Taking the Long-view: The VR Future Starts in 2016

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In the second of a new regular series of reports, Noah Nelson looks at virtual reality’s rocky road ahead as the VR industry grapples with the unenviable task of convincing a cynical world, beyond the enthusiasts, that virtual reality is here, it’s going to work and that it really matters.


noah-nelsonNoah Nelson (@noahjnelson) is the head writer of Turnstyle News, a public media website that covers tech and entertainment, and a project of the Peabody Award winning Youth Radio.


The Proto Awards are coming up next week. For those of you don’t know what the Proto’s are they’re the awards given out by the Virtual Reality Foundation. That’s the folks who put on the VRLA Expo. Which means it’s an award show, in Los Angeles, a town known for award shows. One that happens to be exclusively focused on VR.

As part of the run-up to that I’m doing a series of interviews with the founders of the VRF, and in each of those interviews I’ve been asking them whether or not they think the hype train for VR has gotten out of ahead of the reality of VR.

the-proto-awards-2015

Now because all of us here are virtual reality enthusiasts to one degree or another you might imagine the answers are going to be pretty rah-rah simple. After all, if you’re reading this chances are that you believe in the viability of the virtual reality market in the near future. And if you’re the members of The VRF you’re counting on it.

Between my interviews with The VRF board members and other attendees at VRLA a fairly sober longview emerges.

Adam Levin, The VRF’s CEO, told me that the necessary next step for VR is going to be ease of use. As he put it his mother “doesn’t know how to update her runtime.”

The mass market takes plug-and-play standards for granted. Those of us who remember the PC boom in the 90’s also remember how big of a deal plug and play was. That little innovation, humble as it was, opened up the way for millions who otherwise might have just kept staring at the clocks on their VCRs.

The consumer technology market is far more robust now than it was 20 years ago, but that strength is built on the back a lot of hidden tech. It’s also built with the assumption these things are just supposed to work. For better or worse that’s the idea that Steve Jobs drilled into the mass market’s head and it sure as hell stuck.

But we know this.

It’s not the developers and the early adopters who need to be convinced that VR is the next big thing. Nor do we need to be reminded that it will have to be as easy to use as turning on an iPhone for the first time. In our bones we know that’s how it has to be.

The question is how long is it going to take before that is the reality? What’s the shape of this market after the Oculus launches? After the newly rechristened PlayStation VR starts being plugged in to PS4s in college dorms and family rooms?

A Japanese family enjoying PlayStation VR, yesterday.
A Japanese family enjoying PlayStation VR, yesterday.

The development of this market, which is a parallel track to the development of this technology, will depend upon a clear narrative for consumers to understand. This is about more then the killer apps, or the best field of view. This is about grasping ahold of this incredible open hardware development phenomenon we’ve had the chance to experience these past few years and turning that into just the prologue for the immersive revolution to come.

And I’m not just concerned about moms and dads making purchasing decisions for their families, I’m also concerned with tech savvy skeptics who think that VR is just the latest version of 3-D TVs. If we apply Hollywood blockbuster mentality to the product launches of the Rift or the Vive—really of any of the HMD’s—we’re almost guaranteeing a wave of negative press.

Because media stories require conflict. They require upstarts and comeuppance. Shooting stars and schadenfreude. In the old days we would’ve said that drama sells papers, now we’re familiar with the idea that conflict gets clicks.

But the truth is that the immersive revolution is so much bigger then just this first wave of HMDs. Virtual Reality and Mixed Reality computing shouldn’t be measured against the explosion of the smartphone market, it’s too big of a paradigm shift. This analog is the PC market of the 70s and 80s. When the Wild West of home-brew systems were turned into a real market. One that only matured in the 90s, right in time for the Internet boom that made PCs indispensable.

Oculus' 'Rift' VR Headset, one of many to launch in 2016
Oculus’ ‘Rift’ VR Headset, one of many to launch in 2016

In 10 years time the devices we use to access immersive content will switch seamlessly between VR and AR modes. The intimacy that these technologies create have the potential to connect people not only in ways that at the moment are only capable in physical space, but to go beyond even that. To invite us to embrace each other’s perspective not just in a literary or dramatic sense but in a visceral one.

Right now it requires a certain kind of imagination to see this.

Even if you’re strapped up into one of Nonny de la Peña’s immersive journalism pieces there’s still the need to surrender disbelief. That’s required in order to experience the human drama illustrated with game engine visuals. Those limits will fall. The advances in light field capture pretty much guarantee that. But they won’t fall before the first consumer wave of products hits shelves.

Hardware makers, software developers, and early adopters alike are wise to adopt the long view now. To keep talking now about the surprising ways that the technology is maturing and about how much farther it has to go. Framing the next year as Chapter One in the story, and not as the grand finale.

