I've had a course about social media last year (analyses of
communication via social media, not the marketing kind) that talked a lot about the problems with online human-human communication and how VR might be able to solve these problems.
Physical space has social meanings.
We use space to structure how we start conversations,
to show our engagement with our partner, to show our openness to engage with others. Think of the formations you form at parties, and how you know as outsider if you can join a conversation or not.
You also have the important of gaze. Eye gaze is not only an outward expression of an emotion, it is used as a communicative device – as a tool to interact with others. People turn towards to each other to make eye contact and initiate a conversation.
Both space and gaze have so far been missing in online social media. This is the positive value for better communication you add to social media with VR. It's very exciting to see this development already going so fast.
It saddens me though that it seems Facebook is the company making the first steps into this future. This cynic in me says Facebook only develops this to have more ways to manipulate people in seeing ads and other forms of commercial persuasive communication. Tupperware parties 2.0.
"You also have the important of gaze. Eye gaze is not only an outward expression of an emotion, it is used as a communicative device – as a tool to interact with others. People turn towards to each other to make eye contact and initiate a conversation."
It will be interesting to see physical body cues (or body language) become "photoshopped", as it were.
At the most basic level, one could simply record oneself saying something really genuine and honest, and then replay the resulting body language when lying to someone in VR.
Many more subtle body cues could also be either recorded/replayed or simulated.
In the physical world people often seek to look in to each other's eyes to determine whether the other person is lying or has something to hide. In VR, of course, what the eyes express will be entirely under the conscious control of their operator.
It will be interesting to see how human interaction in VR changes as a result of these expanded possibilities, which will not be limited by the muscles of the human face, or even the limits of human shape, or physics.
Many new ways of expression are likely to occur in VR in the future. One could argue that this is really not that new, as such things are possible in, say, Second Life, or many MMORPGs today, or even that things like the use of emoticons in text chats are an early instance of this. But I expect VR has the potential to take this to the next level, and seeing where that leads in one or two hundred years would be pretty interesting.
Well they're not the only ones trying towards this. See what we're doing at Mimesys by using depth cams to stream people in 3D in the world. See the vision we have for Skype in AR in a few years : https://www.youtube.com/watch?v=P37DVcPHGNY
I agree with you that the importance of physical space is something we realize more and more every day building Mimesys ; that would where VR could lead to new representations of information (see for instance Bret Victor's insights on the topic : https://l.facebook.com/l.php?u=https%3A%2F%2Fvimeo.com%2F115...)
There will be ways to collaborate and share information, even remotely, that will go far beyond the casual whiteboard
One aspect, and I sure many already realize this, is it seems FAR more simple and natural to be able to communicate via text/chat/forums etc when you have had physical interactions with them outside the computer and are already comfortable talking to one another - aside from groups of friends who have never met. It have spent a great deal of time doing something together of common interests...
Like gaming together or sharing whatever on IRC or Reddit or some such.
If you're trying to randomly talk to a new person with not a common-ground of topic interest it's easy to see how visual cues and body language feel like they are truly lacking.
Also the problem with VR is on any other platform I'm not consuming my entire field of view and immersing myself... so I can't keep a periferal view of my child to make sure she doesn't help her self to yet another yogurt in the fridge among the the many other thousand of small perceptions we need to make about our environment around us....
Indeed, I think it's very what is lacking (online empathy) and I am glad that VR is intended to address some of the challenges we currently have with online communication.
I wonder about how eye contact will function in VR - cameras inside the goggles tracking eye direction? I suspect that eye contact is the kind of problem without a lot of room for error. Get it only slightly wrong and the effect could be very disconcerting.
I'd bet on cartoonish, stylized avatars being the most successful (at least initially). Cartoons work for a reason, we're very good at taking a cue and filling in the blanks. But the more information an image carries the deeper you go into the uncanny valley. For realistic VR avatars to catch on, they'd need to be nearly perfect.
