DSC-RX100M2
ƒ/1.8
10.4 mm
1/30
1250

…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)

One response to “Shuffling through the METAVERSE”

  1. IMO the problem is on the consumption end. Goggles suck. There are ~6 billion smart phones with beautiful but small screens making people go cross eyed >> the demand intercept for VR is a wireless, lightweight set of "glasses" that give a smart phone user the same immersive yet "open" feeling experience as driving a set of 27 inch 4k monitors…obvious, but true. This would make VR a ubiquitously consumable medium, and once that gets worked out > tons of content, of varying production/cost levels will emerge from seemingly every direction…VR games, adventure/experience content, telepresence (medical, biz, personal, dating, xxx), etc. Until then it’s a tough row to hoe for content of any production level. "Storytelling endogenous to the medium" has so far failed b/c it’s not a "good enough" new medium on the consumer end…cumbersome, awkward, nauseating…1.5x not 10x. One real/current, although specialized, application is VR for complex nano-scale modeling…being able to fly around inside proteins, neural connectomes, organs, complex 3D circuit designs…very valuable near-term design/research/edu applications where users will put up with wearing a cumbersome headset. Also, being able to jack-in to a network of flying "Uber-drones" (with high rez VR cams) stationed around the world in cool/remote locations (Paris, the Sahara, ski-resorts, etc.), and zoom around in them for a fee, is an obvious killer virtual travel/adventure app, but many privacy/safety/operational concerns…

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