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I certainly agree that this usecase isn't really "virtual reality" in concept, but it is "VR" as far as platforms go, which I think is what is relevent here. I
by gizmo686 7y ago
I certainly agree that this usecase isn't really "virtual reality" in concept, but it is "VR" as far as platforms go, which I think is what is relevent here.
I think that, at least in the near future, developers would need to be aware of the VR platform when working on such apps. Ignore toolchain and issues, developers would still need to design a VR first UI. There is probably a lot of room to innovate around how to take advantage of head gestures; how to take advantage of virtual vs absolute coordinate systems [0]. And, the more mundane fact that VR developers have far more screen real estate to work with then desktop developers, who typically assume that the entire monitor is visible at the same time.
[0] I'm not sure what the correct names for this are. Bassically, the fact that there can be an image that is always in the same spot in your vision as you move your head, as well as images that appear to be "static" and therefore whose location in your vision changes as you turn your head.
- davnicwil 7y agoYou're right, of course. In the same way that with mobile it's not just making the content fit into the screen but making sure it plays nice UX-wise with a touch interface. You have convinced me - this monitors-in-VR thing could be an exciting area for development, and is definitely open to individuals and startups with little capital. Good shout.