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Save Christina Perasso - A New Social Film Experience

Save Christina Perasso - A New Social Film Experience | Pervasive Entertainment Times | Scoop.it
You've most probably heard of the "Why So Serious" viral campaign for The Dark Knight. Now, take that alternate reality game and combine it with Hollywood's first-ever social media-driven film. Tha...
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Quote "

The fictional story (had to emphasise its fictionality) has its characters setting up their own Facebook pages and interacting with real-life people as well as other character pages of family and friends. Clues are given everyday that unravel the mystery of who’s the captor, what is he (or she) doing to Christina, what’s the motive and other information that will have you on the edge of your seat.

I’ve been playing along for a few days and it’s a never-ending goose chase connecting the captor’s clues, random things in Christina’s room and the backstories of all the characters. It does get messy at times, but it makes for fun entertainment once you get hooked onto the story and realise that you’re slowly living the world Christina and her family are in."

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Pervasive Entertainment Times
Augmented locative stories, experiential transmedia games, collaborative social TV
Curated by Gary Hayes
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Like an article from 2010, not much has changed? How can AR and AI change the retail experience?

Like an article from 2010, not much has changed? How can AR and AI change the retail experience? | Pervasive Entertainment Times | Scoop.it
Over the next 12 months, Artificial Intelligence (AI) and Augmented Reality (AR) look set to make a huge explosion into the mainstream.
Gary Hayes's insight:
Quote "The retail sector is one industry that is leading the way in this technology revolution. With the rise of online shopping and the use of retail apps, our expectations and the way we make purchases are evolving. So, to keep up with these changing buying habits, forward-thinking retailers are recognising the need to adopt new technology, such as AR and AI. Customers already believe that retailers should be investing in AR and AI to offer a more personalised and immersive shopping experience. Apadmi’s Future of Retail report found that more than a quarter (26 per cent) of consumers would like retailers to implement AI tools in shopping apps, and almost a third of consumers (29 per cent) believe retailers should invest more in augmented and virtual reality platforms."
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Apple doesn't Innovate, it Iterates - 'iPhone 8' heralds start of Apple's augmented reality ambitions

Apple doesn't Innovate, it Iterates - 'iPhone 8' heralds start of Apple's augmented reality ambitions | Pervasive Entertainment Times | Scoop.it
Computer simulations, and the means to visualize them, could be in the palm of your hand in new and potentially revolutionary ways later this year, if rumors about Apple's forthcoming "iPhone 8" bear fruit.
Gary Hayes's insight:
Quote "Apple as iterator, not innovator First off the starting blocks doesn't guarantee victory —just ask Eiger Labs or Creative Media how their corporate fortunes are doing in the wake of the iPod, how Microsoft's tablet initiative fared after a 2002 debut, or how Samsung's smart watches are selling."
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#AR not #VR excites Apple - much more relevant to their 'smart' devices.

#AR not #VR excites Apple - much more relevant to their 'smart' devices. | Pervasive Entertainment Times | Scoop.it
Today’s KGI report is just the latest piece of evidence that Apple has serious plans to somehow work with 3D space. Acquisitions, supply chain reports, patents and even comments by Tim Cook a…
Gary Hayes's insight:
Quote "I’m excited about Augmented Reality because unlike Virtual Reality which closes the world out, AR allows individuals to be present in the world but hopefully allows an improvement on what’s happening presently. Most people don’t want to lock themselves out from the world for a long period of time and today you can’t do that because you get sick from it. With AR you can, not be engrossed in something, but have it be a part of your world, of your conversation. That has resonance."
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Vivalist's curator insight, February 27, 8:30 AM
Not that I usually relay Apple's communications, but it is always interesting to see where they put their money. I am not surprised of their conclusion as AR seems to be way more easily deployable than VR. It's pretty much there already, no fancy hardware or resource demanding software required. Just ideas for execution and a few technological tweak along the way.

