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Found this article last night after having talked about it with a buddy of mine. Found it particularly interesting and thought about it for some time. VR’s arrival into the technological age has been both interesting and gimmicky. For starters, VR can be overwhelming and troublesome, especially if the wrong type of simulation or even game is used. There’s also the issue of simulator sickness where people get disoriented after some use of VR. The real interesting part of this article (link below) is that it seems there’s this misconception about VR’s role in the world.
Why the real promise of virtual reality is to change human connection
When I went to SigGraph for Summer 2016, I got a taste of VR that summer and saw many of its potential purposes that research teams are looking into with it. Some of these uses for VR are listed below.
- Gaming, of course this one would be here! VR’s gaming role may not be dominating now, it definitely has some interesting games that exist at this current time like job simulator and other games like that.
- Movie/Storytelling: Taking advantage of 360 cameras, a group created a story video that allows the VR users to watch an entire storyline unfold in front of them. The video I viewed in VR related to Syria at the time.
- Therapy: Taking advantage of the user’s sense of sight and hearing. A group utilized those senses to soothe and calm users that experienced the exhibit.
Where I was going with this is that there are a lot more uses and roles that VR can take care of (one that was not listed there was training simulations) than simply just gaming as many people believe it to be. What I found particularly interesting about the article was that Peter Rubin (interviewed in the article) mentions that there’s this sense of trying to better a human connection in it.
Given our current day and age, a lot of our interactions can be simply just tweets, chats, texts where we just simply write to each other and don’t really interact much outside of that. Rubin’s goal is to find a means of using VR to extend our interactions past that.
What I find particularly interesting as I continued reading this article is that it does shine light to part of what I liked about an application in VR called VRChat. Now, while VRChat can be…”interesting” in several scenarios, where it shines is in some of these areas that Rubin mentions. To summarize VRChat for those that don’t use it, imagine a chat room, but everyone has a 3d avatar that they can use to move around and talk with people in the room. The voice audio is local (meaning if a person is far enough away, you can’t hear them) and there can be full body tracking (if the person has the equipment).
With tracking, users can see other’s body language or at the bare minimum “Hand presence” as Rubin refers to it. There’s no text chat, so if you don’t have a microphone, you can’t really take part in the discussions so it does make that a bit difficult. There are rooms however were you can write and draw with pens so I guess that can be used instead. My few experiences have been interesting and I’ve met some interesting people there as well (other animators and even people who work on games).
It’s interesting being able to connect the dots from this article and VRChat as an application and understanding another of VR’s roles. I’m curious as to what other roles it could serve in the future, but probably won’t really use it as a gaming medium (since it’s still a bit pricey for a lot of people).