3 ms·
> User-experience is one of the major topics VR research is working on right now (not including research into just "better headsets", which one could argue also
by mozumder 10y ago
> User-experience is one of the major topics VR research is working on right now (not including research into just "better headsets", which one could argue also is part of making the experience better), so it seems pretty clear everybody is aware of the fact that there are problems to solve.
But it's a fundamental design problem - the fact that you're handicapping a person's environmental awareness. You could try to recreate the environment in the headset, but then it becomes more AR and less VR. (AR being more viable than VR any day..)
> The bigger issue for VR is the question of "What for?". It's still expensive, requires room if you want to do more than sit on a chair, and it's mostly a fancy way of playing games (with some niche examples of other things). That might kill VR, at least when sold to customers.
The reverse is even more compelling. You could take any VR application and create a standard non-VR version, and it would be more usable. In the end, a non-VR computer experience is so much better than VR. VR is completely unessential.
- PhasmaFelis 10y ago> it's mostly a fancy way of playing games You're saying that dismissively, but video gaming is a trillion-dollar industry. Yes, VR is expensive right now. Every new technology is. If you think issues like motion sickness and running into walls are insurmountable, then I think you haven't been paying attention to the state of the art--there's been a lot of progress made on both of those. Also they're more or less mutually exclusive; motion sickness is mainly an issue with seated VR, not room-scale.