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If you've ever played or watched a social VR game like VRChat, I think you'd come to believe as I do, that complete social expressiveness is impossible to achie
by darwinwhy 6y ago
If you've ever played or watched a social VR game like VRChat, I think you'd come to believe as I do, that complete social expressiveness is impossible to achieve with current technology. The most experienced and skilled players today can express themselves with their avatars nearly as well as they could with a human body (not to mention the exciting ways they can communicate in VR that they couldn't possibly communicate in person), but the learning curve for that level of expressiveness is akin to learning a proto sign language.
More to the point, VRChat really makes you appreciate the minutiae of physically proximate human communication, like the lengths of pauses between various speakers. The "mute" avatars in VR also make you appreciate how much we communicate with high dimensional facial and body gestures that can't be duplicated with existing video conferencing. I highly recommend interacting with a mute player in VR if you have the chance. Watching a video isn't the same experience, but here's a short clip of two mutes communicating if you have 30 seconds: https://clips.twitch.tv/CrackyMushyAntelopeBloodTrail https://clips.twitch.tv/CrackyMushyAntelopeBloodTrail
- klmadfejno 6y agoThis functionality is explicitly noted as the reason VR takes off in the book Snowcrash
- keenmaster 6y agoThe technology to enable next-level social interaction in VR already exists. - eye tracking - facial muscle sensors (that sit between your skin and the rest of the headset) - deepfake ML - high resolution scanning Combine all four, and wala, you can inhabit a high resolution deepfake model of yourself in real time. It’s only a matter of time before this becomes a thing, maybe one or two generations of headsets. It will be mind-blowing.