I agree with everything you've said, including the negative sentiment towards Facebook, but they aren't the first. There are actually several social VR apps out and/or in the works right now, perhaps the most popular of which is AltspaceVR.
Placing a video call from the outside world into VR is pretty amazing.
Besides that, you can do many of the things demoed even now on AltspaceVR. I tested it out for a few nights, and turns out hanging around in an interactive VR space with random strangers is ruined by trolls and people constantly quitting and joining. We never got successfully through an entire game of "Cards Against Humanity".
Another interesting one was vTime, which focuses more on chatting. You can move your head around and sit around virtual spaces with others, but you cannot move. That felt much like grabbing coffee in real life with someone and we got into deeper conversations this way. I would rate it as perhaps the most interesting experience I had before selling my Oculus to wait another year or two to see things improve.
Being able to place a video call from the outside world into VR is pretty amazing.
Youtube and twitch are capable of doing the conference call equivalent, streaming live video of content that doesn't actually exist, such as a video game, to a video receiving device. The ability to dynamically create live video is more than a few years old, even in live chat systems, from the capability to alter the background behind you while you video chat, to being able to wear virtual hats.
There's a lot in here that is interesting, but so much of it is a different form factor and UI/UX on technology that already exists.
I remember back when Skype first launched. Very few of us were using it (few hundred, maybe a thousand?). Many of us were just calling people randomly, myself included. Trolls weren't even a thing yet thank god, and all of us early adopters were very pleasant with each other.
I tested it out for a few nights, and turns out hanging around in an interactive VR space with random strangers is ruined by trolls and people constantly quitting and joining.
I can't help but wonder what the revelations about Palmer Lucky's ties to racist "shitposting" brigades bode for the future of collaborative VR spaces. I guess at least this time we know we're wading into a cesspool, all utopian forecasting aside.
Does anyone remember Playstation Home. A social 3D environment with in-world purchases, in-world movies, etc.?
The experience were similar. People discovery was hard.
I've had a great time playing with groups in BigScreen (Beta). I spent three hours playing with a free to plat smash bros style game within big screen beta. It felt like I was back in college but my roommates were from Estonia, England, and Michigan.
The whole demonstration seemed very synthetic and not really that impressive to be honest (The position detection for hands seemed a bit low res, facial expressions seemed like something out of a 2006 webcam to cartoon-avatar app.
They are working with what they have. There are no face cameras or anything like that in Oculus Rift, so the expressions are literally "gestures", from what I've read. You raise your hands, your avatar is "happy", you wave your head, your avatar is "sad" etc.
This should change in next generations of VR helmets.
AltspaceVR can do hands with LEAP Motion, yet weirdly feels way less natural than the type of control you get with VIVE controllers.
Purely optical tracking just doesn't seem do it for now, since there are all types of occlusions happening. Maybe something like LEAP with multiple sensors in the room that are able to reconstruct the whole skeletal model up to digits and facial expression (minus eyes, which obviously have to be captured in headset if needed). Currently that is possible with the perception neuron, which is not really fit for casual use based on price (+ USD 1500) and setup time.
I did not get it, what is the use case for having all these things? I can take a selfi of my virtual me and share it to facebook? Is this something that customers would want to do?
I think two major things social VR and this demo highlight:
1) The amount of things you can do in VR is more expansive than any medium before. Video conferences for the most part is used to catch up or transfer information faster (or at least that's how I use it, to catch up with friends/business who are far away). However, it's tougher to use video chats to build NEW experiences, and I can only really think of Google Hangouts and playing something like WarLight/editing a doc that does that. Humans for the most part build better relationships when both parties have shared experiences, and in VR you can actually do a lot of things that you could in real life. This is why it's so different from just "videoconferencing"
2) It finds a balance in anonymity and not having to commit 100% to a conversation. For example, when you video conference you have to pay more attention/be more aware of how you're acting, which explains why many times we choose to have text convos rather than just calling the other person. In social VR you're just an avatar so you don't have to care as much about your appearance/interaction/subtle facial expressions etc. The outward behavioral bar is lower so you can relax and enjoy the environment even more.
