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The original topic was whether VR/AR will become widespread in the near future. I think it will.

New Macs aren't even wide spread. There are 500 million active users according to Tim Cook and only 1% of those have a Mac less than two years old.

When you see the toxicity that is coming, the stuff that is already in social media and games like Roblox, then everything I said will make sense to you.

There's no alternative scenario. They have already telegraphed what their intentions are and they said it will be almost impossible to moderate.
 
When you do get around to trying one, you will realize how silly that just sounded to those of us who already do.
You'll be printing those words out to eat them.

I said already a dozen times I've been an Oculus user and I will not even consider having one again and will not even consider using/joining Facebook. I want them to not exist.

People like me don't guess our way through life. We devour every news article and dive into every new technology. We experience it first and then tell you what's coming. What they are planning for is going to be uglier than any social media platform has ever been.

It's been going on for years and they said they cannot moderate it. More people, more problems.








 
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As for VR, I’ve said it before and I’ll say it again, VR is pretty terrible from an accessibility perspective. Obviously, a VR heavy society locks blind people out of it, further marginalizing them. It also locks people with strabismus out of it to some extent. It can also potentially cause some issues with deaf people, as most VR experiences aren’t using sign language in place of spoken audio (though a good way of displaying subtitles would help a little).
Some of the technologies that are being developed to improve VR/AR could potentially be helpful to blind people, such as LiDAR, room scanning and object recognition. It could give a blind person a description of a room or alert them to potential hazards.

Strabismus shouldn't be an issue. In fixed-perspective 3D movies, it negates the 3D effect, but shouldn't make it any harder to see than 2D content.
But VR also gives you 3D awareness by perspective change by head movement. Yes, stereoscopy helps, but it also helps in the real world.

There are some ways VR may be less accessible, but I think there are also ways it could improve accessibility. You could have interfaces controlled only through eye movements (All the major VR headsets set to release this year will have eye tracking).
It could even help with ergonomics. If I want a standing desk, I don't have to have a big desk that can support multiple monitors, I can just have a platform big enough to hold my keyboard and mouse.
 
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There are 500 million active users according to Tim Cook and only 1% of those have a Mac less than two years old.
Apple sells about 20 million Macs a year. So that would mean about 40 million people are using a Mac less than 2 years old. If you're going to make up statistics, at least make sure they make some sense.
 
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Strabismus shouldn't be an issue. In fixed-perspective 3D movies, it negates the 3D effect, but shouldn't make it any harder to see than 2D content.
I have Duane Syndrome, it basically acts like strabismus in effect and I can definitely tell you it does more than just negating the 3D effect, it also can cause quite a headache. I really don't know why, but I think it fools my eyes into trying to focus together and that just doen't work. Think if eye stress in the extreme. I could only stand it for minutes. I tried a 3D movie once and the only way I felt okay was to keep one eye shut the whole time.

So I guess if I could turn off one eye on the goggles, that would be good, but I can bet they wont think of that, even though about 20% of the population would benefit from it. (20% is about the percentage of people that can't see in 3D.)
 
I have Duane Syndrome, it basically acts like strabismus in effect and I can definitely tell you it does more than just negating the 3D effect, it also can cause quite a headache. I really don't know why, but I think it fools my eyes into trying to focus together and that just doen't work. Think if eye stress in the extreme. I could only stand it for minutes. I tried a 3D movie once and the only way I felt okay was to keep one eye shut the whole time.

So I guess if I could turn off one eye on the goggles, that would be good, but I can bet they wont think of that, even though about 20% of the population would benefit from it. (20% is about the percentage of people that can't see in 3D.)
You definitely have more authority to talk about this than me. Thanks for the insight.
The only thing I would add is that 3D movies have a false 3D perspective—the scales and angles don’t match up with how people see 3D in real life. The scene doesn’t change when you move your head. VR more accurately reflects real life stereo vision.
There are plenty of people with “normal” stereoscopic vision who are bothered by “3D” in movies, but I haven’t ever heard of anyone being bothered by the 3D nature of VR. Usually any issues are from simulated motion.

I’m surprised VR headsets so far don’t allow turning off one of the screens. It could even come with a nice image quality boost for those who can only see well out of one eye. Apple usually does well with accessibility, so hopefully they will allow that.
 
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There are plenty of people with “normal” stereoscopic vision who are bothered by “3D” in movies, but I haven’t ever heard of anyone being bothered by the 3D nature of VR. Usually any issues are from simulated motion.
Interesting. I don't really know how they work and I haven't tried one. I know how movies worked and I just assumed that's how VR would work give how stereoscopic vision works in general. I guess I really didn't think about the distance one watches a movie from rather than right in front of your eyes. It might be an interesting thing to study but kind of expensive for a whim. :)
 
Some of the technologies that are being developed to improve VR/AR could potentially be helpful to blind people, such as LiDAR, room scanning and object recognition. It could give a blind person a description of a room or alert them to potential hazards.

