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no one wants to strap these things to their face...
Well, until they've experienced first hand what those things are all about, I would say.

As an owner of both a PlayStation VR and a HTC Vive, I think the main hurdle is the high amount of money you have to put in order to buy the devices. 800 dollars/euros are quite a steep price for something you are not sure you will be frequently using.

Some VR experiences are also nausea-inducing, which doesn't help at all. But I would say that as soon as people discover how great flying can be, they will be just asking the market for better wings.

I believe this is a great opportunity for Apple. Not sure the current management has what it takes to take it, though.
 
Well, until they've experienced first hand what those things are all about, I would say.
What separates the current state of VR from party parlor tricks currently? It's a nice "gee whiz" 5 minute experience, but where is the mass appeal in this? It seems thoroughly relegated to gaming currently, which while the gaming community is massive, doesn't seem to have much overlap into other broader markets.
 
The people dismissing VR and AR likely haven't experienced them yet (or did so in a very limited demo setting). I own every major VR and AR device currently on the market. They are incredible. The hardware will continue to improve, devices will get smaller, wireless (in the case of Vive and Rift), and require less powerful external equipment to drive (e.g. won't need a higher end gaming rig to drive it all). AR devices will get better field of view. The software will continue to deliver better content and applications (both entertainment/gaming and business). There's active research/science going on to address those who get simulator sickness (and the segment that does is dropping fast). Both technologies are currently in their bleeding edge phase but on the cusp of going mainstream. You'll find a lot of kids this Christmas getting Gear VRs and Playstation, less so in volume but probably more so in significance Vives and Rifts too. More people will get exposed to it from the kids/grandkids/friends and people will start to understand how very cool this tech can be. It will grow. This is the next big thing.
 
Unfortunately the current headsets seem to make quite a few people dizzy or nauseous or have a headache. Oddly enough, though I'm prone to having vertigo, nausea and headache and occasionally seizure migraines just by simply existing, I don't seem to suffer any of that while trying out the Gear version, at least.

But those side effects unfortunately weed out some potential customers from doing more than testing these rigs out once or twice and quitting forever.

Then there is the fact that you're basically paying a lot of money (even if you get a free promotional headset, you have to shell out for the phone that matches it) to strap what feels like a bucket to your face, so you can have sharks converge on you as you stare at them through what looks like a screen door.

Oddly enough I want to do this on a semi regular basis, which is why I put the Gear headset on my Christmas wish list. But I am several ants short of a picnic. Most people have more sense and weren't repeatedly dropped on their heads as kids. Though it could be more a matter of my having been a kid in the 1970's and teen in the 1980's. I've seen worse. I've played Pong. And liked it. I mean, before Pong, we raced tent caterpillars for fun. So...well...you just had to be there I guess.

image.jpeg
 
The people dismissing VR and AR likely haven't experienced them yet (or did so in a very limited demo setting). I own every major VR and AR device currently on the market. They are incredible. The hardware will continue to improve, devices will get smaller, wireless (in the case of Vive and Rift), and require less powerful external equipment to drive (e.g. won't need a higher end gaming rig to drive it all). AR devices will get better field of view. The software will continue to deliver better content and applications (both entertainment/gaming and business). There's active research/science going on to address those who get simulator sickness (and the segment that does is dropping fast). Both technologies are currently in their bleeding edge phase but on the cusp of going mainstream. You'll find a lot of kids this Christmas getting Gear VRs and Playstation, less so in volume but probably more so in significance Vives and Rifts too. More people will get exposed to it from the kids/grandkids/friends and people will start to understand how very cool this tech can be. It will grow. This is the next big thing.
So again, aside from gaming, what is the mass market use case for this kind of thing? I'm specifically referring to VR, because I believe AR will be huge in 15 years as a way to add to your every day life (once a mass market hardware breakthrough occurs), so what's the use case for VR other than complete escapism?
 
It's like 3D TVs, one needed special glasses. It's just called Headsets here and hence the expected case.
I dunno about that. 3D cinema was active, people voluntarily (and still do) see 3D versions of film showings. In TVs it was passive. It was just a new line for the feature list of a TV. VR is active and people are buying it. It's just a steady growth rather than explosive.

The current situation is that content producers are being careful with it. Perhaps overly so, in that they're not just doing the easy thing and enabling stereoscopic display and additional gyroscopic control in software. There's a much more delicate approach where each piece of software is deliberately made for VR. Maybe that will change. But I kind of like that delicate, Apple-like approach. IMO that's why the take off has been more gradual than a huge burst (I mean it's also worth noting this is now "Year 1" where this tech is finally ready for market).
 