VR is a powerful medium because it addresses the above two points - you don't have to be as concerned about your appearance/interaction when you're an avatar AND you can actually do more tangible things in VR to actually BUILD better relationships.
> And the videophonic stress was even worse if you were at all vain. I.e. if you worried at all about how you looked. As in to other people. Which all kidding aside who doesn’t. Good old aural telephone calls could be fielded without makeup, toupee, surgical prostheses, etc. Even without clothes, if that sort of thing rattled your saber. But for the image-conscious, there was of course no such answer-as-you-are informality about visual-video telephone calls, which consumers began to see were less like having the good old phone ring than having the doorbell ring and having to throw on clothes and attach prostheses and do hair- checks in the foyer mirror before answering the door.
> ...
> The proposed solution to what the telecommunications industry’s psychological consultants termed Video-Physiognomic Dysphoria (or VPD) was, of course, the advent of High-Definition Masking; and in fact it was those entrepreneurs who gravitated toward the production of high-definition videophonic imaging and then outright masks who got in and out of the short-lived videophonic era with their shirts plus solid additional nets.
Social VR is what second life has been doing for 15 years. I have anecdotally surveyed a few users and none of them was sold on VR. It's fun for the first day, but between being expressionally and physically limited and getting nauseous, none of them found it pleasant enough for long-term use. Virtual worlds are having a rennaisance nowadays, with many new companies springing up. Personally , i am not sold on the future of VR-goggles at all.
Why judge on the limitations of first gen hardware? How many nascent technologies and industries would have been dismissed if we'd done that? Or is it the possibility of creating a fully immersive new medium for creative expression, potentially a new artificial substrate of reality, that doesn't excite you?
Almost daily I do Skype calls most of them are video calls. Most of the times I have several people in the room who still can continue to communicate directly without and technical intermediary. In addition you can write down notifications, doodle, multi-task.
For games, I used to play doom in vr in 1997 and after 5 min the whole looking around thing gets stale and you just want to sit down and relax on the couch/chair. See Wiimote.
In a lot of ways, you're not wrong. I am a huge VR enthusiast and I admit that it's been more than once I've said to myself "Man, I really want to play VR but I just want to sit down" after a long day at work.
Thankfully, for these cases, I've got EVE: Valkyrie, which is a sit-down experience. Looking around is required as you are flying a ship in 6-degrees-of-freedom.
But imagine if all of your doodle and multi-tasking can be virtual. The promise of VR is you can video conference, multi-task, and doodle with many virtual apps all at once. Or with other people. Of course the problem with that is that paper is often a better medium.
Why are there so much negativity? I thought the people here are supposed to be more visionary. We are one step ahead in the future than other people. Avatar with your facial expressions. This is huge and innovative. It will not be limited to just game players or geeks. Common people will be drawn to this.
Well as a long time deliberately non Facebook account holder for many reasons of my own, I can say I found this compelling. Partly because I bought an Oculus dev kit several years ago and was quite impressed with it at even that stage and I'm very excited to seee resources being devoted to a technology I would like to see in common use as soon as possible, especially for these basic productivity tasks.
I hate to admit that I sympathize with the slightly critical comments, I was left with a feeling of "really, that's it?" from the demo. I think it's just a case of managing expectations though, I would have been impressed if this was done by a couple of college kids, but I thought that FB was betting big on VR and was going to wow everyone with something new.
I'm probably just being ignorant and not appreciating the amount of effort that went into the app.
I loved the demo, thought it was well thought out and impressive. However I would not want to use it on a regular basis and cannot see many people being that interested in purchasing a VR setup. I think VR outside of gaming is limited appeal and only AR will offer any mass appeal as long as it is portable and discrete.
So Facebook's take on VR is that it is going to be all about people. I am not seeing their vision but I didn't 'get' Twitter, Facebook, Instagram, Snapchat or even Chat Roulette... I will need some persuasion that this will work for the selfie-obsessed narcissistic world, just wearing a VR headset is not a good look.
