Archive for the ‘Vammers’ Category

Why AR gear needs to be able to become irrelevant to become important

June 7, 2017

Why AR gear needs to be able to become irrelevant to become important

Welcome, Vammers**!

I am in Virtual Reality every day, and increasingly, in Augmented Reality as well. The distinction is important.

When you are in Virtual Reality, you are in a different world: you can’t see what’s around you. In Augmented Reality, you do see the world…and you see more (it has had something added to it).

There are two other terms you may hear: Mixed Reality and Merged Reality, but really, those are enhanced versions of the above. They both have to do with awareness: do the fictional overlays on the real world have an awareness of reality (does a fictional character who is walking walk in the air and through buildings, or does it follow the ground? If there is a table in your family room and you are walking through a forest in Virtual Reality, will you just bump into the table, or will it appear in the forest as, perhaps, a rock?).

Augmented Reality is the one that will have value in day to day life. I already have seen that work. I have some color vision deficiency (“color blindness”, although I do see colors…just not all shades and not the way that other people see them). My

Samsung Gear VR headset (at AmazonSmile: benefit a non-profit of your choice by shopping*)

can correct those colors for me in the real world…or, and I like this one, make the color I am trying to see the only color visible in the room. I use an experience (VAM terminology for what would be called an “app” on a phone) called Reality Hacker, although it takes a step or two to get to it (I use “Play Cardboard” to make it work with my Samsung Gear).

I was also able to use that with someone who, because of a medical condition, can’t see edges well. That makes it very hard to read signs…but Reality Hacker has a setting with an edge enhancer, and that made all the difference. Solid letters on a sign would “hollow out” in the middle, making them discernible to that person.


I can’t wear my Gear all the time, and neither could the person with the edge challenge.

The battery charge only lasts so long. While they’ve improved this, the phone can overheat (especially if it’s hot outside). Even with Reality Hacker, there is limited peripheral vision, since I’m wearing something that is like a SCUBA mask.

I can not wear my Gear without constantly being aware of it.

Augmented Reality has the potential to become indispensable for some people. Are you wearing bifocals or even trifocals? Are you constantly switching glasses to go from the computer to the road, or peering over the top of them to talk to people or watch TV? AR sets will be able to tell where you are trying to look, and automatically  adjust the focus correction so you can see freely, regardless of the distance.

The issue at this point is that the correction is only going to happen when you put on your headgear. Some people complain about having to pull a phone out of a pocket: it’s a whole lot harder to pull out your headset and put it on your head. 🙂

For AR to become part of our lives, it needs to be irrelevant that we are wearing it most of the time.

In other words, I need to be able to wear my Augmented Reality gear all the time, and be able to forget about the fact that I’m wearing it.

It needs to become lighter, with full peripheral vision, and power that lasts all day.

That doesn’t all have to be perfect, by the way. I’ve had people say that no one would want something in front of their eyes, adjusting how they see the world, all day long.

You mean like glasses? 😉

Contact lenses are even harder to wear than glasses…and I’m wearing reading glasses right now. If I think about it, I can see the top, bottom, and outer sides of my frames, and the stems (only comfortably one stem at a time).

AR gear should be able to be even less intrusive than glasses without too much trouble. Google is going to introduce something later this year that looks like it may lay much more flatly against the face. Oh, and of course, it will be wirelessr..that’s coming for many sets.

I think the biggest problem may be in making the eyes visible to others (George C. Scott once played the Beast in a Beauty and the Beast adaptation…but insisted that his eyes be visible). There are situations where dark glasses are considered inappropriate, and having it where people can’t see your eyes at all would really make them uncomfortable.

