[ExI] VR content

Nicolás Alcalá nicoalcala at gmail.com
Sun Jan 25 16:52:10 UTC 2015

I'm a bit more optimistic, I'd say 10 years, but your words are golden
Anders, thank you!

Anyhow, 10 or 20 years, that's nothing. And the ride till there sounds like
so much fun :))

On Sun, Jan 25, 2015 at 5:39 PM, Anders Sandberg <anders at aleph.se> wrote:

> I was active in VR during the original peak in the 90s. That makes me a
> bit cynical.
> It seems that today we have the software and hardware to make it work
> really well - one reason it didn't take off in the 90s was of course that
> limitation. But one needs to think of the use cases: what is it *good for*?
> Obviously one can make computer games even more immersive, which is good
> insofar people play them for immersion. But quite a bit of gaming has
> social aspects - people in the room participate to some extent. This use
> case is not enhanced by VR/AR. So I predict that for the dedicated gamer VR
> would be great, but it would not work for the informal/light gaming or
> social gaming in a group. Same thing for demonstrating things, whether
> infoviz, architecture or sales forecasts: switching context into a VR
> environment must be so simple and seamless that people do not mind it.
> Interactive immersion is great for visualising stuff, and I can see some
> amazing educational applications. But the cost of making a good educational
> worldlet is also higher: making a neat demo of a property in calculus will
> take longer than explaining it on the blackboard. Yes, it can be re-used
> globally and endlessly, but so can a good explanation. So far I have rarely
> been impressed with interactive software education because the shining
> parts - where somebody actually used the medium for something awesome - are
> usually padded with rather crummy software experiences. Probably a
> MOOC-like winner-takes all phenomenon could occur, where everybody shares
> the very best VR explanation for something. But I suspect it will be a
> *long* while before we have great material for every part of education.
> My personal guess is that VR for gaming will drive the technology, while
> AR applications is where we actually get the useful enhancements of human
> capability. But since good design is hard I expect that the utility will be
> rather uneven. I predict it will take up to 20 years from good VR
> hardware/software is invented until it is properly integrated in human
> life.
> Anders Sandberg, Future of Humanity Institute Philosophy Faculty of Oxford
> University
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* Nicolás Alcalá <http://nicolasalcala.com> | Story-hacker
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