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Top Eleven Reasons Why Virtual Reality Stalled
posted by Editor on Friday November 21, @07:42PM
Virtual Worlds 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.

Mobile Phone Features Weakening Market for PDAs | Zboard Application-Specific Keyboard  >

 

 
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    Missed the real reason (Score:0)
    by Anonymous Coward on Friday November 21, @11:59PM EST (#1)
    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.
    And I would add (Score:0)
    by Anonymous Coward on Friday December 19, @10:24PM EST (#6)
    13) Good 3D UI techniques not widely understood

    The six degrees of freedom available in a 3D UI is too many for a human to manipulate simply. Managing this wisely requires both engine designers and content creators to provide greater constraints (e.g. tunnels in Doom/Quake generally had only two valid directions, which simplifies navigational complexity a lot.) Clearly some VR designers understand this, but it's not clear to me that all/most content creators do.

    Still hung up on 100% immersion! (Score:1)
    by reed on Sunday November 23, @05:29PM EST (#2)
    (User #428 Info) http://zerohour.net/~reed
    VR setups take up space.  Where would you put one?  When would you use it?  New interfaces usually colonize the time and space taken up by older ones....  What exactly is VR stepping into the shoes of? 
    One movie projector can entertain hundreds of people at once.  A room full of people can look at a television.

    The path is pretty clear to me, and I've held this opinion for a while now: forget about HMDs. Some kind of optical/video tracking system in your living room (or a couple of inexpensive magnetic hand/finger/head sensors), and a big LCD screen or projector. It can become a part of your now multifaced TV/VRC/DVD/GameConsole multiplex (though some people still like to talk about "convergence", whatever that is :) ). You can share it with your family and friends. You don't get display sickness, destroy your eyesight, bump into things walking around. Most of all, you don't forget about REAL reality. "Virtual" reality becomes a cool and fun part of real reality!


    More Lanier stuff (Score:1)
    by reed on Sunday November 23, @05:36PM EST (#3)
    (User #428 Info) http://zerohour.net/~reed

    Looking around his website, here are some more interesting bits:

    Why Gordian software has convinced me to believe in the reality of cats and apples

    My followup letter, sent to participants after the meetings, proposes that there are some trends in real time 3D interaction research that deserve scrutiny- particularly the new obsession with GPU shaders.

    Phenotropics and Powerpoint slides about Phenotropics


    Training (Score:0)
    by Anonymous Coward on Monday November 24, @09:11PM EST (#4)
    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.
    Re:Training (Score:0)
    by Anonymous Coward on Tuesday November 25, @12:18AM EST (#5)
    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.
    Regarding 3) Expensive Data/Content (Score:0)
    by Anonymous Coward on Friday December 19, @10:33PM EST (#7)
    It's not just that 3D data/content is expensive. It's hard to create for some very fundamental reasons.

    Everyone is taught in school how to create 2D content (writing, just for starters, drawing, etc.) It's been a staple of education and culture for the last 500 years.

    In contrast, how much time is spent learning how to create 3D content (sculpture, etc)?

    (That said, the same problems were/are faced by video content.)

    I'm not a robot like you. I don't like having disks crammed into me... unless they're Oreos, and then only in the mouth. -- Fry

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