‘Summer Lesson’ for PlayStation VR Made Me Feel Like a Creep, and That’s a Good Thing

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Summer Lesson is a “VR Character Communication Demo” for Sony’s PlayStation VR headset by some of the same folks behind the famous Tekken franchise. The experience puts you in intimate proximity with young virtual women. After trying the experience for myself—and at moments feeling like a total creep—I realized that Summer Lesson is a great demonstration of VR’s ability to connect with us on a deeply human level.

3DUI, Perception, and Using Multi-Touch Screens with Depth Cameras

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Frank-SteinickeFrank Steinicke is professor for Human-Computer Interaction at the Department of Informatics at the University of Hamburg. His research into VR strives to understand the limitations of human perceptual, cognitive and motor abilities to reform the 3D user interactions within computer-mediated realities.

STEM System “3 Months Away from Shipping” Says Sixense

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STEM motion input controller with three 'Packs'

The wireless motion controllers, designed for virtual reality input, the Sixense STEM system has had a rocky road since its hugely successful Kickstarter campaign concluded. Design issues and seemingly insurmountable FCC certification problems meant the date which backers could look forward to receiving their units kept being pushed back. Now it seems there is light at the end of the tunnel, in a new Kickstarter update sent to backers.

‘The Vanishing of Ethan Carter’ VR Support Removed in Patch, Developer Teases Future VR DLC

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Well, this has been a small roller-coaster. First the new UE4 Redux of acclaimed mystery adventure The Vanishing of Ethan Carter, did have VR support out of the box, then the developer admitted this was a mistake and now it’s been removed – along with a note from the developer as to why.

Oculus Connect 2 Mobile App Now Available, Check Who’s Going and What’s There

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As with every major event, Oculus have launched a mobile application to assist you organise your time at the forthcoming Connect 2 conference. The new app update allows you to check in to identify to your fellow developers you’re going so they can get in touch along with maps, schedules and planners to help you get the most of the 2 day developer conference.

Vote in NVIDIA’s ‘Tilt Brush’ Contest For Your Chance to Win a GTX 980 Ti

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Six game industry artists converged on NVIDIA’s booth at PAX Prime 2015 recently to take part in an art contest using Google’s VR painting program, Tilt Brush. You could win a NVIDIA’s flagship VR-ready GPU, the GTX 980 Ti, just by voting for your favorite.

AltspaceVR Now Supports HTC Vive, Making for 3 VR Headsets in Cross Platform Space

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AltspaceVR today announced that the social VR platform will be receiving official support for HTC Vive, the first consumer VR headset to integrate large-scale positional tracking.

This Excerpt from a 1993 Book on VR Will Make You Say “Déjà vu”

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For many, the modern era of consumer virtual reality is exciting and new. There’s a palpable pioneering spirit shared by denizens of the rapidly growing industry who want to harness VR technology to do amazing things—world changing things. But there are those to whom this feeling is one of déjà vu.

Playstation VR Initial Japanese Games Line Up Revealed, Includes Final Fantasy XIV

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At Sony’s Tokyo Games Show conference this morning, the company revealed its vision for consumer VR powered by a console – it’s now known as Playstation VR. But there were also some glimpses at what we can expect, in the Japanese market at least, from games being launched for the new virtual reality platform.

Playstation VR First Official Promo Video Shows How Sony May Market VR

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Sony’s Tokyo Games Show press conference is over, and the big news is that Project Morpheus as we knew it will now be known as Playstation VR. Subsequent to that announcement, Sony have released a promo video which gives an intersting insight into how they’re approaching the marketing of this new platform as part of the Playstation brand.

VR Toolbox for Experimental Psychology, Change Blindness research, & the ethics of replicating controversial psychological experiments in VR

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Madis-VasserMadis Vasser is a psychology student at University of Tartu Virtual Neuroscience Lab, and he collaborated with the computer science department to create a VR toolbox for doing experimental psychology research. He was showing off a demo of a change blindness experiment that he created within Unity at the IEEE VR conference.

Project Morpheus Offically Named as ‘Playstation VR’ — Breaking

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At a press conference at the Tokyo Games Show in Japan, Sony just announced that it’s virtual reality device for the Playstation 4 will be officially called ‘Playstation VR’

‘Ghost in the Shell’ to Receive ‘Virtual Reality Diver’ 360 Spin-off, Debuting at TGS

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In a recent Facebook post, Production I.G the animation house behind many anime movies, have announced a 360 3D Ghost in the Shell spin off named Virtual Reality Diver, and it’ll make it’s first appearance at this week’s Tokyo Game Show.

AltspaceVR Goes Cross Platform with Gear VR Support, Closed Alpha Sign-Up is Live

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AltspaceVR today announced a Samsung Gear VR version of the social VR platform, which will hypothetically allow anyone with the mobile VR headset and an internet connection to talk online face to face.

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