And Niantic Labs projects, among others, already showed the huge potential of AR when it comes to entertainment (as a whole, because in today's world, I do count information as a form of entertainment)
MartinVermaak's comment, February 27, 10:28 AM
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Tourism 4.0: Try before you Fly - How About a Virtual ‘Test Drive’? #VR #vegas #australia

Tourism 4.0: Try before you Fly - How About a Virtual ‘Test Drive’? #VR #vegas #australia | Pervasive Entertainment Times | Scoop.it
Promotions featuring 360-degree videos have become an increasingly popular way for travel companies and tourism boards to entice clients.
Gary Hayes's insight:
Quote "In January 2016, Tourism Australia introduced a series of 360-degree films depicting aquatic and coastal travel experiences there, including snorkeling in the great barrier reef and watching the sun set over Sydney Harbor. “We have a very competitive landscape in destination marketing, with national tourist offices spending a lot of money,” said Lisa Ronson, the group’s chief marketing officer. “We need to be able to tell the story of Australia in new and engaging ways.”"
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#VR has a PR problem? How PR can make the Virtual Reality opportunity real | PR Week

#VR has a PR problem? How PR can make the Virtual Reality opportunity real | PR Week | Pervasive Entertainment Times | Scoop.it
How PR can make the VR opportunity real. From PR Week
Gary Hayes's insight:
Quote ""Most of the folks working in the VR space do come from the gaming industry or are developers or engineers; they aren’t thinking about it from a brand comms standpoint," she says. "There is a real opportunity for agencies to move the needle." Gamba contends VR comms should focus less on the technology itself and more on the very visceral reaction people often have after trying it. "That is a real challenge because you can’t see people’s eyes because of the headset or really show them the experience," she says. "We’re going to have to be creative about communicating how VR makes people feel."
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Socially #VR is still embarrasing? DevelopVR: Virtual reality is entering its awkward teenage years

Socially #VR is still embarrasing? DevelopVR: Virtual reality is entering its awkward teenage years | Pervasive Entertainment Times | Scoop.it
I was damp and slightly apprehensive when I arrived at Conway Hall for London's Develop:VR conference. I was last here several years ago, told to smile and clap politely at each of my digital marketing CEO's jokes, briefed beforehand to ensure I knew when it was appropriate to giggle. It's hard to think about the…
Gary Hayes's insight:
Quote ""What you see a lot is someone will put a VR headset on and then all their friends will point at them and laugh. It's like, 'Why are you laughing?' It's a VR headset. It's not like he's falling in a puddle. It's just a piece of hardware on his face. At the end of the day, it's no different to me holding a phone to my ear, but perception is going to be huge.""
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Travel & Realty - Mixed Reality #VR is here to change everything, property first

Travel & Realty - Mixed Reality #VR is here to change everything, property first | Pervasive Entertainment Times | Scoop.it
The real estate world is about to get a big shake up, but how far will technological advances go?
Gary Hayes's insight:
Quote "“What we’re looking to do is to push that boundary into VR so customers can not just view their property, but virtually redesign it in one seamless experience,” he says. “Everyone will have a device. Everyone will have goggles; we’ll all be in an augmented or virtual world” Over the next few years, VR viewings will eliminate the need for investors to personally visit a property they intend to buy. They can look around an apartment in London or New York from the comfort of their living room in Singapore or Bangkok. Friends and family members will also be able to tune into the same viewing, making it a shared experience. AR takes this to the next level, making it possible to rearrange the furniture, change the colour of the fabric, and even select furnishings from e-commerce sites to see what it would look like in the room."
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The Big #VR Biz Mod. Why Virtual Reality is the New Frontier of Travel

The Big #VR Biz Mod. Why Virtual Reality is the New Frontier of Travel | Pervasive Entertainment Times | Scoop.it
From planning the vacation to visiting landmarks back in time, here's how VR is changing the way we explore the world.
Gary Hayes's insight:
Quote "Last week, Australia’s Qantas Airways—the first airline to offer in-flight VR entertainment via Samsung Gear headsets—released the new Qantas VR app allowing customers to explore some of the continent’s scenic views. According to a press release, the free app can be used in a split-screen mode for those who have a headset or Google Cardboard, or in 2D for those viewing on a smartphone (it’s important to note that much of what is billed as VR isn’t true immersive VR, but a translation of the VR experience for 2D use). Some of the videos featured include a stunning helicopter flight over the Uluru sandstone monolith, a sunset river cruise at Yellow Water Billabong, and a climb up the Sydney Harbour Bridge."
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Transmedia RIP and name drops: Art Forms Created in Real Time. Long Live #Transmedia