There are four possibilities I see right off (not all equally probable):

  • Transparency: I don’t see how you could make the actual device transparent
  • Projection: the actual device would not cover your eyes, but would project the AR onto your eyes…this is under development, but you would likely wear a fairly obvious device. It could look like glasses, although that does require a really tiny projector system
  • Simulated expressions: on the back of the device, there would be an “avatar” showing how you are feeling. This is a realistic possibility: MindMaze is working on electrical sensors that determine, through what your muscles are doing in your face, what your avatar in VR’s expression should be. When you smile, it smiles. Would emojis be sufficient?
  • Showing your actual eyes in real time on the back of the device. This is complicated, but seems possible to me. There is already eye-tracking happening, so your eyes can be seen by the device. It might be power-intensive, though…and would people trust it? You also run the risk of the “uncanny valley”…if your eyes were slightly the wrong size, or otherwise imperfectly shown, it might be really creepy…in that case, people might prefer the simulated expressions

Whichever way it ends up happening, the ability to wear AR gear and to be unaware of it most of the time is key to mainstream, widespread acceptance.

Irrelevancy is the path to importance.

One more thought:

Manipulating that reality is going to be possible as well.  Last year, I wrote

How Augmented Reality will hide advertising

but I’ve also been thinking about how it could be used in law enforcement.

Let’s say everyone in a bank is wearing AR gear: customers, tellers…and a bank robber.

They aren’t even thinking about it: they wear their AR gear constantly, and it is so useful, they wouldn’t think of not wearing it. The robber may be wearing it for 360 awareness: it will alert that person if someone is approaching from behind.

The police, though, could have the ability to either simply black out the robber’s headset…or to instruct it to make them invisible to it. The SWAT team could walk right up to the robber without being able to be seen at all.

Obviously, there could be real possibilities for misuse…both by legal agencies, and potentially by hackers. You could commit a murder by making someone’s AR headset fail to see cars that were approaching, so that they stepped out into traffic, for example.

I think that risk is small, and much smaller than the types of physical assaults AR could prevent, both through awareness and documentation. If your AR headset could detect someone hiding in an alley with a weapon who is in a high emotional state and simply direct you down a different path, that would be a big preventative to physical crime.

AR needs to continue to increase its ability to sense things (including emotional states), and that will happen. It needs to be faster, lighter, and more powerful…and invisible to you most of the time.

What do you think? Is this exciting? Scary? Both? Feel free to let me and my readers know by commenting on this post.

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**VAMMers is my term for people who use Virtual/Augmented/Mixed/Merged Reality: for more information, see Welcome, vammers! Our Virtual/Augmented/Mixed/Merged Reality coverage starts here

Welcome, vammers! Our Virtual/Augmented/Mixed/Merged Reality coverage starts here

January 15, 2017

Welcome, vammers! Our Virtual/Augmented/Mixed/Merged Reality coverage starts here

To paraphrase Alexander the Great, I have laughed because there are new worlds to conquer! 😉

For a few weeks now, I have been exploring the universe of Virtual Reality, by virtue (so to speak) of a

Samsung Gear VR headset (at AmazonSmile: benefit a non-profit of your choice by shopping*)

and my Samsung Galaxy S7 Edge SmartPhone.

As late as the end of 2015, I was questioning whether Virtual Reality was “ready for prime time”. I am now convinced that it is, and that we’ll start seeing significant consumer adoption of VR and Augmented Reality this year (2017).

In this post, I want to explain why that is, and give you an introduction to the technology…as well as some speculation and resources.

What is Virtual Reality?

Virtual Reality (VR) is a technology which allows a person to apparently substitute another place for where they actually are. It might be a wholly fictional world, or another location (geographically and/or chronologically) on Earth. Currently, that’s typically accomplished by wearing something like goggles (or a headset) which places two screens in front of the person’s eyes, at the same time masking visual perception of the “real world”. Rather than seeing the screens, the person will perceive a 3-Dimensional world. A hallmark of VR is the ability to “look around” the scene: the VR tech is aware of where the person is looking, and adjusts the image accordingly.

The idea of Virtual Reality goes back to at least the 1930s in science fiction, and the technology became more possible in the 1990s. Fictional depictions include the Holodeck in Star Trek: The Next Generation, the 1990s Saban series VR Troopers (“We are VR!”), and the Otherland novels by Tad Williams (at AmazonSmile: benefit a non-profit of your choice by shopping*).

