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EnterVR

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This time last year, John Torkington, Koriel Kruer, and James Steininger of White Lotus Interactive ran a successful Kickstarter to support the development of a first-person puzzle adventure game for the PC called XING: The Land Beyond.

The Kickstarter hit its reach goal of Oculus Rift support, so the trio’s spent a year now developing an environment-based world compatible with the latest in VR tech. I held an interview with them about what it’s like to put in days on end in a virtual world of their own design.

XING’s premise:

Your body may be gone, but your life has just begun. In death, you will find yourself on a journey across a series of mysterious lands. You will encounter perplexing puzzles, trapped souls, and the power to change the environment around you. Spiritualism, mysticism and logic come together in the land of XING, where you will traverse mountains, deserts, forests, volcanoes and more.

Obligatory: What’s your take on Facebook’s acquisition of Oculus?

Koriel: Well, we’re surprised by this turn of events, especially for what it might mean for developers — but we can see the benefits for VR tech that this new acquisition can make. Let’s just hope that Oculus doesn’t get too much of a big head and forget its loving indie devs.

John: We’ve enjoyed personal chats with Oculus employees in the past and certainly wouldn’t like to see that disappear with the new ownership. There are definitely a lot of negative responses to the acquisition within the current Oculus communities, but we hope that Oculus can use their newfound wealth towards the future of VR and the creation of fantastic products, while avoiding the negativity that surrounds Facebook in the tech community.

What demographic do you expect to have a Rift?

John: Right now, basically it’s enthusiasts and devs— anyone with an interest in VR prior to the Rift. There’s a huge lack of content for VR, because it’s really young. There’s a small and dedicated fan base for VR, but it’s not enough for any big company to step up and make a game. That’s going to be a big hurdle for the hardware guys.

One thing Oculus has mentioned is that they’re looking for a killer app to make it sell. Nobody really knows what this will be yet.

At the moment, Oculus seems to be focusing on the seated experience. For example, I’m sitting at a desk, and I can see something happening in front of me. They’re working right now with the Eve Online guys on Eve Valkyrie, where you’re seated in a cockpit and get you get to fly around. The focus is here because there’s the least probability of simulator sickness, because there’s not a discontinuity between your locomotion and what you’re perceiving in VR.

If you go onto the OR forums and look at consumers, it’s completely different. People underestimate the effects of simulator sickness; “We wanna explore immersive worlds.”

One game people are really excited about is Star Citizen. It’s a space fighting sim. People want to see the really grand scale, like a capital ship that stretches out in front of them for miles.

Koriel: When people think VR, they want to see scale.

James: Oculus as a company is very careful with the content they’re putting out there to demo. Palmer has this very robust vision of what VR could be, or should be.

Oculus wasn’t cold to us, but has kind of been careful about their relationship with devs in general, including us. That could be because of our smaller size, our lack of clout, whatever, but we understand they have to be very careful because they want VR to be awesome.

Koriel: Especially for their first launch, they want seated experiences. As things continue, there should be more games that have you just walking around. Devs who have been working for at least a year find they have their “VR legs” — this is probably how the public will be after the first couple games.

What’s been the most rewarding part of developing with OR? The most challenging?

John: On a technical level, it’s pretty simple. Oculus has given us a lot of tools and methods to implement basic head-tracking and more, especially paired with the Unreal Engine.

However, there’s a lot of hidden difficulties to working with VR. Yeah, there’s some rendering issues to be resolved, but the big bother is basically this little device itself [holds up Rift]. So you’ll be testing something, then gotta put this thing on, find your mouse and keyboard, run the tests, take this thing off, and set it down — try doing that for four hours, and your brain just starts melting from constant adjustments between VR, the computer screen, and reality.

Polished VR content is really beautiful…

…unpolished content is just frightening.

Something weird happens, and there’s a bug, and something clips into your head. Or the frame rate is off, and it makes you feel out-of-body. Sometimes after a couple hours devving with VR, I just feel kinda weird.

I’ve experienced motion sickness from boats before; you just feel bad for a little while, anywhere from 10 minutes to an hour. It’s especially weird when you’re not actually moving. I mean, on a car or a boat, your brain knows why it feels bad — with VR, you get confused.

