To Bring Virtual Reality to Market, Furious Efforts to Solve Nausea
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Virtual reality headsets from companies like Sony, pictured, and Oculus VR had to overcome the threat of making users physically ill.CreditJae C. Hong/Associated Press
SAN FRANCISCO — Few technologies have generated more attention than virtual reality, which promises to immerse people in 3-D games and video.
Yet for the last couple of years, the companies building virtual reality headsets have begged for patience from content creators and the public. The companies’ biggest concern: that unpolished virtual reality products could make people physically sick.
The public’s wait for virtual reality is nearing an end. In recent days, several of the most prominent companies making headsets offered rough timetables for consumer versions of their products, ending the guessing game about when virtual reality would get its first real test.
The most closely watched of those companies, Oculus VR, which is owned by Facebook, said it expected to begin widely selling a product before the end of the year. Oculus has teamed up with Samsung on the product, a headset that uses a mobile phone as a screen.
“We’re going to hang ourselves out there and be judged,” John Carmack, chief technology officer of Oculus, said on Wednesday in a speech at theGame Developers Conference here, where virtual reality was the talk of the show.
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Oculus says it will begin shipping its products, shown here, this year, and Sony says it will do so next year.CreditJae C. Hong/Associated Press
Sony said this week that it planned to ship its own virtual reality headset for the PlayStation 4 console, known as Project Morpheus, during the first half of next year. And Valve, an influential game maker and online game retailer, said HTC would start selling a virtual reality headset designed by the two companies before the end of this year. The device will be called Vive.
In his frank speech at the conference, Mr. Carmack did not sugarcoat his explanation for why Oculus has moved slowly to ship a public version of its virtual reality technology. It is well known that virtual reality headsets can cause motion sickness and eyestrain in people who use them, though the severity varies by person, the type of game being played and the length of time a game is played.
Oculus and other companies are still making technical modifications to their products to avoid those effects. They are encouraging game developers to avoid creating virtual environments that tend to cause nausea, like roller coaster rides. Mr. Carmack said Oculus would still allow virtual reality games that could make people uncomfortable into the online store for its headset, but it will label them as such.
In the meantime, they are keeping access to the products limited. Oculus has released a version of its headset that connects to PCs for developers only. Gear VR, the mobile phone headset Samsung makes, has been on sale since late last year, but only in limited quantities and without broad distribution in wireless stores and other retail locations.
In explaining why Oculus has gone slow, Mr. Carmack described what he called a “nightmare scenario” that has worried him and other Oculus executives. “People like the demo, they take it home, and they start throwing up,” he said.
“The fear is if a really bad V.R. product comes out, it could send the industry back to the ’90s,” he said.
In that era, virtual reality headsets flopped, disappointing investors and consumers. “It left a huge, smoking crater in the landscape,” said Mr. Carmack, who is considered an important game designer for his work on Doom and Quake. “We’ve had people afraid to touch V.R. for 20 years.”
This time around, the backing for virtual reality is of a different magnitude. Facebook paid $2 billion last year to acquire Oculus. Microsoft is developing its own headset, HoloLens, that mixes elements of virtual reality with augmented reality, a different medium that overlays virtual images on a view of the real world. Google was the lead investor in a $542 million funding round in Magic Leap, a company developing an augmented reality headset.
Some longtime game industry executives say the excitement around virtual reality could easily dissipate. “The challenge is there is so much expectation and anticipation that that could fall away quite quickly if you don’t get the type of traction you had hoped,” said Neil Young, chief executive ofN3twork, a mobile games start-up.
At least one company, Valve, believes it has solved the discomfort problem with headsets. In an interview at the developer conference, Gabe Newell, the president and co-founder of Valve, said he, too, had reacted badly to most headset demonstrations, describing them as the “world’s best motion sickness inducers.”
Mr. Newell said the company had worked hard on its virtual reality technology to eliminate the discomfort, saying that “zero percent of people get motion sick” when they try its system. Part of its solution is a motion tracking system that uses lasers to accurately reproduce a person’s real-world movements in the virtual world. Mr. Newell said Valve would offer the tracking system, called Lighthouse, free to hardware manufacturers.
During a 15-minute demonstration of the Valve headset, it caused no discomfort for a reporter. In one segment of the demonstration, a colossal whale comes precariously close to the viewer, who is standing on the prow of a wrecked ship.