Transmedia RIP and name drops: Art Forms Created in Real Time. Long Live #Transmedia | Pervasive Entertainment Times | Scoop.it
Andrea Phillips answered the question What’s Happened to Transmedia? recently, and having been in the middle of it all, I’ve been chewing on that ever since. I don’t disagree with any of her points…
Gary Hayes's insight:
Quote "As for the luminaries of transmedia past, some are still working as transmedia producers for Hollywood, television (or digital ) networks, game publishers, or book publishers. Some are creating magnificent new storyworlds, like Blizzard’s Overwatch or whole new parts of others, like Chuck Wendig’s Star Wars contributions. Others are called “executive producers” or “producers,” or “executive vice president,” and are now more known for work on one platform… that happens to be incredibly robust on half-a-dozen other narrative platforms."
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"#VR 's a Man's World" - showing the immaturity of the medium - the lack of female representation in VR

"#VR 's a Man's World" - showing the immaturity of the medium - the lack of female representation in VR | Pervasive Entertainment Times | Scoop.it
In an industry where talented women work tirelessly to provide quality work, a board of white males masks their impact.
Gary Hayes's insight:
Quote "At the heart of all these issues, Luciana believes that the solution is through teaching others: “There are so many cultural-social shifts we need to take place, and I think one of the most important ways we can do that is through education, and confront stereotypes about women in tech/VR with campaigns like #heforshe and #Ilooklikeanengineer… But then again we are talking about inclusion, not just diversity – we are talking about talent and equal opportunity, not just diversity for diversity’s sake.” After years of built-up sexism which manifests as unconscious bias, followed by the number of men who work in the industry, it is important to make sure industry practitioners are educated on the great women who work alongside them. As Luciana states it is not ‘diversity for diversity’s sake’; it is vital to highlight the strong figures who have always played an influential role for the last few years."
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Keep the Game Fresh or...'Pokemon Go' is dying and Niantic Labs is doing little to stop the bleeding

Keep the Game Fresh or...'Pokemon Go' is dying and Niantic Labs is doing little to stop the bleeding | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:
Quote "Unfortunately, all the updates coming to “Pokémon Go” recently have been largely superficial. Niantic has tweaked the capture rates for some Pokémon, and changed how some of the menus and achievements look in-game. But by and large, the game has still stayed the same since July. We’ve reached out to Niantic to learn more about these issues, and any features coming in future updates, but the company was not immediately available to respond. If Niantic wants to bring “Pokémon Go” back to its former glory, it needs to meet the needs of its most hardcore fans, first and foremost. Many people stopped playing because they reached a plateau, making it difficult to 1) level up more, and get more items like lures, and 2) catch more Pokémon they don’t have. Niantic needs to fix these issues to make playing feel like less of a grind, but it also needs to add more features to keep things fresh. More events like the Halloween one would be great, but it’d be even better if those events were longer than just four days."
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Mainstream Time? The real-world uses for virtual reality - BBC News

Mainstream Time? The real-world uses for virtual reality - BBC News | Pervasive Entertainment Times | Scoop.it
VR is increasingly being used in real-world situations by schools, charities, hospitals and... kitchen retailers.
Gary Hayes's insight:
Quote "Healthcare has become one of the big adopters of VR - using it both as teaching aid and to treat phobias. Surgeon Dr Shafi Ahmed became one of the first to offer a live virtual surgery experience in April 2016 at the Royal London hospital. Some 5,000 people in 14 countries tuned in to watch the operation to remove a tumour. Now the start-up he co-founded, Medical Realities, is launching Virtual Surgeon as a product, hoping that such surgery can reduce the cost of training doctors, reach a much wider audience and ultimately "democratise medicine". Meanwhile, in the US, VR has been used to help soldiers deal with post-traumatic stress disorder and for arachnophobics to overcome their fear of spiders. In one study, 23 people were encouraged to approach a virtual spider and by the end of the experiment, 83% showed significant improvement in how they could tolerate the situation."
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Content with meaning? 'Death Is Only the Beginning' of This #VR Experience | The Creators Project