Koriel: As far as our development goes, we are making sure that the experience we create will be comfortable with the Rift. From movement speed to the lack of head-bob in Rift-mode, we are listening to all the issues that current VR games are facing and trying to make sure that XING will be a pleasant experience. Textures must be high-res, the HUD must be barely there or non-existent, and players must be allowed to take breaks.

James: The locomotion issue is key because you don’t want the vestibular system in your ears to freak out, so being in the cockpit of a fighter jet is a good scenario. When the fighter jet changes directions, the sudden shift in movement makes sense to your ears, because it’s the ship moving and not the player.

In first-person shooters, like Portal or TF2, I can actually turn my head to look all the way around, but when I use the handheld controller to do it, my body is confused.

John: This also happened with DOOM back in 1993— people got sick playing it, even though it was just on a screen. Our generation has been raised on 3D graphics, so we don’t have a problem anymore. Put someone older in front of Call of Duty and they’re going to feel sick.

How does the Rift contribute to the kind of experience you hope to give people with XING?

 

Koriel: We’re interested in letting people experience XING at their own pace. With VR, pacing is important, and XING embodies that. It’s probably gonna be a lot easier for people to handle [than FPSs].

What will the difference in experience be between Rift-XING and non-Rift-XING?

JohnNONCULUS. Ehem. We’re on the cusp of VR tech actually being sound. Because we’re developing on brand new tech, it behooves us to make an experience that’s good even without it. Nine times out of ten, we play XING on a monitor, even though it’s designed with VR in mind.

James: That has to do with the logistics of how we develop too, though, since that’s naturally on a desktop. If Oculus or Sony nails hardware, if they make that experience as seamless as possible, the XING experience on the Rift will simply be more immersive. You’ll get that sense of depth and presence.

John: I guess the difference is like a movie being in 3D or not. Some people really like ‘em. I don’t, personally.

James: We had someone come over to the booth whose eyes were misaligned. When we gave him the opportunity to try our Rift; he declined, saying he “simply wouldn’t enjoy it” — but would buy our game anyway.

You guys were just at GDC. What were people most excited about/impressed by?

John: This is definitely the year of VR. There are so many companies doing things with VR; when we walked on the floor, you would constantly hear people mention Oculus in passing.

James: As far as XING goes, first they were intrigued by the booth, because it was a floral haven of awesomeness. Then by the game itself; people were impressed that the fact that it was done by a team of just three people — and that it was on the Rift.

John: For a lot of people, XING was their first VR experience, with what we thought was a really awesome demo. Not to pat our own backs, but we didn’t get any negative responses. I’d say that’s a pretty good metric to show that people are at least interested in VR.

Your reaction re: Sony’s Project Morpheus?

John: Sony’s done a lot of experimentation with VR, well before Oculus was a company, back when Palmer was a baby. But so far they haven’t found much consumer success.

White Lotus is interested in developing awesome VR content that is translatable to whatever VR tech is out there. We don’t care if it’s Oculus or Sony or whoever, because more players just invites more competition, more collaboration, and making more cool things.

And the 2nd gen dev kit (DK2)?

James: Have you checked out Oculus’ new video on DK2?

John: As far as positional tracking and whatnot, we can’t wait to support everything Oculus puts out. Once we get our DK2, we’ll see how it changes things and make adjustments accordingly.

What do you see next for VR? Do you think we’ll go back to the arcades?

John: I’d be excited to see that, because there are a lot of VR experiences that lend themselves to a 5 minute chunk. For example, I can imagine our mine cart demo being in the arcades. Like if you had a nickel — ok, a dollar.

I see a very natural place for large, well-designed VR units to be in an arcade, where you don’t have to worry about space. I’m just speculating, but with modern tech you could make a VR machine that could play a lot of different content, and in that sense kind of represents the old cabinet style of the 90s.

James: That said, I think Sony and Oculus are trying really hard to make it an at-home experience.

If it were in the arcade, though, it could be really cool. Valve was demoing a walkable VR experience at Steam Dev Days — we didn’t get to try it, but it was apparently really amazing. People approached a cliff and were told to jump off, and apparently half the participants didn’t because it was so disorienting and immersive. The setup for that hardware included the room: QR codes were all over the walls, and you needed the surrounding space to walk around.