While VR is fairly specific in its definition, it is sometimes broadly used to encompass some other technologies. In this blog, we’ll be covering (at this point) four type of simulated experiences: Virtual Reality; Augmented Reality; Mixed Reality; and Merged Reality. That’s why we came up with the term “Vammers” for people who are using these types of tech.

They break down this way:

  • Virtual Reality: this replaces your current world for at least one of your senses (it could just be what you see, but it could also include sound, and increasingly “haptic feedback” ((touch))). You can not see the real world at the same time
  • Augmented Reality: characters or other objects are superimposed over the real world. You still see the real world around you, but you also see something else (simulated) over it. The most popular version of this has been Pokemon Go, although there have been other apps for some years
  • Mixed Reality: people may just refer to this as Augmented Reality (AR), and the difference is somewhat subtle. In Mixed Reality, the simulated object is “aware” of the real world and reacts to it. That’s not just the “player” or “experiencer”: it may have an awareness of where the ground is, for example. That’s already happening: AR characters don’t tend to appear to be floating in the air (unless that’s appropriate for the character), and Instragam filters follow your actions
  • Merged Reality: this is new, and is a term used by Intel for its Alloy headset (YouTube videos). This is essentially the opposite of Mixed Reality. The headset maps the actual location (say, the furniture in a room), and then masks it with a story-appropriate appearance: a table might “change into” a control panel on a spaceship, or into a rock in a haunted forest

My guess is that people will just use two terms: Virtual Reality when the real world is not visible, and Augmented Reality when it is. I don’t think most people will care about what is aware of what in casual conversation. However, VAers just didn’t sound as good. 😉

Why do I think it will take off in 2017?

As noted, VR entered popular consciousness by the 1990s, and it was possible to try it in arcades at that time (it can be argued that the Viewmaster, introduced in 1939, was a primitive, stationary version of VR…and there were earlier technologies that attempted it). It never became part of our most people’s lives, though; what’s different this time?

The easiest way to explain this may be to first address the barriers that impeded adoption before:

  • It was too expensive or not available for the home. While you can still spend more than $500 for a self-contained VR set, the Samsung Gear I mentioned above can be had for under $100 (well within the range of many consumer electronics). It is powered by a SmartPhone (specific ones), which can, of course, also cost over $500…but if you already have one, getting into VR has become affordable
  • People got nauseated or vertigo in VR. That was largely caused, as I understand, by “latency”…as you moved your head, the image would lag behind and then catch up, which could cause that feeling. I don’t notice any significant latency with my set up. I have let people use it who ranged from the age of 13 to 88…a couple of people have mentioned feeling disoriented when removing it, but no one has claimed to be too uncomfortable in VR. When shopping in the store for “experiences”, they rank how “comfortable” it is
  • You have to be plugged into something. That’s not true with my headset…after all, it’s running off a SmartPhone. There are still ones (including expensive set ups) where that is true, but it’s now an option
  • You look stupid. Can’t help you there. 🙂 I don’t think it’s stupid-looking…not more than many other things we do for entertainment

That takes care of some of the assumed negatives. I think it’s why some tech writers are underestimating adoption this year…they were very aware of the limitations, and either expect them to still be part of the experience, or want it to be perfectly resolved. For the average consumer, things can be good enough. It’s a bit like when Amazon introduced the Kindle in 2007 (I’m best known for my coverage of the Kindle, e-books, and Amazon). E-books had been around, but they were only really being used by techies who didn’t mind plugging a cable into a computer to transfer an e-book they had downloaded. When Amazon made the Kindle wireless, it made it “good enough” for consumers, even though the technology has vastly improved since then.

What are the positives? What can you do with it?

People talk about the “killer app”, some driving reason to use a new technology. I think that’s there for VR now…and I think it might surprise you what I think that it is.

It’s video. Especially, that’s Netflix.