I can see how Google's take on VR works, you re-use the phone in a budget way and have apps that make sensible use of the format - games, 3D immersive stuff exhibition tour stuff and other Google goodies that are good toys. Really this brings to life what Google do anyway with StreetView, photosheres and so on, so it makes sense. I can see a large army of casual VR users making occasional use of that stuff. I can also see hi-end gaming going for VR, that makes sense too and seemed the obvious market for the Oculus product. Facebook seem to think they have some special transformative take on that, a bit like how the Wii took the games console out of the teenager's bedroom and put it in the front room for mum to do her fitness training games on. Until we see the product and applications some belief is required and even then I will not be an early adopter. This VR stuff has evolved slightly the 'cardboard' way but the fundamentals have not changed in the last 20 years. The problems have nothing to do with nausea from immersive VR, people probably had the same concerns about the horseless carriage. The problems are more to do with what exactly that use case is that compels people to be wearing VR headsets for hours every day and whether people really do want to block out their sight to wear some immersive headgear. This isn't going to happen on the commute home for a while.
At SIGGRAPH 2015 there were a couple demonstration booths where groups had stuck sensors and/or cameras to VR googles and used them to render expressions on your avatar's face.
Here's a demo from one of the groups: https://www.youtube.com/watch?v=rgKkEnaaSDc - they used strain gauges inside the goggles to track muscle movement of the upper face, and stuck a camera on a stick hanging off the googles to capture lower face movement.
Here's another one that uses photo-reflective sensors attached to a set of eyeglasses, which can be worn inside a VR headset. For this demo I had to remove my prescription glasses, so it was unfortunately quite hard to say how well it worked! https://vimeo.com/132772990
That was an interesting demo. I read on another comment in this thread, that the backgrounds were fake. Let's assume for a moment that they were not. Imagine all of this happening from the perspective of the dog. The dog (replace human to further this exercise) is completely unaware of all this happening around him. Could we in the future have people talking about us, around us and not be aware of it? Think of this interaction again from the perspective of the 4 people (include the video call) who were talking in the room. At one point, i was so engrossed in the main scene, that i forgot that a certain part of the environment was not aware of the main players. This spooked me out - what if in the future, i can't tell which part of my environment is real(aware of me) and which part is not. Inertia i guess. We always get over these humps.
I've had a lot of fun with the social aspects in OnWard. Just about 10 minutes ago before I left the game, my group was standing in a circle joking around (until the enemy snuck up behind, dropped a grenade killing us in one blow.
VR is an amazing medium for remote social interactions. There's potential here. Not everything has to be about selfies, and self obsession. It's possible for random people to have a good time with each other. The internet makes it possible for you to find another person similar to who YOU are, and VR makes that interaction more personable. It's literally the best of both "Worlds".
Multi-user VR is really, really cool. It seems that Facebook is betting heavily on headset prices coming down (which they will, obviously) which will allow their metaverse to become the de facto virtual hangout space. That two bundo FB shelled out for the acquisition seems like it was a really good deal.
Fake it until you make it. Backgrounds are all pre-recorded. Not live! But it's an interesting concept once they manage to get all the scenes live. I still prefer face to face though.
You're lucky you have all of your friends close to you. Some of my best friends are a 2 hour plane ride away. This would be great (if they could afford it).
Virtual Reality describes the apparatus, and the merging of reality with simulation, or even simulacra of our physical sensoria.
Hyper-reality describes the meta nature of our culture, media, and society. Imagine this: consuming a video of Zuck talking about VR headsets whilst wearing a VR headset, whilst inside Facebook headquarters, all inside your Facebook timeline.
[+] [-] clydethefrog|9 years ago|reply
Physical space has social meanings. We use space to structure how we start conversations, to show our engagement with our partner, to show our openness to engage with others. Think of the formations you form at parties, and how you know as outsider if you can join a conversation or not.