I was actually talking with my dad this morning at breakfast about VR experiences outside of gaming. In education, instead of going to Egypt to see the pyramids, you could go in VR; you could even see the pyramids as they were in any era. Or Rome, or wherever.

My dad is a nuclear engineer and has to do a lot of consulting in outside countries, as far away as China, and it’s always a big deal to show a problem in 3D space. You have to take a lot of photos and make a detailed description. If you could replicate problems in VR, you could show it more directly to someone else.

What about VR movies?

John: We talked to a company at Steam Dev Days called Condition Onethat is doing exactly that. They made a rig — I guess they’re calling it anomnidirectional camera — to capture the scene from all angles, so with the Rift you could look in 360 degrees and see what’s happening everywhere.

There’s also an app that’s very popular among VR devs right now — VR Cinema, like VLC for the Rift.

James: You can walk around the theatre and sit in any of the seats.

John: The screen feels like the IMAX. There’s been jokes like there should be someone kicking your seat and throwing popcorn.

Then there’s a Super Nintendo simulator for the Rift. It puts a crappy little TV in front of you, and you can play any Super Nintendo game in a virtual bedroom.

One interesting thing: they’ve been doing social experiments with VR. There was a big event earlier like a chat room in a VR setting, like a Second Life sort of situation, where you could look at other people’s avatars and chat with them via voiceover.

Koriel: Someone took screenshots of this and posted it to Reddit, where half the people were walking around a meeting room with the same model.

John: PvP experiences are cool. Your opponent is right there “with you,” but could actually be anywhere. In theory, you can replicate the “couch gaming” culture — “I’m here on the couch with my buddies next to me.”

With the growth of mobile culture, do you foresee any conflict with a device that necessarily confines gamers to one spot?

John: In terms of mobile VR, I had one honestly very weird experience.

Guy comes up to our GDC booth, tells us to try this headset, it’s Android based. I put it on and it’s just like — oh cool, it’s like an Unreal 3 demo of looking around in a room. There’s no wires, no computer, just a device. It was custom built, essentially the guts of a Samsung S5. It looked to my eyes like it was hitting 60 frames/sec, and he said it was a 1080p screen. So it was like, well, cool, that works! Look ma, no wires.

I gave it back, and he was like, ok, see ya. And he leaves. There were like 15 people watching me at the booth, and none of them got to try. [NOTE: This device was GameFace. There’s an optimistic Polygon article about it.]

The lines between personal computers and mobile are blurring every day. I just don’t know what’s gonna come of that, but going mobile has some distinct advantages.

What other VR titles are y’all excited about?

JohnTheme Park Studio. We picture it as a VRRoller Coaster Tycoon: where you ride the roller coaster that you built yourself.

James: That dolphin game! Classroom Aquatic. You actually use the Rift as a control mechanism in this game. You’re taking a test underwater, but its in dolphin language, so you have to cheat. The goal is to peek at another student’s answers while avoiding the teacher’s gaze.

John: Like we mentioned before, Star Citizen. It’s by the same guy asFreelancer! Finally, we get Freelancer 2.

The Gallery: Six Elements is another puzzle adventure game like ours.

James: There’s an unofficial version of Pokémon for the Rift! And of course there’s a Flappy Bird.

Will VR broaden or narrow the generational gap? Could grandparents be able to play with their grandchildren?

Koriel: Our parents have enjoyed it. We had other older folks come over and try it out, and they wanted to play MechWarrior, because that’s what they used to play.

John: Dunno if we’ll see grandparents playing VR Call of Duty anytime soon, though.

Any expected Frankenstein syndrome? How can people feel reluctance towards an idea as awesome as VR?

John: It’s funny you mention that. When we were at Steam Dev Days, Palmer gave a very short presentation about his experiences. Near the end of his presentation, he said, “I believe VR tech is the most important breakthrough… of our lives.

Koriel: That’s classic Palmer. Best thing ever! Gonna change the world!

