I think this is a very powerful point. So much of the class up until now has been finding clever ways to represent the 3-D world in a 2-D canvas. VR allows us to build and experience graphical interfaces in the same way that we view the world.
MillerHollinger
I can absolutely agree with this point. In my experience in VR, having any object that would otherwise be mundane when shown on a screen feels so much more meaningful and impactful. Inspecting an object held in the hand is in itself a satisfying experience.
keeratsingh2002
I recall the first time I ever used a VR headset for a video game. It was used in the Extended Reality at Berkeley decal and I got to try a variety of games with the headset and hand triggers/controllers. It was incredibly disorientating and I don't think I've ever get used to the lack of control as far as movement goes, but it was easily the most immersed I had ever felt in a video game. I fully expect VR to grow and become far more wide spread, accessible, and relevant when talking about the mixed media space.
omijimo
VR makes everything so much more intimate, even when the graphics aren't that good. Something about having images even in you peripheral vision and no matter which direction you look really enhances the immersiveness.
DreekFire
On the other hand, it is still difficult to convey a sense of movement. Some 360 treadmills have been developed so that the user can walk around realistically, but it is difficult to override the "dead reckoning" humans do using their sense of acceleration.
michaelwiradharma
I'd be very curious to know the full tech stack that is involved in making this process feel very realistic, and how far we can go before using only our hands as the paintbrush. It would be very interesting to see how the grips determine their relative position, whether it's solely through accelerometers on the grip, or whether it also communicates with the position of the headset.
AlsonC
One thing I'd worry about with the widespread adoption of VR is an overdependence on it--if users are prone to medical conditions like epilepsy or migraines, it could seem like another way to divide the population.
I think this is a very powerful point. So much of the class up until now has been finding clever ways to represent the 3-D world in a 2-D canvas. VR allows us to build and experience graphical interfaces in the same way that we view the world.
I can absolutely agree with this point. In my experience in VR, having any object that would otherwise be mundane when shown on a screen feels so much more meaningful and impactful. Inspecting an object held in the hand is in itself a satisfying experience.
I recall the first time I ever used a VR headset for a video game. It was used in the Extended Reality at Berkeley decal and I got to try a variety of games with the headset and hand triggers/controllers. It was incredibly disorientating and I don't think I've ever get used to the lack of control as far as movement goes, but it was easily the most immersed I had ever felt in a video game. I fully expect VR to grow and become far more wide spread, accessible, and relevant when talking about the mixed media space.
VR makes everything so much more intimate, even when the graphics aren't that good. Something about having images even in you peripheral vision and no matter which direction you look really enhances the immersiveness.
On the other hand, it is still difficult to convey a sense of movement. Some 360 treadmills have been developed so that the user can walk around realistically, but it is difficult to override the "dead reckoning" humans do using their sense of acceleration.
I'd be very curious to know the full tech stack that is involved in making this process feel very realistic, and how far we can go before using only our hands as the paintbrush. It would be very interesting to see how the grips determine their relative position, whether it's solely through accelerometers on the grip, or whether it also communicates with the position of the headset.
One thing I'd worry about with the widespread adoption of VR is an overdependence on it--if users are prone to medical conditions like epilepsy or migraines, it could seem like another way to divide the population.