You also have the important of gaze. Eye gaze is not only an outward expression of an emotion, it is used as a communicative device – as a tool to interact with others. People turn towards to each other to make eye contact and initiate a conversation.
Both space and gaze have so far been missing in online social media. This is the positive value for better communication you add to social media with VR. It's very exciting to see this development already going so fast.
It saddens me though that it seems Facebook is the company making the first steps into this future. This cynic in me says Facebook only develops this to have more ways to manipulate people in seeing ads and other forms of commercial persuasive communication. Tupperware parties 2.0.
[+] [-] pmoriarty|9 years ago|reply
It will be interesting to see physical body cues (or body language) become "photoshopped", as it were.
At the most basic level, one could simply record oneself saying something really genuine and honest, and then replay the resulting body language when lying to someone in VR.
Many more subtle body cues could also be either recorded/replayed or simulated.
In the physical world people often seek to look in to each other's eyes to determine whether the other person is lying or has something to hide. In VR, of course, what the eyes express will be entirely under the conscious control of their operator.
It will be interesting to see how human interaction in VR changes as a result of these expanded possibilities, which will not be limited by the muscles of the human face, or even the limits of human shape, or physics.
Many new ways of expression are likely to occur in VR in the future. One could argue that this is really not that new, as such things are possible in, say, Second Life, or many MMORPGs today, or even that things like the use of emoticons in text chats are an early instance of this. But I expect VR has the potential to take this to the next level, and seeing where that leads in one or two hundred years would be pretty interesting.
[+] [-] darkxanthos|9 years ago|reply
[+] [-] goetz|9 years ago|reply
[+] [-] samstave|9 years ago|reply
Like gaming together or sharing whatever on IRC or Reddit or some such.
If you're trying to randomly talk to a new person with not a common-ground of topic interest it's easy to see how visual cues and body language feel like they are truly lacking.
Also the problem with VR is on any other platform I'm not consuming my entire field of view and immersing myself... so I can't keep a periferal view of my child to make sure she doesn't help her self to yet another yogurt in the fridge among the the many other thousand of small perceptions we need to make about our environment around us....
[+] [-] Kunix|9 years ago|reply
Indeed, I think it's very what is lacking (online empathy) and I am glad that VR is intended to address some of the challenges we currently have with online communication.
[+] [-] smogcutter|9 years ago|reply
I'd bet on cartoonish, stylized avatars being the most successful (at least initially). Cartoons work for a reason, we're very good at taking a cue and filling in the blanks. But the more information an image carries the deeper you go into the uncanny valley. For realistic VR avatars to catch on, they'd need to be nearly perfect.
[+] [-] moron4hire|9 years ago|reply
[+] [-] bemmu|9 years ago|reply
Besides that, you can do many of the things demoed even now on AltspaceVR. I tested it out for a few nights, and turns out hanging around in an interactive VR space with random strangers is ruined by trolls and people constantly quitting and joining. We never got successfully through an entire game of "Cards Against Humanity".
Another interesting one was vTime, which focuses more on chatting. You can move your head around and sit around virtual spaces with others, but you cannot move. That felt much like grabbing coffee in real life with someone and we got into deeper conversations this way. I would rate it as perhaps the most interesting experience I had before selling my Oculus to wait another year or two to see things improve.
[+] [-] thwarted|9 years ago|reply
Youtube and twitch are capable of doing the conference call equivalent, streaming live video of content that doesn't actually exist, such as a video game, to a video receiving device. The ability to dynamically create live video is more than a few years old, even in live chat systems, from the capability to alter the background behind you while you video chat, to being able to wear virtual hats.
There's a lot in here that is interesting, but so much of it is a different form factor and UI/UX on technology that already exists.
[+] [-] rapind|9 years ago|reply
[+] [-] alphonsegaston|9 years ago|reply
I can't help but wonder what the revelations about Palmer Lucky's ties to racist "shitposting" brigades bode for the future of collaborative VR spaces. I guess at least this time we know we're wading into a cesspool, all utopian forecasting aside.
