Zitat des Tages über Virtuelle Realität / Virtual Reality:
Nanotechnology has been moving a little faster than I expected, virtual reality a little slower.
Virtual reality is inevitably going to become mainstream - it's only a question of how good it needs to be before the mainstream is willing to use it.
Crucial to science education is hands-on involvement: showing, not just telling; real experiments and field trips and not just 'virtual reality.'
At the same time, one of the things I noticed was that the moment there was any kind of audio attached to virtual reality, it really improved the experience, even though the audio didn't feel like a sound engineer or composer had been anywhere near it.
As the Internet of things advances, the very notion of a clear dividing line between reality and virtual reality becomes blurred, sometimes in creative ways.
I started looking at small companies that were running a sort of virtual reality cottage industry: I had imagined that I would just put on a helmet and be somewhere else - that's your dream of what it's going to be.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
I'm excited about Augmented Reality because unlike Virtual Reality, which closes the world out, AR allows individuals to be present in the world but hopefully allows an improvement on what's happening presently.
I was interested in virtual reality for several years even before working at USC, it wasn't an interest that started there at all. In fact, when I started working at USC, I already had prototypes of the Rift that were very similar to the final design.
Virtual reality started for me in sort of an unusual place. It was the 1970s. I got into the field very young: I was seven years old. And the tool that I used to access virtual reality was the Evel Knievel stunt cycle.
Once you have perfect virtual reality, what else are you supposed to perfect?
I'd like to do some crazy art installations and design some weird synthesizers and work with other people and make some fun stuff for a bit. Maybe tap into virtual reality stuff or maybe write another record... We'll see.
No one in Silicon Valley loves virtual reality or believes in its future as much as Clay Bavor.
We're finally going to be free of the 2D monitor. It's been a window into virtual reality that we've all looked into for 30 or 40 years.
Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.
In virtual reality, it's more about capturing and creating worlds that people are inhabiting. You really are a creator in the way the audience lives within the world that you are building.
I've always enjoyed film, but I'm a little afraid of it because I think it is very powerful as a medium. You have the visuals, the sound, the colors, all of these things coming at you, and they transport you physically so it becomes this surround sound, virtual reality.
Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.
Virtual reality is already affecting people on an emotional level much more than any other media, and it has the potential to scale: all you need is an attachment for your cellphone, and you can have this experience.
Personally, I'm kind of swirling in this hurricane of virtual reality because of 'Ready Player One.'
Any real virtual reality enthusiast can look back at VR science fiction. It's not about playing games... 'The Matrix,' 'Snow Crash,' all this fiction was not about sitting in a room playing video games. It's about being in a parallel digital world that exists alongside our own, communicating with other people, playing with other people.
In virtual reality, we're placing the viewer inside a moment or a story... made possible by sound and visual technology that's actually tricking the brain into believing it's somewhere else.
When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
Virtual reality and augmented reality will change the way we shop.
I'm surprised that VR has come about so quickly. It's lucky I just happened to write a book imagining virtual reality right on the cusp of it actually happening.
The whole thing with VR is that it doesn't matter, local versus networked gaming. The goal in virtual reality isn't to have people sit in the same room with headsets on.
What's really astounding to me is a lot of the guys at Oculus VR and other companies who were creating VR tell me that 'Ready Player One' is one of their primary inspirations in getting into virtual reality.
My interest in Virtual Reality (VR) films began for me when I began a fellowship with MIT's Open Documentary Lab. It was a profound experience to be on MIT's campus one day a week and to enter a new world of storytelling where breaking convention and traditional methods were expected. This was deeply challenging and inspiring.