First VR Lab – Raleigh Bulmer
- by Archive User
- January 20
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While last week's lab was not my first experience with VR technology it was the most immersive I've had. In Newhouse's innovation lab I was able to get my hands (and my eyes) on two different generations of Oculus Rift, Google Cardboard, and the Samsung Gear.
Starting with the first generation Oculus my group began to explore the VR world, by touring around a recreation of the Star Trek enterprise. The world inside the VR headset was low-res (reminding me of the graphics from the early Half-Life games) but the experience was still incredibly immersive. Even with the goggles tethered to a computer and the need for both the keyboard and the mouse to move around the environment I was surprised by how much I felt a part of the world. Fellow group mates agreed, but there was concern about the lack of mobility a piece of technology tied to a computer truly allowed.
The next generation Oculus further challenged my understanding of what the technology could do. Released, to my understanding, only about a year after the first one, the new headset produced much more visually stimulating and immersive VR experiences. One program in particular simulated a ship as it moved through our solar system. Outside of the simulation the experience is controlled by a USB gaming controller, and as an avid video game player I found myself much more comfortable exploring an environment with a game controller, especially when in the simulation my avatar is also holding a game controller. I encouraged my group mates to try the same simulation I did, and all were eventually blown away by not only the experience they had but the possibilities the experience represented. Games like No Man's Sky could benefit and succeed from VR integration. I was still a little concerned about the hardware necessary to push the experience on to the oculus but the next two gadgets would change that worry.
The Google Cardboard is a practical solution to get VR technology in more people's hand. Constructed out of a cardboard box with some lenses, physical button, and an Android powered cell phone, the Cardboard is small, portable, but a cool demonstration of the potential of the tech. The experience was low res, but the addition of the single physical button as well as gesture (or head turn) based responses, I found the experiences easy to work through. Others in my group agreed about the ease of use, but some concerns about the overall quality came up. I'm sure as the technology develops Google will create and maintain a strong foot in the VR market.
Finally we were able to test the Samsung Gear VR and I would like to say this piece of tech hits the sweet spot the other headsets were missing (right now). The gear uses a smart phone to power the tech but is well designed and hides the phone in the physical device. The gear also boasted two of the most eye opening experiences I was able to try. The first was a Cirque du Solie experience that put the viewer on the stage. This was the first example I've seen with 3d video and as a student of Television and Film I have to stay the potential for VR "performances" can only be the beginning of transformation from our current model of storytelling to something that can be far more immersive. The second was a digitally created "documentary" showing what life is like in the arctic ocean. Access to a view I've never had before, coupled with well timed narration and variety of wildlife made the experience enthralling. Even without interaction simply watching the things unfold and using your head to explore and observe the details I chose as important really changed my opinion of what VR can do.
The technology isn't perfect yet. The design is still far behind what we're used to in other graphically animated media, and the lack of mobility is stifling to early creators. But in the few examples I'v been privileged to explore I have seen potential, and potential is the first key in innovation.
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