Two young artists create their a VR piece that tackles current world problems by way of a phenomenological afterlife realm.
Gary Hayes's insight:
Quote "“We’ve had so many different types of reactions,” Montemayor says. “People were getting very emotional, some crying, opening up, raising conversations about psychedelics or consciousness, for example. This is what we wanted to do, plant these seeds of awakening to raise conversations and also to raise awareness of about what’s happening at the moment in the world.” Their first VR piece, self-taught by way of the internet, was a year in the making, albeit with low resolution. But all of that is changing fast: “I think the beauty and potential of this technology is limitless,” says Montemayor. “Your brain receives the message much stronger. I’ve never experienced such impact in my work then when I’ve worked with this technology. It really takes people out of their daily lives, or their own bubble, and brings them an immersive type of experience.”"
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The Rift / Room Scale killer? First Intel Alloy-Powered VR Headset 'self tracks' it's position, mobile

The Rift / Room Scale killer? First Intel Alloy-Powered VR Headset 'self tracks' it's position, mobile | Pervasive Entertainment Times | Scoop.it
The first VR headset created using the Project Alloy reference design will be available to purchase this holiday season from a third party manufacturer.
Gary Hayes's insight:
Quote "This essentially means that Alloy can find its precise location in a room without requiring a separate PC and external sensors — a key feature that would make VR more convenient. Google, Facebook and Microsoft are joining Intel in racing to deliver this feature in affordable packages."
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Fausto Cantu's curator insight, March 21, 9:55 PM
The Rift / Room Scale killer? First Intel Alloy-Powered VR Headset 'self tracks' it's position, mobile
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#VR Virtual Reality to help police not shoot to kill at seige, terrorist or speeding infractions

At the Pennsylvania State Police Academy Training Facility in Hershey, virtual reality training is conducted to simulate several scenarios including an active shooter.Corporals Kevin Selverian, Mark Dean and Deron Julian showed CBS21's Sherry Christian  th
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A key way #VR dribbles into mainstream - The 10 Best Virtual Reality Marketing Campaigns — YouVisit

What do successful virtual reality marketing campaigns look like? Check out the 10 best VR marketing campaigns in recent memory.
Gary Hayes's insight:
Quote "In order to promote The North Face brand to its adventure-seeker audience, the company launched several VR experiences in 2015 at store locations in San Francisco, New York, and London. Its “The North Face: Climb” experience took users to new heights in Yosemite National Park and Moab, while “The North Face: Nepal” allowed users to experience winter in Nepal. The brand garnered lots of recognition as a leader in VR for the retail market."
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Lara for the 21st Century - Horizon Zero Dawn – the feminist action game we've been waiting for

Lara for the 21st Century - Horizon Zero Dawn – the feminist action game we've been waiting for | Pervasive Entertainment Times | Scoop.it
Guerrilla Games’ have created a brave, independent, multi-dimensional heroine to lead this highly satisfying mission
Gary Hayes's insight:
Quote "The complexities of our heroine and her narrative are signalled early on in the game with dialogue options and flashpoint decisions. It’s up to you how Aloy reacts in certain situations, with these decisions rippling out to events later in the game. Should you check up on Rost’s well-being before The Proving? When Aloy is a child, should she throw a rock back at a young Nora boy? It’s not quite the level of cause and effect you’d see in Mass Effect or a Telltale adventure, but Guerrilla assures us that these moments will have consequences to the point that characters live or die by your choices – and we’re certainly given the impression that we have some control over the kind of heroine Aloy becomes."
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#VR on the way to the Matrix. Murder is illegal. It shouldn’t be illegal in virtual reality, too.

