
…a surreal memory of mine… of life imitating fiction
with fiction imitating life.
VR is one of the tech sectors I have strongly avoided. For a few decades now, the headsets have suffered from heat, weight and “brain strain” in the visual cortex. I know the headsets will be better one day, but they are not ideal yet for long-form experiences.
More importantly, the content is expensive. We need to crack the nut of 3D content creation (and it’s still “creation”, not capture, as with a camera). It still takes a lot of money and time. Like the early days of PIXAR, good story telling endogenous to the new medium might carry the day. But I have not seen it yet. And that is still a high-budget studio model, relegating it to gaming so far. Have people seen other use cases that have caught on, from the decades of trying?
I recently sampled the education work at ASU, but it had all the same problems and costs. The Marshall McLuhanesque recreation of the classroom seemed the most compelling use case to me, but they are stuck in the high-budget gaming model and have not built that yet. It felt like wow-factor marketing with no apparent educational value.
Are there some new ideas for content generation? Synthetic AR using a light field camera was the closest I’ve seen, but it’s a not a consumer application (telemedicine example)
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