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| Top Eleven Reasons Why Virtual Reality Stalled |
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posted by Editor on Friday November 21, @07:42PM
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This presentation from Virtual Reality pioneer Jaron Lanier reveals the Top Eleven Reasons VR has not yet become commonplace. He identifies a number of factors that have held back the adoption of VR by consumers, including key limitations in hardware capabilities and backlash from unsound business practices in its early days. He also points out where research still needs to be done. However, he concludes with the observation that VR has already succeeded as an industrial technology, where it is used regularly in product design and other automation tasks.
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by Anonymous Coward on Friday November 21, @11:59PM EST (#1)
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12) Absolutely no useful application.
In the end, he's just making a lot of excuses for the fact that most people don't have any use for VR outside of games. If users had a really good 3D interface paradigm outside of FPSs, there *might* be some reason to make in immersive. As it stands, putting information we have into a virtualized 3D world makes it *harder* to use.
You say I'll be able to get to a web site by having my avatar get onto a bullet train and cruise half way through cyberspace and get off and walk to the Yahoo building? Hey, that's great; now be quiet so I can just, right now, click on a bookmark for it.
The 2D WIMP GUI is actually an advantage over the command line because it allowed you to do certain things quicker. That has not been the case with 3D efforts, VR or not. I'm still waiting for *any* 3D interface that actually improves human-computer interaction in a general manner. Until that happens, VR is a non-starter.
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by Anonymous Coward on Monday November 24, @09:11PM EST (#4)
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Virtual reality has tremendous applications in the field of simulation and pilot/driver training. Everything from Tanks and B52s to Cessnas, personal helicopters, automobiles and tugboats have three things in common. They cost money, they're dangerous in the hands of an inexperienced operator, and they require hands-on training to operate safely. The military trains pilots on simulators because they can't' afford to have somebody flying a brand new F-15 jerk the stick out of surprise, black out from G-forces, and crash into a trailer park. Cargo Crane operators move 30-ton shipping crates from loading docks to trucks, trains, and boats. A miscalculation could destroy cargo, kill dock workers, or worse.
In the field of operator training Virtual Reality systems, however immersive or not, are invaluable in their ability to competently train operators while minimizing loss.
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by Anonymous Coward on Tuesday November 25, @12:18AM EST (#5)
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I would say simulation like that, despite obvious business advantages, is in the realm of "game" usage. That is, you're talking a major niche market with no hope or aims of making it useful to the masses. What the WIMP did was aimed squarely at the masses, and it was a great success. VR or even basic 3D simply has nothing that the average person needs on the desktop. Until someone comes through with the kind of design insight that gave us WIMP for 2D, 3D is going nowhere fast.
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