John: VR has a really bad history in terms of consumers, especially theVirtual Boy. There are a lot of reasons why that was a total disaster, not only because VR wasn’t ready. It was prior to 3D graphics, prior to screen tracking — there have been so many breakthroughs recently that push VR towards an affordable consumer price point.

I think you’re always going to get naysayers, sinking ship…, history proves…,but the pieces are in place for success.

Koriel: It’ll be a battle of the voices, between people who like it and people who get sick using it and/or think it’s dumb. Who will be the loudest? Alternatively, who has the most money?

John: But seriously, at our booth, everyone walked away happy.

James: VR seems to be way less controversial than AR. If you’re gaming, it’s socially acceptable to have a big TV and consoles and whatever, it’s not nearly as uncool as, say, wearing something on your face. I don’t think society will pooh-pooh VR a la Google Glass.

Let’s let our minds fly: What will VR be like in 2025? 2050? “Meet me at the holodeck?”

John: A holodeck! That’s the ultimate in VR: fully fooling yourself into thinking you’re in a virtual environment, no treadmill, no headset. Who knows if Oculus as a company will be there, but clearly they’re a pioneer. They’re the Zenith TV of VR.

James: Have you seen Her? and Minority Report? I’m not a tech wizard in this sense, but I think the Rift is the alternative to the holodeck kind of stuff. Until 3D projection tech takes off, it’ll be this. The research that Oculus is doing right now sets up rules and guidelines for the future of VR.

Koriel: More like being in The Matrix.

John: Yeah, The Matrix is a better analogy than the holodeck.

James: Yeah, cause you plug in when you put on the Rift.

John: I imagine in the nearer future, the headset will get smaller and smaller, maybe project into your retinas. Maybe via a corneal implant.

James: Something wrapped around your rods and cones.

John: Let’s leave that to the futurists.

Build Your Own Afterlife: Oculus Rift Game Development and the Future of VR


 

Massive thanks go to White Lotus Interactive. XING is expected to be released via Steam in the second half of 2014.

Follow the XING dev blog to keep track of the latest from White Lotus. They’re on Twitter and Facebook, too.

 

This article was a cross publishing effort with Janel Torkington. Thanks so much to Janel for her amazing work!

 

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I speak with Matthew G, the creator of the upcoming Relaxation VR and Health VR apps. We talked about using virtual reality to help alleviate stress, treat phantom limb syndrome and a whole host of other medical applications of virtual reality.

We also discussed using telerobotics for self treatment of ailments, playing monopoly inside virtual reality, 3D printed penises and how to crowd fund the search for infinite energy. 

For more info on Matthew G hit him up on the reddit forums he goes by the name:

VMU_kiss

For more podcasts and to help support the show consider donating to make bandwidth available for mobile devices by hitting the donate button on the left of the front page.

Thanks so much to my guest for being a scholar and gentleman of virtual reality.

Thank you for listening!

You can check out the conversation here: http://youtu.be/8gKvEIfzbo0

or here:

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Welcome to the podcast on all things virtual reality. On today’s show I am joined by Nick Pittom, creator of the Boiler Room, a virtual reality recreation from the iconic scene in the movie Spirited away. Nick and I talked about VR development, Unity vs Unreal Engine, DK2, project morpheus, the singularity and much more!

vrscreenshot04a

 

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For more info on what Nick is up to, check out the links below:

http://redofpaw.wordpress.com/

https://twitter.com/RedOfPaw

Thanks again to my guest for being a true scholar and gentleman of virtual reality.

Please consider donating to the show at http://entervr.net/

Thank you for listening!

 

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Hello listeners!

On today’s show I speak with Luis Oliveira, founder of Arch Immersive technologies a start up company based out of Portugal that is aiming to play a significant role in the realm of architecture.

Come along as we discuss the potentials and possibilities for virtual reality in the realm of architecture and real estate. We also talked about the European economic crisis and how it can affect virtual reality development in the region, how the conflict in Ukraine might play out, why a Skyrim mod for VR might end your social life, Dragon Age II being kinda shitty and using electrical signals to stimulate your tongue to simulate ‘taste’ in VR.

Thanks again to my wonderful guest for being a true scholar and gentleman of virtual reality.