#VR on the way to the Matrix. Murder is illegal. It shouldn’t be illegal in virtual reality, too. | Pervasive Entertainment Times | Scoop.it
You start by gingerly probing the playspace ahead of you in hopes of not hitting your desk. Or a wall. Or your overly-expensive set-up required to be able to render the frames fast enough to fool…
Gary Hayes's insight:
Quote "Humans are embodied beings, which means that the way we think, feel, perceive, and behave is bound up with the fact that we exist as part of and within our bodies. Thankfully we are also capable of discerning what is real and what is not — even if VR can increase our identification with the character we’re playing. So even though we recoil when a mallet slams down on a fake appendage (read: The “rubber hand illusion”), we know it’s a fake appendage, or that we’re currently inside a fake, virtual reality."
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#VR Compels you to be present. The unknown Australian filmmaker who is leading the world in virtual reality

#VR Compels you to be present. The unknown Australian filmmaker who is leading the world in virtual reality | Pervasive Entertainment Times | Scoop.it
Immersing audiences in remarkable experiences has won an Australian filmmaker a prestigious award.
Gary Hayes's insight:
Quote "Wallworth believes there is potential for filmmakers to place viewers inside mainstream films for certain scenes – she talks about how great it would be for fans of Mad Max: Fury Road to sit next to Furiosa as the truck races through the desert – once headsets become lighter and less clunky. "They could offer you intimate moments that give you a sense of being present in the way you can't get from the [traditional] screen. You couldn't deliver the entire film that way but you could deliver moments.""
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Targeting Wall St with #VR - Google Daydream virtual reality nails both Wall Street and Fantastic Beasts

Targeting Wall St with #VR - Google Daydream virtual reality nails both Wall Street and Fantastic Beasts | Pervasive Entertainment Times | Scoop.it
Fantastic Beasts is fun, but its the new Wall Street Journal VR app that surprisingly transports you to a world of high powered finance.
Gary Hayes's insight:
Quote "It's an incredibly slick product and rather perfectly targets the Wall Street Journal reader. It's simple enough that there aren't an outrageous amount of moving parts but the layout is so pretty that it's quite easy to sit there reading news until the phone in your Day Dream headset is burning hot from churning out the VR content. Unfortunately, I was unequivocally shunned by aforementioned party-goers over the weekend as I enthusiastically spouted the merits of the Wall Street Journal app. But those same party people are in for a real treat when I've finished casting spells in the Fantastic Beasts app and can recite all the new magical animals at will."
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Nearly there? How are virtual reality and augmented reality shaping the future of entertainment?

Nearly there? How are virtual reality and augmented reality shaping the future of entertainment? | Pervasive Entertainment Times | Scoop.it
Adapting VR and AR so friends or families can enjoy experiences collectively in their living rooms may see these technologies grow in popularity. If you can invite a friend to sit next to you on the sofa in the same virtual environment it becomes a powerful shared experience. Headsets are a practical barrier as people are isolated from one another in the room. Meanwhile metadata is another practical requirement for better VR/AR; it must be used to better understand preferences and hasten content discovery whether users are moving their heads or using voice commands.
Gary Hayes's insight:
Quote "Whilst both AR and VR are capable of adding new dimensions to the entertainment industry and the way we consume media, there are still limitations to both which should be addressed before they can be fully integrated into everyday life. One current drawback is the lack of inclusion that comes with using a VR device. As the delivery of VR is through a headset, people in the same room sit isolated from one another and are therefore unable to enjoy the experience together."
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"Unscripted #VR is boring" The first major virtual reality TV series, 'Invisible,' from director Doug Liman

"Unscripted #VR is boring" The first major virtual reality TV series, 'Invisible,' from director Doug Liman | Pervasive Entertainment Times | Scoop.it
Invisible is notable because of its auspices - with Liman, Conde Nast and Jaunt behind it, it's a collaboration of Hollywood, media and tech powerhouses - but also because it's really the
Gary Hayes's insight:
Quote "Among the reasons is VR's potential for multiple events to happen simultaneously. Filmmakers have long found this both promising and vexing, and sought to take advantage of VR's ability for action to take place all around the viewer without distracting from the main event. This 360-degree world — Liman and Wallack dubbed it "the multiverse" — ups the chance for viewer distraction. This is not a huge concern in an experiential piece. But with scripted VR it can be more of a problem. "You can't control whether people are going to look — what do you do when they look away from a key point in your story?" Liman said. One scene early in the series, set in a hospital, seeks to walk this very fine line as it features several critical conversations happening at once. Whether audiences will swivel between them quickly enough — or at all — remains to be seen."
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Lots of coulds, but are they shoulds & needed? Another Long List of Augmented Reality Use Cases

