I’m not huge fan of sporting events. And I’m even less of a fan of the Olympics. But this year, the Olympics represents an important step forward in the mainstreaming of virtual reality.
As a Canadian, my national broadcaster is the CBC (Canadian Broadcasting Corporation). Right now, the CBC is proudly broadcasting select Olympic events in VR. And not just any VR – mobile VR. The flagship platform is Gear VR – but the broadcasts also work with Google Cardboard. And on mobile devices, and desktops.
A lot has been made of the role of VR in the art of storytelling. Even more has been made of the role of storytelling in the fledgling art of VR. At first, I was fascinated by the idea. But the more I thought about it – the more I read about it – the more I started to wonder how many “interactive” concepts could be added to an idea that is 7/12 “telling”, without the very idea of “storytelling” bursting at the seams. The dead-end implications of “telling” anything to users with the capacity for full interaction weighed on me. So I came up with the term storysharing.
So you’re a web developer, and you’ve been hearing things about VR. I’m also a web developer, and I’ve also been hearing things about VR! And I’ve been blogging about it. Not just VR – but how VR is very likely to soon become both a crisis and an opportunity for web developers. So what are the prospects for VR for web developers?
Today is April 8, 2016. The Oculus Rift and the HTC Vive both tried to start shipping in the last couple of weeks – and it’s been a bit of a mess. But even so, eager early adopters have raved up and down that this revolutionary technology finally actually works.
I write a lot about UI (user interfaces) and UX (user experience) in 3D environments and VR in this blog. Today, I saw a wonderful video on the subject. So I’m gonna kick back, embed the video, and let Mike Alger do all the talking.
All the rage in the news this week has been the introduction of some high-end “360-degree” cameras for virtual reality. Are these 3D cameras?
The elephant in the room is that these “360-degree” cameras do not produce stereoscopic output. Stereoscopy is the bedrock of creating the illusion of three dimensions.
What is “stereoscopy”? From Wikipedia: “Stereoscopy is the production of the illusion of depth in a photograph, movie, or other two-dimensional image by the presentation of a slightly different image to each eye, which adds the first of these cues (stereopsis). The two images are then combined in the brain to give the perception of depth.”
Given that VR goggles have been available to consumers for DAYS, not even weeks, and given that the only people who have even heard of the Oculus Rift are gamers and sports fans, I think all the pessimism about a “virtual reality web” may be a little bit premature. Or so I’d like to think, anyway.
I saw this article today about a “virtual reality web” – and was amazed at both how forward-thinking, and pessimistic it was.
The opening paragraph paints a pretty elaborate picture of something that’s, well, science fiction:
“What if you could browse the web in virtual reality? Just imagine the potential. Hyperlinks could take you not to Wikipedia pages about history, but right to the landscapes of ancient cultures, immersing you in plagues and art and war. Recipe sites could give you smell-o-vision cooking simulations. Message boards could become face-to-face chats. The web as we know it could become tangible, interactive, and more immersive than ever.”
What is the difference between a virtual world, and virtual reality?
A virtual world is a fake place you can visit. Virtual reality is an immersive way of experiencing virtual worlds.
The difference between virtual worlds vs virtual reality is kind of like the difference between a web page and colour monitors. A virtual world, like a web page, is a container of content. A VR headset, like a colour monitor, is a way of looking at content.
idoru.js is an experiment I’m working on with artificial characters in virtual worlds. The idea is that to provide good “user experience” (UX) in a virtual world, a character must have good “stage presence” to stimulate engagement.
The idea is to create a framework for an artificial character that is charming and attentive to the user. This character can then be “dressed up” with any imaginable avatar. It can be given any “job” that anyone cares to script.
A good suit and deep knowledge are not enough to make a person engaging in the real world. A person needs body language. A person needs to be attentive to the person they are engaging. They need to make eye contact. They need to interact with a person’s personal space in a thoughtful, polite way.