For more information on Arch Immersive Tech check out the links below:

https://twitter.com/ArchImmersive

http://archimmersive.com/2013/11/02/interested-in-ordering-a-project/

http://www.youtube.com/user/ArchImmersive

EnterVR is also available on Itunes and Stitcher radio by simply ‘entervr’ in the search bar.

Please consider donating to the show, your help is greatly appreciated and it helps pay for bandwidth 🙂

Thank you!

 

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I got in touch with Linda Wells of OculusRealPorn.com, a company working on bringing adult content into virtual reality. Thanks again to Linda and the guys from OculusRealPorn for answering my questions. 
> How did you guys come up with the idea?

We are fans of virtual reality from watching movies like The Lawnmower Man. Last year, when the Oculus Rift arrived to market  we ran to buy one to achieve true VR experiences with it. We realized that there wasn’t any porn with real people for Virtual Reality, so we contacted friends who were porn actresses of and we started the company.

>  Why virtual reality?

The possibility to explore another world with VR games and to disconnect from every day work is very attractive to us. You can play whatever role you want and feel like you are a different person in another environment. That feeling is priceless.

>  Why pornography?

All the possibilities with VR are more attractive and addictive if
when there is porn for everybody. No matter if you are a man or a woman, you can make all your fantasies “reality”.

>  What is the biggest selling point for Vr porn?

Internet, of course. People want immediateness and discretion when they want to consume porn, and internet is perfect for all that.

>  Who is your target audience?

Right now we are aiming at every VR developer or enthusiast and primarily men, but it’ll increase with the commercial release of the Oculus Rift. We are asking our users about their fantasies to create content that might achieve that.

>  What are your biggest challenges at this point?

Porn for VR is relatively new and there are technical challenges with
video production. We are producing new videos in 120º FOV while simultaneously researching to increase the field of view. The big challenge is increasing the field of view with stereoscopic video. Also there are a lot of users that are helping us choose a correct video edition to create the most comfortable experience possible. We are working tirelessly and we are achieving all of that gradually.

>  How does creating pornographic content for vr differ from more
 traditional methods?

The video editing and camera shaking is overall different to other kind of content for most users. We must let the user watch every scene eliminating all the motion sickness that we can, although we have advanced VR users that prefers the same video editing techniques of traditional porn content.

>  Will there be porn for women or people of other sexual orientations in the future?

Yes, that is our intention, bringing the best VR sex experiences so all kinds of people can enjoy.

>  What features should we expect in the future? What will VR pornography be able to bring us 5 years, 10 years from now?

We hope to put on the market devices to grab a total FOV for each eye, in order to get a complete immersion in the scene, and especially without cables. In porn, we expect greater interactivity experiences with HMDs properly adapted interfaces, we would like to see sensors that make you feel exactly what you see on the HMD, we think that it’ll be possible in the next few years. We’ll see a new revolution in media market.

>  What is your ultimate vision for the future for your technology? Both on a macro and an individual level.

We hope that the HMD completely disappears, so that the image and feelings can be sent directly to our cerebral cortex using electrodes or similar devices. When this happens (we believe it will), it will absolutely change the way we see the world, the audiovisual industry and relationships among people. We do not think this is necessarily a bad thing, as with all technologies, it is the user who decides the way he/she uses it. It’s possible that all that comes with time and we hope to be there to continue creating the best quality content we can.

Thank you very much for your interview, kind regards.

Linda Wells

And thank you Linda!

 

For more information on OculusRealPorn check out the links below

http://oculusrealporn.com/

https://twitter.com/oculusrealporn

 

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The only constant in the universe is change (Heraclitus more or less said this). It seems to me that the current technological paradigm that we live under is a transitory period. We are all transitioning to new ways of interacting with computers, new methods of producitivity and new visions for our technological future.

10 months ago I was writing parking tickets on a college campus, I’ve come a long way from those days and I got a lot more to go in the pursuit of my dreams and aspirations. The other night I had my first dream about the metaverse. In my dream, I saw it. I saw the metaverse, a new layer to reality, a place that will inhabit the minds of us all.