Lots of coulds, but are they shoulds & needed? Another Long List of Augmented Reality Use Cases | Pervasive Entertainment Times | Scoop.it
This enormous list of future use cases for augmented reality are likely to arrive within the next 10 to 15 years.
Gary Hayes's insight:
Quote "These underscore most of the AR use cases in the list, so it’s helpful to understand them: 

1 Sentiment analysis: scan a person, or a group of people, and run apps to analyze body language, micro-expressions, language, and behavior. Get real-time feedback on how that person or group appears to be feeling or reacting, and adjust accordingly. 

2 Facial recognition: scan a face and match it to an existing identity database to learn a person’s name and background information just by looking at him or her. 

3 Object identification: use computer vision to detect and identify objects and track their physical location. This includes tracking the AR user’s location in relation to objects. 

4 Information augmentation and display: once an object or person is identified, automatically search for information about it and display it to the AR user. 

5 Porting from mobile phones to AR headsets: generally, AR moves a user’s attention from downward-facing on a phone to forward-facing in a headset. Almost anything that can be done on a phone (or any display device, really) will be done in AR. 

6 Processing, sensing, and scanning: AR devices will contain their own processing units. To start, they’ll be big, clunky, and may be housed externally and connected to the headset, but they’ll get much smaller until they’re an indistinguishable part of the AR glasses. They’ll also be able to track wearers’ movements and locations and take rapid 3D scans of wearers and environments to project them elsewhere."
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"In the next 10 years the Internet will become #VR" Philip Rosedale (SLife) is back & he's delving into VR

"In the next 10 years the Internet will become #VR" Philip Rosedale (SLife) is back & he's delving into VR | Pervasive Entertainment Times | Scoop.it
High Fidelity will allow you to build infinite shared worlds in virtual reality
Gary Hayes's insight:
Quote "High Fidelity's structure is intended to resolve two of Second Life's most persistent problems: scale and latency. Because Second Life was built on Linden Lab's servers, there was often a lag between action and response, and no more than 40 or so avatars could be in one place at any time. But Second Life was built before cloud computing. Why doesn't High Fidelity use Google Cloud or Amazon Web Services? Because these giant server farms are too small for what Rosedale has in mind. "In the next ten years we'll see the internet become VR," he says. "That's not a hosted service. The internet is not a hosted service."
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rosiefuture's curator insight, October 26, 2016 11:28 PM
Philip Rosedale (SLife) is back & he's delving into VR
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Social game world meet #VR, give them hands & a body and...I was sexually assaulted in #VR. A big problem

There I was, being virtually assaulted in a snowy fortress with my brother-in-law and husband watching.
Gary Hayes's insight:
Quote "A few minutes later I started a new QuiVr game, and hit multiplayer mode. In multiplayer mode, other real-time players appear beside you. Every player looks nearly identical with a floating helmet, a persistent bow in one hand, and another free-floating hand. Keep that free-floating hand in the back of your mind. So, there I was shooting down zombies alongside another real-time player named BigBro442. The other players could hear me when I spoke, my voice the only indication of my femaleness. Otherwise, my avatar looked identical to them."
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Laborious Cretin's comment, October 24, 2016 7:53 AM
I wouldn't call that assault as much as a griefer of a type. The online gaming world has degraded some over the years. From political and social groupings to sexist or racist and RL threats. I'm shocked at some of the stuff I see in MMO games these days in local chat. Though what she wrote about seems tame. More of a problem maker type person to block or such. Not like the VR had life like bodies with force feedback and/or tactile feedback systems hooked up. That should be happening some place out there about now, and just imagine the problems that will cause. LOL