What separates the current state of VR from party parlor tricks currently? It's a nice "gee whiz" 5 minute experience, but where is the mass appeal in this? It seems thoroughly relegated to gaming currently, which while the gaming community is massive, doesn't seem to have much overlap into other broader markets.

You're just wrong on this front. Business is VERY interested in what VR (and less so but coming, AR) can do for them. Trade show displays without having to set up an 80 foot booth and ship your entire product catalog. Anyone supplying the architectural world being able to showcase their product. Research on operational efficiency of devices and layouts without having to build out every room. There are many applications out there today that are not "parlor tricks." Gaming is getting the headlines today but much of the VC cash is chasing applications like those I just listed.
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So again, aside from gaming, what is the mass market use case for this kind of thing? I'm specifically referring to VR, because I believe AR will be huge in 15 years as a way to add to your every day life (once a mass market hardware breakthrough occurs), so what's the use case for VR other than complete escapism?

We were responding to each other. See my other post. There's a lot of buzz in B2B software world right now.
 
So again, aside from gaming, what is the mass market use case for this kind of thing? I'm specifically referring to VR, because I believe AR will be huge in 15 years as a way to add to your every day life (once a mass market hardware breakthrough occurs), so what's the use case for VR other than complete escapism?
Well that's all it can provide. But that's like saying "All TV will do is provide entertainment". It's a huge and valuable feature that nothing else compares to. Personally I think the resolution is low on all the current headsets but trying to get past that and it's the best thing to happen in immersive media.
 
Unfortunately the current headsets seem to make quite a few people dizzy or nauseous or have a headache. Oddly enough, though I'm prone to having vertigo, nausea and headache and occasionally seizure migraines just by simply existing, I don't seem to suffer any of that while trying out the Gear version, at least.

But those side effects unfortunately weed out some potential customers from doing more than testing these rigs out once or twice and quitting forever.

Then there is the fact that you're basically paying a lot of money (even if you get a free promotional headset, you have to shell out for the phone that matches it) to strap what feels like a bucket to your face, so you can have sharks converge on you as you stare at them through what looks like a screen door.

Oddly enough I want to do this on a semi regular basis, which is why I put the Gear headset on my Christmas wish list. But I am several ants short of a picnic. Most people have more sense and weren't repeatedly dropped on their heads as kids. Though it could be more a matter of my having been a kid in the 1970's and teen in the 1980's. I've seen worse. I've played Pong. And liked it. I mean, before Pong, we raced tent caterpillars for fun. So...well...you just had to be there I guess.

View attachment 676299

There's a good deal of research going into causes and solutions to simulator sickness now. I think I read an article a few days ago on Ars Technica about it (too lazy and short of time right now to look it up :) ). Getting frame rates up is a big factor. Types of VR where the environment doesn't move for you are also a big help (room scale where you move or stationary, if your eyes tell you you are moving but your inner ear says "no" that causes a problem). 360 degree treadmills are also effective (not sure how that doesn't still affect inner ear but for whatever reason research shows it is working). Even though you already have Gear VR on your list I'd recommend going Vive or Rift for the extra horsepower and thus frame rate, I think you'll be happier.
 
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Like 3D is is nice but not really worth the effort. Know people who have the gear and never use it after the first week. Maybe something comes out in VR and they watch but then put it away again for months. Just not worth the effort or money.
I think AR will be the same - not worth the effort for the mass market.
Probably people said the same about smart phones, I'll bet.
 
What separates the current state of VR from party parlor tricks currently? It's a nice "gee whiz" 5 minute experience, but where is the mass appeal in this? It seems thoroughly relegated to gaming currently, which while the gaming community is massive, doesn't seem to have much overlap into other broader markets.
It seems to me the current tech is already plenty capable to do wonders for tourism. You could attend art exhibitions and concerts wherever they take place on the entire Earth.

Some people are even calling Google Earth VR the "killer app" that everybody was waiting for (something that is still nowhere to be found on smartwatches). You can read the customer reactions here.

So there's little doubt that VR has a huge potential, but it definitely won't take off until devs make it super easy to experience it.
 
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As of today, nobody cares about these technologies, but tech bloggers and pundits bashing Apple as "not courageous enough" to enter the game.

And of course Apple will enter, and own, the game. This is where Apple's vertical integration and chip design prowess will shine, with competitors years behind.
 
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This. Aside from video gaming (not something I'm really into), I haven't heard of any way VR might add something meaningful to my life. And any benefit it offered would have to be pretty spectacular to make me want to strap one of those ridiculous headsets to my face.