By no means am I an expert, heck I’m really just some guy with an obsession for the future and the technology that’s bringing it to us. In speaking with the great people I get to meet on my podcast, I find myself learning constantly. The future is indeed an exciting place. From the many talks I’ve had, I have begun to form a puzzle inside my head, a foggy construct that lives inside my mind; growing and building upon itself the more I learn about this technology. I think, one could spend a life time and still be unable to learn everything there is to know about this new medium of communication.

Virtual reality along with its complimentary technologies (drones, 3d printing, quantum computing) will usher in a new stage of evolution for mankind. It’s all a matter of when it happens really. This hypothetical end goal, this transition to a new transition will not occur overnight. There is a long road ahead, but we will get there. I predict that the markers for how this transition will occur will make themselves easy to spot in plain sight.

This post is about the evolution of human computer interaction through virtual reality. I’m going to tell you where we are currently, the 3 phases of interaction and ultimately, the multiple macro outcomes that can come from this technology.

Our current paradigm:

I remember watching an interview with John Carmack where he talked about the current state of technology. He talks about how we have been able to build these amazing 3D worlds and yet we are only able to enjoy them through flat screens and keyboards in front of us. What if you could only experience reality through a 15.6 inch window? My opinion is in line with Carmack’s. He believes the current state of affairs is awfully inefficient. Interacting with the computer world should be as seamless and perhaps even more seamless than interacting with reality. Inside these worlds we can be the creators and explorers we’ve inherently been born to be.

The Legend of Zelda Ocarina of time is probably one of the greatest games ever created. The other day, I got to experience a segment of my childhood inside virtual reality. Nostalgia and emotion flooded my body, when I found myself inside a world I used to stare at through the digital window of my TV screen. I went from looking at this world from a distance to being fully inside. It’s a feeling that is hard to describe. Cymatic Bruce played the Kokiri Forest demo for the Oculus and it made him want to play every single game he’s ever played all over again but in VR. I couldn’t agree more. I can’t wait to one day play Banjo Kazooie, Zelda Majoras mask and Mario Kart 64 inside VR.

Truth is, we haven’t even began Phase 1. Like Palmer likes to say ” We are still witnessing day zero”. When the first Oculus Rift consumer model gets released I will still be proclaiming it as day zero not until we reach the Haptic era.

 

Phase 1: The Haptic Era

In my mind, optics and binaural audio will get mastered and get constantly perfected as the phases of virtual reality occur around us. But even before we reach the haptic era, I think these two fields of VR will be very well developed.

What optics do with vision, haptics do with touch. Haptics is a field that will go hand in hand with virtual reality. The whole point of good a virtual reality experiences is the idea of connecting as many senses as possible. I predict that during the Haptic era, virtual reality will find its input device(s). These devices will allow the user to feel the textures, have a sense of “force” whether it be gravity or centripedal or meticlorian. A proper Jedi training simulation, will be exponentially better if the user is able to “feel” impact forces, sense . In my opinion a haptic glove (thanks for the idea, Ready Player One) is the ultimate input device for Virtual Reality. What the mouse has done for the desktop, Haptic gloves will do for virtual reality. The guys at Tactical Haptics are doing some pretty ground breaking work in the realm of haptics. I’ve also seen a vest that gives you feedback through air bursts shot at your body.

Omni directional treadmills with some form of force feedback should be standard thing. If i’m playing Jurassic Park VR, and a T-Rex stomps by, I want the ground below my feet to tremble.

One thing that I am really excited for is VR haptic suits or haptic clothing. Clothing that might mimick wind blowing (i’m not sure how), temperature, and impacts. If I am playing a boxing game inside of VR it would be amazing to feel (without pain) where my opponent is tagging me.

As a side note, I will be incredibly suprised if we do not master a way to implement voice commands inside virtual reality or eye tracking during the Haptic era.

Phase 2 : The Age of Biometrics

The merge of virtual reality and Biometrics will give us an unprecedented amount of knowledge about ourselves. With biometrics we will have the ability to measure, visualize and interact with our bodily functions inside of virtual reality. Imagine playing a horror game that keeps track of your heart rate, and the machine learns to time the scary shit according to how relaxed or on edge it might perceive you to be.

For gamers; the applications of biometric feedback are obvious. Let the human body not just become an extension of the controller but a controller itself. Imagine a mission impossible type game where you have to control your breathing in order to not activate the wall of security lasers in front of you. Or a sniper game that requires you to bring your body in complete sync in order to take that fateful shot.

