interaction so that you can run a virtual world full of dozens of people and hundreds, even thousands of objects.

This bit about using ultrasound to create in-hair haptic feedback seems to me to be an ideal intersection.  For many applications, you don’t need precision, you don’t need to have a shape mapped out perfectly to get a reasonable interaction with it, so even with the very simple forms this ultrasound system can generate, you should be able to get some very good results.