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User interface and modes of interaction. Current patterns still revolve around 2D content and laser pointers. We don't have decent user interfaces built around
by jmiskovic 5y ago
User interface and modes of interaction. Current patterns still revolve around 2D content and laser pointers. We don't have decent user interfaces built around handling "physical" objects. The HW is quite diverse and it's hard to build for. Accessibility design is not yet explored (most applications just assume you have two fully functioning hands).
For locomotion around larger VR spaces, the teleportation is current state of art. The academic community has worked on "redirected walking" which makes best use of limited real space and distorts the 1:1 relationship to make wide VR areas reachable. It is still not widely used and allegedly causes nausea with users.
Big companies are also working on tele-presence being as natural as possible, with eye tracking and mirroring of facial expressions. Facebook is trying to tackle uncanny valley problem with cartoonish avatars and it seems to be working well.
Most of VR/AR development happens within walled gardens and this is preventing cross-compatibility and wider reach. Sony's PS5 force feedback controllers would be amazing for AR/VR tactile interactions, but patents make this impossible.
There is also the ethical danger of Big Tech spying on people through cameras, of filtering the AR camera feed for their purposes, of detecting sub-conscious tendencies through eye tracking, and subtly rewarding users when they make desirable choices.