I like watching Netflix so much better in VR than on my TV. It appears that I am watching Stranger Things in a movie theatre. That’s in part because of the apparent size of the “screen”…but there is actually a theatre environment visible around me. However (and I didn’t know this at first), I can also look up at “the ceiling” and select the “Void Theatre”. That has the advantage of letting me place the screen anywhere I want by moving my head…even on what is the ceiling of the real room. I can be doing floor work exercises, and be watching Netflix wherever I want it to be. Hulu also recently introduce an “experience” (that’s what apps are called in VR). Amazon Prime Video is missing at this point, but in my most popular blog, I Love My Kindle, I predicted in my annual post

The Year Ahead: 2017

that Amazon will significantly get into VR/AR this year.

Samsung also has a browser, and I can go to other sites and watch video. I even have my own page on this site that works for there, although I have just started it:

The Measured Circle’s Theatre

When I’m in VR, I visit that page (which I’ve bookmarked) to launch public domain video I’ve linked there. I find it really cool to be watching an old movie or TV show (like Captain Video) in VR. 🙂

I should mention at this point that the headphone jack is still available to me, so I can listen on headphones if I want.

There are many other things that I’ve done.

One that I tend to show to other people is a VR exploration of the actual Chernobyl (site of a Russian nuclear incident). It’s amazing to “walk around”, say, the hospital (I work in healthcare), or the amusement park which was going to open shortly after the date of the incident.

Other experiences include seeing a Cirque du Soleil show, or watching Steph Curry warm up. There are also simulated experiences…Ocean Rift is a popular undersea simulation, where you can “swim” with dolphins or be in a shark cage (don’t forget to look behind you!)

There are also games. One, called Smash Hit, is an old arcade style “rail game”…you are moving forward at a speed out of our control, like being on a roller coaster (on rails). As you move, you “throw balls” at pylons, getting more balls for breaking them. It’s more complicated than that, but like many games, starts out easy. It can be hard to remember that even after you’ve passed a pylon, it’s possible (if you have time), to “look behind” you and fire in that direction at the one just passed.

You may be wondering how you “throw the balls”. With some systems, you could do it holding a controller, or even have something detect the position of your hands and your gestures (that will expand much more in the next couple of years). With mine, there is a “touchpad” on my right side of the headset…I tap the side of my “scuba mask” to throw the ball.

Video, games, and there is one more big element: social interaction. There is a platform, vTime, where you can go chat with other people, or even put on a lecture (which can be recorded). What you (and they) will see is an “avatar”, a cartoon representation of you. You can choose how you look (although only humans, from what I’ve seen), and your voice will be your voice (you need a headset, but I have earbuds with a built-in microphone I use for my phone…those should be fine). I think it might be possible to mask your voice. Oh, and you can be in odd locales…I’ve been in space and Liverpool (not at the same time).

This is going to be a major reason why people use VR, and may even be that “killer app”. It could get quite wild, but to some extent combining the anonymity of the internet with the immediacy of videochat may appeal, but I also expect there to be business and academic applications.

Now, just to be fair, I want to mention something I do think is a drawback. It really seems to burn through my battery charge…using it for an hour could take up more than a quarter of it. Having it plugged in would solve that problem…but that’s just a different hurdle.

There is a lot more I could tell you (and I expect to do so in this blog, The Measured Circle), but there are other resources which have already been covering it:

and if you want to see more of the things you can do, here is the

Oculus store

Okay, vammers! 😉 What do you think? Do you have other questions? Experiences you want to share?  Feel free to tell me and my readers what you think by commenting on this post.

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* When you shop at AmazonSmile, half a percent of your purchase price on eligible items goes to a non-profit you choose. It will feel just like shopping at Amazon: you’ll be using your same account. The one thing for you that is different is that you pick a non-profit the first time you go (which you can change whenever you want)…and the good feeling you’ll get. :) Shop ’til you help! :) By the way, it’s been interesting lately to see Amazon remind me to “start at AmazonSmile” if I check a link on the original Amazon site. I do buy from AmazonSmile, but I have a lot of stored links I use to check for things.

This post by Bufo Calvin originally appeared in the The Measured Circle blog. To support this or other blogs/organizations, buy Amazon Gift Cards from a link on the site, then use those to buy your items. There will be no cost to you, and a benefit to them.

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