The virtual reality of the mass market is about to burst. Engineers have solved most of the hardware challenges, pushed prices down to a few hundred dollars, performed a lot of tests, and handed software tools to creative developers. Store shelves soon wear a display and hand controller to create a dazzling virtual world. Then, first wave VR immigrants will colonize them.
You might think that the first adopter is a player, but you would be wrong. Virtual reality the killer application will be more likely to improve general social experience – and relatives, business meetings, university classroom dialogue, but through texting or talking or Skyping contact can create more abundant.
The founder of Stanford university’s virtual human interaction lab Jeremy byron’s (Jeremy Bailenson) in 2011, and co-author of the web page predicted that this kind of “social virtual reality” is coming. They wrote: “the current social network and other online sites are just a precursor to what is seen when social networks contain immersive virtual reality technologies. When people interact with others for long periods of time, as they do on Facebook, there will be new forms of social interaction through full tracking and rendering. “With various head-mounted displays (including the Oculus Rift) SONY’s PlayStation VR and the HTC Vive launched later this year, the future is here.
In the most basic social virtual reality, two geographically separated people are allowed to communicate in the form of a fairly realistic avatar, as if they were face-to-face. They can make eye contact and manipulate virtual objects that they can all see. It’s a bit like a web site, but VR residents don’t have to worry about appearing at a pyjamas business meeting. The embodiment of (there is no doubt that they will be impeccably dressed) and they than telepresence system users more difficult and frozen image or interrupt call, because their VR devices only need to send instructions on how to move, not the whole picture.
Of course, this year’s VR technology will not be perfect. The headset will not accurately track where your eye is pointing. For example, the software assumes that you are looking at the person you are talking to. And they have not read the detailed facial expressions, many of them because the gears block half of the face, although the way around this obstacle is developing; Gadgets know when to turn your head or nod your head.
For more powerful systems, you will connect to the computer via cable because
The amount of data required to transmit high resolution video with high frame rate exceeds current standard wireless technology. And the perfect user interface – the mouse’s VR equivalent – is yet to be developed. Still, this year’s launch of input devices will be enough to make social VR a reality.
As a result, many people are trying to make social VR happen. Linden Lab, in San Francisco’s Second Life, is preparing to launch a new platform. Linden’s Sansar project is a host of user-created virtual experiences and tools that can be used in conjunction with VR headsets, standard computer monitors and mobile devices. The Sansar world will work like second life, where people rent space for virtual works that will be rendered at three – and high – frame rates. The French company, Beloola, is building a similar social network virtual world.
The Second Life, the founder of Philip Rosedale newly founded high-fidelity company (High Fidelity) adopted another method: not to establish the virtual world, but open source software development tools, provides the registry for the virtual world, authentication and other service people. There are also companies that are developing software to share experiences, such as watching movies or TV shows, or sharing your life clips on 360 degrees and sharing them with friends.
In order to succeed, these efforts will require a critical mass. To do this, companies must first sell products to those in need of social virtual reality, such as reducing business travel or improving the education experience.
Rosedale said: “if you can put on VR headset, stroll on the streets of the italians, where everyone said in Italian, and interact with other students and teachers in Italian, this is the real immersive, I can be cheaper for you to do that.
Possibilities like this seem attractive, and social virtual reality takes time to spread like some other social media. “We won’t have millions of users in VR,” Rosedale says. “It will be thousands. But these early adopters can do – and they’ve never seen a person to chat, and able to communicate properly – will have such a high value, they will attract more people to use these things. Anyone who finds themselves checking Facebook is more aware than they want to admit that once you get into a networked world, you might find it hard to leave.