Overhype is the curse of virtual reality. Despite all of the excitement about VR headsets, only 6 percent of Americans will own a VR headset this year, according to a forecast report by market researcher Strategy Analytics.
The VR community, I’ve noticed, uses the word “interactivity” to mean several distinctively different things, each with different user experiences, different technologies, and different associated costs. If you understand these distinctions and you’re involved in VR, you will make better informed decisions. This will be especially true understanding camera-based VR and its differences from model-based VR.
The IOL Camera Panoramic is another cool SL tool for taking those 360 degree panoramic Second Life images which have become all the rage. Erythro Asimov used it to create this panoramic I blogged a few weeks ago an
Am Samstag, den 15. Oktober um 10am SLT (19 Uhr MESZ) startet das BURN2 Festival 2016 in Second Life. Es läuft bis Sonntag, den 23. Oktober und sehr wahrscheinlich werden die Regionen noch ein paar Tage länger geöffnet bleiben, damit man sich die aufgebauten Installationen nach der Partywoche noch in Ruhe ansehen kann. Wie üblich, ist die erste Aktion am Samstag die Prozession der Lamplighters, die mit Fackeln und viel Musik über die Playa ziehen. Wer sich das ansehen will, sollte unbedingt das Windlight auf Mitternacht stellen.
Eigentlich hatte ich mich zum heute durchgeführten Presserundgang für Blogger angemeldet. Ich hatte auch eine automatische Bestätigung erhalten, dass meine Anmeldung gespeichert wurde. Leider hat mir niemand eine Einladung für die Pressegruppe zukommen lassen und als ich vorhin im Zeitfenster des Rundgangs auf die Regionen wollte, ging das nicht. Also gibt es dieses Jahr keine Fotos von mir in meiner Ankündigung. Ich werde versuchen, bis nächsten Sonntag mal eine Runde über die Regionen zu drehen und ein paar Impressionen hier zu bloggen.
Today’s VR systems are both fantastic and restrictive: they blow you away, but it’s clear how far they have to go. The HTC Vive is arguably the best out there, but having to buy a souped-up laptop just to run it, paying full price for brief games that feel more like demos, and trailing a huge cable off your head and fumbling to mount trackers on your ceiling…it’s not ideal. But it’s still incredible enough to give a taste of where it’s headed. Here’s my best guess of what the future high-end VR setup looks like. I’m an early-stage VC focused on virtual and augmented reality, so I pieced this together based on the forward-thinking pitches and demos I’ve been lucky enough to see through my work, plus a lifetime of burning through sci-fi and video games. Check out the bottom of this post for a list of VR inspiration. Side note that AR will be much bigger than VR, in both the diversity of use cases and market size (analysts predict $30B for VR versus $90B for AR by 2020), but I still believe that most homes will have a dedicated VR space for total immersion. Body movement Let’s start from the ground up. Forget the room scale debate: the VR setup of the future moves with you. Maybe it uses an omnidirectional treadmill that adjusts speed and incline based on viewer inputs. To be truly immersive, it needs to be around 8 feet by 8 feet, given that the average sprint stride length for men—the longest possible stride variant—is 93 inches. That gives users more than enough space to walk, run, and even sprint while in VR. Or maybe a section of the floor itself serves as the treadmill, raised up as a platform that controls pitch, yaw, roll, and speed.
Of course, not everyone wants to—or can—be on their feet for long periods, and plenty of immersive entertainment, like watching movies, is sedentary. VR experiences will support a seated and reclining mode when appropriate and shouldn’t be more complicated than pulling up a standard chair. Movement in these modes will likely employ similar mechanics to those we’re beginning to see today, like teleportation via gesture or gaze. Tactile feedback Next up is the bodysuit. To mimic the tactile feedback that you experience in real life, you’ll need sensors and haptics all over your body or at least in significant areas, like the face, hands, and feet. Focused, acute pulses simulate sharp points; broader, more distributed ones can simulate sensations like dipping into water. For those who want to push immersion further, optional climate controls mirror environmental conditions (within a safe temperature range). The first hardware generation attempting to solve the body feedback problem will likely use full bodysuits with haptic responses aligned to the VR experience. The suit’s gloves will simulate gripping objects by restricting finger movement: wrap your hands around a hard plastic cup in VR, and your gloves will freeze at the point where you can’t squeeze any further. Squishier objects will have [...]
The public OpenSim grids added nearly 3,000 new regions this month, registered more than 4,400 new users, and grew by 735 new active users, but Avination and AviWorlds were still down this month, so the numbers are actually lower than they would have been otherwise.
It was a busy week for virtual reality announcements this week. Following on Google’s Pixel and Daydream presentation earlier in the week, Oculus showed off new hardware and software at their annual Oculus Connect conference in San Jose.
Proponents say VR is poised for expansion into our work, social lives and education. Today, mobile VR offers the most accessible glimpse into that future. Learn a thing or two from these leading GearVR experiences, and while you’re at it, ascertain a few things about the state of the industry.
The Women of Science History Museum was built as a monument to the all too often neglected, downplayed, or forgotten accomplishments of those scientists who also happen to be women. They have faced deep adversity and struggled to gain recognition due to their gender which makes their successes that much more impressive. Come and visit our lovely displays and also meet and mingle with others who appreciate them, too. "
VideoShutterstock On the heels of the launch of Playstation's hotly-anticipated virtual-reality headset, PS4 VR, along with Oculus and Facebook's foray into the socially-connected virtual ether, we're on the cusp of a revolution that will ultimately change the way we live, work and play. It will affect industries far and wide, ranging from healthcare [...]
VentureBeat's Dean Takahashi posts a somewhat skeptical summary of a VR penetration forecast, but from my point of view, isn't skeptical enough: Boston-based Strategy Analytics said that 11.4 million Americans will own a VR headset by the end o
BURN2 is an extension of the Burning Man festival and community into the world of Second Life. It is an officially sanctioned Burning Man Regional, the only virtual world Regional out of more than 100 Regional groups worldwide, and the only Regional to burn the Man!
This unique virtual Regional spreads the culture and Ten Principles of Burning Man year-round in Second Life, culminating in an annual major festival of community, art and fire in the fall - a virtual echo of Burning Man itself.
Each year, we ask our readers to rate the grids that they spend the most time on, in order to find out which residents are happiest with the grids they’re on.
There are about 300 active grids, so we only list the top 15 by traffic numbers in the survey — but residents of smaller grids can write in the name of their grid. For the past few years, at least one write-in grid has done extremely well in this survey and has gone on to greater success.
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