[+] [-] jsemrau|9 years ago|reply
[+] [-] AlwaysRock|9 years ago|reply
http://store.steampowered.com/app/457550/
Try it out. The rooms are smaller so less people jumping in and out.
[+] [-] EJTH|9 years ago|reply
[+] [-] zapu|9 years ago|reply
This should change in next generations of VR helmets.
[+] [-] mxfh|9 years ago|reply
Purely optical tracking just doesn't seem do it for now, since there are all types of occlusions happening. Maybe something like LEAP with multiple sensors in the room that are able to reconstruct the whole skeletal model up to digits and facial expression (minus eyes, which obviously have to be captured in headset if needed). Currently that is possible with the perception neuron, which is not really fit for casual use based on price (+ USD 1500) and setup time.
http://altvr.com/full-body-mocap-in-vr/
[+] [-] StreamBright|9 years ago|reply
[+] [-] icantdrive55|9 years ago|reply
[deleted]
[+] [-] probe|9 years ago|reply
1) The amount of things you can do in VR is more expansive than any medium before. Video conferences for the most part is used to catch up or transfer information faster (or at least that's how I use it, to catch up with friends/business who are far away). However, it's tougher to use video chats to build NEW experiences, and I can only really think of Google Hangouts and playing something like WarLight/editing a doc that does that. Humans for the most part build better relationships when both parties have shared experiences, and in VR you can actually do a lot of things that you could in real life. This is why it's so different from just "videoconferencing"
2) It finds a balance in anonymity and not having to commit 100% to a conversation. For example, when you video conference you have to pay more attention/be more aware of how you're acting, which explains why many times we choose to have text convos rather than just calling the other person. In social VR you're just an avatar so you don't have to care as much about your appearance/interaction/subtle facial expressions etc. The outward behavioral bar is lower so you can relax and enjoy the environment even more.
VR is a powerful medium because it addresses the above two points - you don't have to be as concerned about your appearance/interaction when you're an avatar AND you can actually do more tangible things in VR to actually BUILD better relationships.
[+] [-] fny|9 years ago|reply
On the Rise and Fall of the Videophone:
> And the videophonic stress was even worse if you were at all vain. I.e. if you worried at all about how you looked. As in to other people. Which all kidding aside who doesn’t. Good old aural telephone calls could be fielded without makeup, toupee, surgical prostheses, etc. Even without clothes, if that sort of thing rattled your saber. But for the image-conscious, there was of course no such answer-as-you-are informality about visual-video telephone calls, which consumers began to see were less like having the good old phone ring than having the doorbell ring and having to throw on clothes and attach prostheses and do hair- checks in the foyer mirror before answering the door.
> ...
> The proposed solution to what the telecommunications industry’s psychological consultants termed Video-Physiognomic Dysphoria (or VPD) was, of course, the advent of High-Definition Masking; and in fact it was those entrepreneurs who gravitated toward the production of high-definition videophonic imaging and then outright masks who got in and out of the short-lived videophonic era with their shirts plus solid additional nets.
Full Excerpt from Infinite Jest: http://declineofscarcity.com/?page_id=2527
[+] [-] burgreblast|9 years ago|reply
We know that IRL we can be in physical proximity with one another, but perhaps it's the joint commitment to the experience that builds the meaning.
Better relationships probably are built on more commitment, not less.
[+] [-] return0|9 years ago|reply
[+] [-] Wintamute|9 years ago|reply
[+] [-] ayyn0n0n0|9 years ago|reply
How long ago was this? VR advances very quickly.
[+] [-] jsemrau|9 years ago|reply
Almost daily I do Skype calls most of them are video calls. Most of the times I have several people in the room who still can continue to communicate directly without and technical intermediary. In addition you can write down notifications, doodle, multi-task.
For games, I used to play doom in vr in 1997 and after 5 min the whole looking around thing gets stale and you just want to sit down and relax on the couch/chair. See Wiimote.