Strabismus shouldn't be an issue. In fixed-perspective 3D movies, it negates the 3D effect, but shouldn't make it any harder to see than 2D content.
But VR also gives you 3D awareness by perspective change by head movement. Yes, stereoscopy helps, but it also helps in the real world.

There are some ways VR may be less accessible, but I think there are also ways it could improve accessibility. You could have interfaces controlled only through eye movements (All the major VR headsets set to release this year will have eye tracking).
It could even help with ergonomics. If I want a standing desk, I don't have to have a big desk that can support multiple monitors, I can just have a platform big enough to hold my keyboard and mouse.
Well, I speak from some personal experience on the strabismus front. I bought a 2DS instead of a 3DS because I have an extreme enough case of strabismus (exotropia, eye turning outward, in case that makes a difference) that I couldn’t see the 3D. I do have actual depth perception despite my strabismus (I sometimes get some nasty double vision though, especially when my eye muscles are tired), but the 3DS’s stereoscopic 3D didn’t work for me. Additionally, when I have eye exams and have an apparatus immediately in front of my face, I sometimes literally have to switch eyes to see the thing through the apparatus. I haven’t tried VR, sure, but I have strong suspicions it wouldn’t work well for me.

And, while enabling technologies of VR might also be used for accessibility, the actual VR environment is locked out to blind users unless VR developers take an accessibility first position and include visual descriptors for every item in game (AI can help to an extent, but it only goes so far). Given that the whole idea of a metaverse is to be one game/environment federated across multiple developers/services/etc., the odds of it being designed for accessibility first aren’t especially likely, if we use the World Wide Web as a model of what will likely occur.
 
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Well, I speak from some personal experience on the strabismus front. I bought a 2DS instead of a 3DS because I have an extreme enough case of strabismus (exotropia, eye turning outward, in case that makes a difference) that I couldn’t see the 3D. I do have actual depth perception despite my strabismus (I sometimes get some nasty double vision though, especially when my eye muscles are tired), but the 3DS’s stereoscopic 3D didn’t work for me. Additionally, when I have eye exams and have an apparatus immediately in front of my face, I sometimes literally have to switch eyes to see the thing through the apparatus. I haven’t tried VR, sure, but I have strong suspicions it wouldn’t work well for me.

And, while enabling technologies of VR might also be used for accessibility, the actual VR environment is locked out to blind users unless VR developers take an accessibility first position and include visual descriptors for every item in game (AI can help to an extent, but it only goes so far). Given that the whole idea of a metaverse is to be one game/environment federated across multiple developers/services/etc., the odds of it being designed for accessibility first aren’t especially likely, if we use the World Wide Web as a model of what will likely occur.
The only difference between 2D movies and 3D movies (and between the 2DS and 3DS) is stereoscopy.
There are three primary visual differences between 2D and VR. Stereoscopy, natural perspective, and a view that changes to match head position.
A person who can use only one eye at a time can still benefit from 2 out of those 3 upgrades that VR provides. So VR won't provide quite as much of the "wow" factor to people without stereo vision, but it still has interesting properties.
Here's an example of what head tracking enables on traditional displays:

For fully blind users, I'm not sure that VR makes anything worse compared to traditional screens. And maybe you could do something interesting with VR controllers. Allow a blind user to point around an environment and get haptic and audio feedback from the controller. Have elements in the scene emit spatialized audio cues.
 
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The only difference between 2D movies and 3D movies (and between the 2DS and 3DS) is stereoscopy.
There are three primary visual differences between 2D and VR. Stereoscopy, natural perspective, and a view that changes to match head position.
A person who can use only one eye at a time can still benefit from 2 out of those 3 upgrades that VR provides. So VR won't provide quite as much of the "wow" factor to people without stereo vision, but it still has interesting properties.
Here's an example of what head tracking enables on traditional displays:

For fully blind users, I'm not sure that VR makes anything worse compared to traditional screens. And maybe you could do something interesting with VR controllers. Allow a blind user to point around an environment and get haptic and audio feedback from the controller. Have elements in the scene emit spatialized audio cues.
For blind users, yes, VR could possibly be made to work. My main argument is that much of VR content won’t be made with an Accessibility First mindset. The web is bad enough as it is, most of the weight of making content accessible falls on individual users as opposed to web platforms like Facebook, Twitter, and YouTube. It would be fairly easy, for instance, for Facebook, who already does OCR on uploaded images, to use that OCR for user facing accessibility features. But nope, it’s mostly accessibility minded individuals adding the text of the image to their posts and adding content descriptors. And no mainstream service seems to support auto-generating content descriptors despite improvements in computer vision. When it comes to VR experiences, you’d need the content descriptors as well as this full set of haptics, auditory queues, etc. Making things worse is the federated aspects of the current VR proposals. If it were one service, there might be an off chance that the controlling system provider would put some emphasis on accessibility. Federated content is more or less what the internet is, which doesn’t have a great track record with regards to accessibility. It’ll most likely be a system like the status quo: the platform creators give you the basic tools/APIs to make your content accessible, but content creators won’t use them (or will even create experiences that create new accessibility issues and break the current APIs).
 
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