Tim Sweeney, founder of Epic Games, a game publisher, said the development of virtual reality technology was accelerating. He compared the industry’s stage of development to the time of the iPhone’s release. Many consumers did not see the usefulness of the device at first, but early adopters flocked to it, and eventually, it transformed how people thought about their phones.
He said the initial market for virtual reality gear would be the many millions of people who have bought Xbox and PlayStation game consoles. But there are many other uses, from virtual tours of buildings to immersive films. Epic showed off a demo at the conference, created with Weta Digital, that puts the viewer in a scene from the movie “The Hobbit: The Desolation of Smaug.”
“It’s going to be a little bit rocky,” Mr. Sweeney said about the development of virtual reality. “Some people are going to ship products that won’t be good. But there is so much momentum behind this that V.R. is an inevitability.”
Correction: March 5, 2015 An earlier version of this article misstated Google’s role in a funding round for Magic Leap. It was the lead investor, not the only one.
Reminder!!!! JEREMY BAILEY is coming to lecture this Friday- Jeremy is considered to be the most famous artist working with AR at this time. He is showing in the ARMORY show and has made time to come and visit NYU.
***Please be extremely respectful I don't want to hear you typing or see you texting while he is presenting. If you are not into what hes doing and have to text / use the internet / etc please leave the room-
Please think of questions you can ask Jeremy for big bonus points-
New technology paradigms have always been surrounded by skepticism as well as excitement, but when there is competition between companies at the bleeding edge there will surely be plenty of misinformation. Recently the CEO of a Google backed start up Magic Leap has claimed Microsoft's HoloLens could cause permanent brain damage and to no one's surprise Magic Leap has a 'better' and 'safer' competing product. Without giving any details Rony Abovitz, the CEO of Magic Leap, says consumers should avoid HoloLens when it comes out and stick to products made with superior technology.
"There are a class of devices (see-through and non-see-through) called stereoscopic 3D. We at Magic Leap believe these inputs into the eye-brain system are incorrect -- and can cause a spectrum of temporary and/or permanent neurologic deficits." - Abovitz
Currently there are no hard details regarding the device to be made by Magic Leap, but the known details are as follows: the device will be augmented reality, and uses digital light-field signal technology to project images. The issue Magic Leap sees in HoloLens (other than the product being competition) is the use of stereoscopic 3D technology which is the current mainstream method for inducing the 3D effect in movie theaters and current 3D devices. Today there is no evidence stereoscopic 3D damages the brain in any way, but Magic Leap has already done the damage by presenting speculation as fact to consumers.
Ironically Magic Leap and Microsoft are not in direct competition with these two devices. Microsoft made the point clear in their January 21st event that the big deal is not hardware but the software which has been developed to support holograms. Developers will be able to implement holographic elements into their apps and support next generation interactions through Universal Apps. These apps could run on Microsoft's device or Magic Leap's. The apparent clash no doubt comes from the heavy Google backing which Magic Leap receives, and the good chance Android will power their device and not Windows 10. This stands to be another example of Google trying to undercut Microsoft at every opportunity possible. Luckily it would seem Microsoft has a more mature product which is farther along in development and has already been proven to the press.
World famous new media artist JEREMY BAILEY will be inducted into NYU's Mobile AR Lab on March 6th! Jeremy will also give a talk [which is open to the public] after the induction ceremony.
Sales of the controversial smart spectacles were halted in January and development of the prototype was also believed to have been stopped.
Glass development is now being driven by former Apple gadget designer Tony Fadell, who has "reset" the project.
The new version will be developed internally and only released when finished, the newspaper said.
Poor performer
First revealed in 2011, Google Glass made a big impact in mid-2012 when the company demonstrated it at its developers' conference using skydivers and stunt cyclists.
But, said the Times in a lengthy article about the project's life, many working on the device were unhappy with this exposure because it meant its final development had to take place in public.
The newspaper said the controversy the project gained gave rise to tensions among the development team, forcing some key researchers to leave.
Now Glass is being overseen by Mr Fadell, who helped to bring Apple's iPod and other gadgets to market.
Mr Fadell became a Google employee last year when the search giant bought his home automation company Nest.
Development on Glass was now reportedly all going to happen in-house with nothing released until it was ready.
Technology news site Ars Technica speculated that Mr Fadell's "rebooting" of the project might take a long time because of the poor performance of the earlier versions.
"There is very little that Glass does well, so with a reboot, there isn't much to currently work from," it said.
Sander Veenhof, a pioneer of the mobile augmented reality movement will be speaking with class about his Google Cardboard project he did with the Amsterdam Public Transit system.