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Post by Deleted on Jan 20, 2017 2:37:33 GMT -6
So yesterday i experimented maybe half an hour with SoundStage VR on an Oculus Rift with Touch motion controllers. Hahaha - FUN! I took this not too serious and unfortunately i was not very convinced by the virtual reality drum playing, but overall - very funny and enjoyable experience. A bit like the LEGO-edition of a future virtual reality studio.... Of course - it is meant as a creative sandbox for young electronic music people. But really - i enjoyed the experience and most probably will come back to this and hope these trends lead to more serious apps. Did i already say it was fun? Well - it was fun. I did not make a live vid, but you may get the idea from others doing so.... Short intro
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Post by Bob Olhsson on Jan 20, 2017 14:40:05 GMT -6
Virtual reality has been the "next big thing" since the mid 1980s. To me it has two fatal flaws:
1. everybody perceives things differently. What "works" for one person is very likely to not "work" for many others. The audience is a moving target.
2. Creating VR requires far too much labor compared to traditional media.
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Post by chasmanian on Jan 20, 2017 16:08:22 GMT -6
there was a project between Oculus Rift and Stellarium. I was really looking forward to it happening. but it's not going to. man, that would be something, if someone ever does do such a thing!!!!:-):-):-):-)
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Post by Deleted on Jan 20, 2017 16:20:45 GMT -6
This generation of VR devices do already some things much better than previous ones. OK, my first 3D shutter glasses i bought mid nineties and the "Vorte VFX" i think it was named so, was the VR helmet of that time. And the shutter glasses of today are just as bad and sickening as the ones 20 yrs ago. But polarization 3D TVs are just marvellous nowadays. Plus - the computers have the power to produce much more video data. One thing that is very different than the bad helmets that were already expensive, is for example room scaling. This is a fundamental game changer, because it avoids motion sickness completely. Why is motion sickness such a big problem in VR devices? The better the simulation, the worse the motion sickness. If the visuals totally fit head movement and the immersion is very good in the meantime with 90 pictures and motion tracking per second. That moment, where you fake movement, let's say in an avionic device the airplane start, your inner ear produces data that do not fit the visuals. And the better headtracking and visuals, the more your brain gets into a conflict resulting in motion sickness. Avoiding fake movements the way like defining a "holo deck room" and scanning this with cameras is a very good workaround for this major obstacle. This time it is aggressively advertised, there are just a few choices and most software is really compatible to all devices (except the Sony Playstation)... And this time the needed computation power for a half way decent virtual reality is doable for a large group of potential buyers. VR Media will not be the main application (although i also watched Jean-Michel Jarre in VR - that was also fun), simulations and games will be it. The devices really made a huge step forward, technically. At least if you had seen the previous devices. While it will not be a real mass phenomenon, there are much more potential buyers than anytime before. And the software development kits that are available for the programmers are nothing less than excellent. I looked into the Unity SDK and it is astonishingly easy to "write" or better "author" a VR scene and go forward to create useful stuff. Right now, there are not many serious applications available, but the sheer amount of demo-like software that is released nearly every day is impressing, and sooner or later there will be more new fields that this technology can be used for. There is already some stuff like an anti-anxiety trainer or a guided meditation app, some stuff for architecture and very impressive and mostly free packages for art creation in 2d and 3d. And this stuff works really good. Time will tell. Right now, i do have quite some hope this can be useful for new ways to create or mix music.
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Post by Deleted on Jan 20, 2017 16:26:13 GMT -6
there was a project between Oculus Rift and Stellarium. I was really looking forward to it happening. but it's not going to. man, that would be something, if someone ever does do such a thing!!!!:-):-):-):-) Stellarium is the open source planetarium software? Hm, technically it should not be too difficult to bring this stuff together, but the night sky lives from high resolutions i guess? And the room impression is not too interesting with the night sky, essentially all objects are just, ehm "far away" and you do not gain additional room impression from stars moving your head. Maybe not too ideal for nowadays VR goggles and therefore not happening? Not spectacular enough?
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Post by chasmanian on Jan 20, 2017 18:00:03 GMT -6
University of Edinburgh astronomers were working on it. a year or 2 ago now. I joined the Oculus Rift forum, just to ask about how the project was coming along. and then was told several months ago that the project was not going to be completed.
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Post by formatcyes on Jan 22, 2017 1:26:09 GMT -6
But we are living in VR now.. the only question is how many layers
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Post by Deleted on Jan 24, 2017 8:56:57 GMT -6
Ah, i see. A short philosophic quote from somebody who was maybe the first to say this in public in the seventies (i guess)....
“If you think this Universe is bad, you should see some of the others.” Philip K. Dick
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