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If it solves the “only one conversation at a time” problem with online meetings then yes. I’d rather be in a virtual room with proximal volume than a Zoom meeti
by goodoldneon 4y ago
If it solves the “only one conversation at a time” problem with online meetings then yes. I’d rather be in a virtual room with proximal volume than a Zoom meeting with people yelling over each other
- lbhdc 4y agoWould using a headset solve that? Wouldn't it be just as effective to have a space that allows you to use a traditional monitor?
- bagels 4y agoPresumably you can pick up on nonverbal cues better, but there are some pretty big assumptions like dramatically better lag.
- ImprobableTruth 4y agoYeah, this would be a game changer to me.
- caslon 4y agoBoth of you should know that there are multiple applications that already solve this problem in VR! Most of the "social" chat applications and most of the "professional" chat applications have proximity-based chat volume. Even most games have it. It's a super handy feature and a natural one for VR.
- dnissley 4y agoDo they? I think what folks are talking about here is having someone sound louder to someone who is closer to them in a 3d environment vs softer to someone farther away. This doesn't seem possible in, say, Zoom.
- caslon 4y agoYes, I'm aware of what they're saying. It is indeed the default for most VR applications. I can't think of a VR application that uses a global volume for voices; it's all local and diminishes based on distance from source. A universal volume for anyone on a map is weird and awkward, and most game engines have sound differ in volume based on distance and location by default. Most VR applications, even the "professional" ones, are built on top of game engines, because it's a lot easier than writing everything from scratch.