Just like no one would ever strap idiotic-looking cans to their ears. /s
 
I think the technology is so new, people are unsure where it fits in. Both for consumer usage, but also in a business setting.

Not disagreeing here but I think there's something to be said that any major technological advance has followed similar thought. Who knew they NEEDED an iPad before it came out? Who knew they NEEDED an iPhone when flip phones were around?

VR and AR is still an 'in flux' technology that I don't think anyone has quite figured out yet however I think Microsoft is the closest here. AR and the Hololens is a good mix of experience without shutting out the user.
 
The people dismissing VR and AR likely haven't experienced them yet (or did so in a very limited demo setting). I own every major VR and AR device currently on the market. They are incredible. The hardware will continue to improve, devices will get smaller, wireless (in the case of Vive and Rift), and require less powerful external equipment to drive (e.g. won't need a higher end gaming rig to drive it all). AR devices will get better field of view. The software will continue to deliver better content and applications (both entertainment/gaming and business). There's active research/science going on to address those who get simulator sickness (and the segment that does is dropping fast). Both technologies are currently in their bleeding edge phase but on the cusp of going mainstream. You'll find a lot of kids this Christmas getting Gear VRs and Playstation, less so in volume but probably more so in significance Vives and Rifts too. More people will get exposed to it from the kids/grandkids/friends and people will start to understand how very cool this tech can be. It will grow. This is the next big thing.

I've tried out my roommates Vive and I was certainly blown away by it. Didn't expect it to be that interesting. However, I'm not going to buy any of the current generation headsets because it's so clear that there will be rapid improvements in the hardware and the current gen won't feel state of the art for long. Hopefully the companies keep investing in VR because it's clearly going to be amazing once it's more portable and there is more content.
 
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This is another 3D TV or 3D display like technology going make your eyes and brain suffer heavily with immersive experiences!!
 
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Unfortunately the current headsets seem to make quite a few people dizzy or nauseous or have a headache. Oddly enough, though I'm prone to having vertigo, nausea and headache and occasionally seizure migraines just by simply existing, I don't seem to suffer any of that while trying out the Gear version, at least.

View attachment 676299


I doubt this is solvable by better headset design. Some people are particularly sensitive to inconsistencies between visual and physical motion cues. It's called "motion sickness."
 
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Vr at least has weak demand because it needs a manly machine like tower Mac Pro not sissy girly man nmp.
 
VR is lacking in killer apps right now.

Until there's some must have reasons to have it, it's not going anywhere.

Whenever Valve releases some made-for VR games, I think that's when this will start to take off.
 
I'm not sure I understand the aversion to wearing one of these devices. It isn't like you're going out in public with one on your face (see Google Glass).

I'd love to have a good VR headset for flight simulators, but unfortunately they don't exist yet. The resolution would have to be triple what it is now to be useful. I hope by the third generation of newer VR devices it might be something worth looking at, assuming we get that far.
 
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What separates the current state of VR from party parlor tricks currently? It's a nice "gee whiz" 5 minute experience, but where is the mass appeal in this? It seems thoroughly relegated to gaming currently, which while the gaming community is massive, doesn't seem to have much overlap into other broader markets.

Exactly right. Everyone's laptop already has a webcam for the most part. Why buy a several hundred dollar piece of equipment for work or home, when you can just use Skype.

For gaming, I can see certain people being into this. However, you need the right hardware, and I see this as more of a fad, more popular with younger gamers, than anything else.
 
I don't like VR because it's so anti-social. Besides speech, humans communicate with facial expressions. It's been shown many times that the eyebrows, the eyes, the nose, and the mouth all matter a ton in communicating with another person. VR headsets cover up a lot of that.

Part of the fun of seeing a movie is experiencing it with someone else. I like seeing my friends' reactions, facial expressions, and exclamations.

Same with gaming. Look at the streaming video trend with gaming - people obviously want to see the faces of whoever is playing to see their reactions and antics.

A VR headset covers up most of the face, and that makes it a very lonely device.
 
I don't like VR because it's so anti-social. Besides speech, humans communicate with facial expressions. It's been shown many times that the eyebrows, the eyes, the nose, and the mouth all matter a ton in communicating with another person. VR headsets cover up a lot of that.

Part of the fun of seeing a movie is experiencing it with someone else. I like seeing my friends' reactions, facial expressions, and exclamations.

Same with gaming. Look at the streaming video trend with gaming - people obviously want to see the faces of whoever is playing to see their reactions and antics.

A VR headset covers up most of the face, and that makes it a very lonely device.
Have you even tried it? I have the playstation vr and its a game changer...
 
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