[+] [-] rocky1138|9 years ago|reply
Thankfully, for these cases, I've got EVE: Valkyrie, which is a sit-down experience. Looking around is required as you are flying a ship in 6-degrees-of-freedom.
I'm not sure what the solution is.
[+] [-] SolarNet|9 years ago|reply
[+] [-] android521|9 years ago|reply
[+] [-] drvdevd|9 years ago|reply
[+] [-] amarka|9 years ago|reply
I'm probably just being ignorant and not appreciating the amount of effort that went into the app.
[+] [-] jrcii|9 years ago|reply
[deleted]
[+] [-] astannard|9 years ago|reply
[+] [-] the_common_man|9 years ago|reply
[+] [-] roymurdock|9 years ago|reply
[+] [-] pierotofy|9 years ago|reply
[+] [-] Theodores|9 years ago|reply
I can see how Google's take on VR works, you re-use the phone in a budget way and have apps that make sensible use of the format - games, 3D immersive stuff exhibition tour stuff and other Google goodies that are good toys. Really this brings to life what Google do anyway with StreetView, photosheres and so on, so it makes sense. I can see a large army of casual VR users making occasional use of that stuff. I can also see hi-end gaming going for VR, that makes sense too and seemed the obvious market for the Oculus product. Facebook seem to think they have some special transformative take on that, a bit like how the Wii took the games console out of the teenager's bedroom and put it in the front room for mum to do her fitness training games on. Until we see the product and applications some belief is required and even then I will not be an early adopter. This VR stuff has evolved slightly the 'cardboard' way but the fundamentals have not changed in the last 20 years. The problems have nothing to do with nausea from immersive VR, people probably had the same concerns about the horseless carriage. The problems are more to do with what exactly that use case is that compels people to be wearing VR headsets for hours every day and whether people really do want to block out their sight to wear some immersive headgear. This isn't going to happen on the commute home for a while.
[+] [-] imaginenore|9 years ago|reply
I also don't see most users designing avatars that look like them. It shouldn't be too hard to do a conversion from a photo.
Also compare it to the PSVR social app:
https://www.youtube.com/watch?v=sK8tMwlZLEM
[+] [-] tomjakubowski|9 years ago|reply
Here's a demo from one of the groups: https://www.youtube.com/watch?v=rgKkEnaaSDc - they used strain gauges inside the goggles to track muscle movement of the upper face, and stuck a camera on a stick hanging off the googles to capture lower face movement.
Here's another one that uses photo-reflective sensors attached to a set of eyeglasses, which can be worn inside a VR headset. For this demo I had to remove my prescription glasses, so it was unfortunately quite hard to say how well it worked! https://vimeo.com/132772990
[+] [-] errantspark|9 years ago|reply
[+] [-] bharath28|9 years ago|reply
[+] [-] mulcahey|9 years ago|reply
[+] [-] swalsh|9 years ago|reply
VR is an amazing medium for remote social interactions. There's potential here. Not everything has to be about selfies, and self obsession. It's possible for random people to have a good time with each other. The internet makes it possible for you to find another person similar to who YOU are, and VR makes that interaction more personable. It's literally the best of both "Worlds".
[+] [-] Kapura|9 years ago|reply
[+] [-] markingram|9 years ago|reply
[+] [-] jsprogrammer|9 years ago|reply
"we can do anything we want"
Does anyone know if there are any other demos/applications available?
[+] [-] decayy|9 years ago|reply
It seemed a bit forced in my opinion.
[+] [-] swalsh|9 years ago|reply
[+] [-] zerognowl|9 years ago|reply
https://en.wikipedia.org/wiki/Hyperreality
Virtual Reality describes the apparatus, and the merging of reality with simulation, or even simulacra of our physical sensoria.
Hyper-reality describes the meta nature of our culture, media, and society. Imagine this: consuming a video of Zuck talking about VR headsets whilst wearing a VR headset, whilst inside Facebook headquarters, all inside your Facebook timeline.