For the casual consumers this could be huge as well. What if we could go to the doctor’s office to get our annual check up by simply using telepresence and biometric feedback so that doctors could take care of more patients and with better quality of care. Biometric feed back could be used for fitness apps as well.

Wii fitness has proven that people seek healthy alternatives to passive entertainment media. One day I want to be able to hike the Alps or the jungles of Borneo and have a clear record of my biometric activity over a that period of time. In essence, we could unravel a new way of maintaining and thereby enhancing our terrestrial vessels of flesh, water and bacteria.

 
Phase 3: The rise of neural computer interaction/ Humanity 2.0

One day I want to be able to transmit my thoughts directly onto the computer world. I want to be able to share my favorite dreams with the people around me, I dream of the day when I will be able to go up to you and say, hey Johnny! Do you want to go inside the dream I had last night? To which Johny will reply ” Fuck no! I don’t want to venture inside your fucked up mind Cris Miranda!”

I really want to control the video games with my mind already!

In this phase there’s no telling how we will access the metaverse. Will the metaverse be projected directly into our brains bypassing our eyes? Will we have nano implants attached to our pupils?

All I know is that we humans will begin moving away from what it means to be human in the minds of those who will decide to get left behind.

What good could come from this?

Here’s an idea. If humanity starts becoming this always connected, multi neural consciousness we will be able to make more rational decisions about the way we treat our planet, each other and we might have a fighting chance against the impending robot apocalypse. Our collective wisdom will uncover and defuse the robot plot to take over the planet and harvest us and our children’s chidren for biofuel for all eternity or until the expansion of the sun occurs.
Fin?

 
I’ll end with this. All in all, technology could give zero fucks about our morals and ethics. It really is up to us to use technology to the benefit of mankind. Having coming to grips with the reality of human nature, that human beings can be both equally inspiring and terrifying is a fact of our current condition. For every good being done out there, there is just as much evil. Virtual reality can be used to expand our minds, enhance our view of reality and liberate us from the current monetary paradigm. At the same time virtual reality can be used to torture individuals, control the minds of the weak and distract the minds of the many. This is why I have made it my personal mission to create, support and push forward positive applications of this technology. There is no way I will be able to stop the inevitable evil that will be created with this tool but sitting on the sidelines of history with my arms crossed is not an option either.
Nothing will be impossible in the 21st century. I’m so happy to be alive to be able to witness it.

 

Quick note:

But Cris how will we know which phase we are in? Simple. If you hear your grandma, your barber, your mailman talk about Haptics or biometrics then there you have it, when the technology becomes ubiquitos to those who are more distant from technology then it means you are part of a certain phase. For example, tablets were laughed at, by my grandparents once but now they are a part of their lives and they are as ubiquitoes as newspapers. (actually I view newspapers as more of a novelty nowadays.)

2847

Hello!

On today’s show I speak with Fernando Tarnogol from Psytech Technologies. A software start up working to treat anxiety disorders and phobias using virtual reality as one of their tools. We discussed the advantages of virtual reality in psychology, using VR to stop mass shooters and the quest to find where human consciousness resides.

AMVR

For more information on Psytech Technologies check out the links below:

http://psychologicaltechnologies.com/

https://www.facebook.com/PsyTechVR

https://twitter.com/PsyTechVR

Thank you for listening! You can also access the podcast via Itunes for your idevice or Stitcher radio for Android. Simply type “entervr” in the search bar.

Special thanks to my guest Fernando for being both scholar and gentleman of virtual reality.

 

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3832

Hello listeners! Welcome to another episode of EnterVR. On today’s show I speak with Nathan Burba and James Iliff from Survios (formerly known as project holodeck).

We talked about what Survios is up to right now, the origins of Survios and they teased out the really cool things we can expect from them in the future. On top of that we also talked about the public relations obstacles to virtual reality, the economics of VR ,how robots have become the nuclear weapons of the 21st century and how the NSA plans on listening to the thoughts inside your head.

for more information on Survios, check out the links below:

https://www.facebook.com/surviosvr

http://www.survios.com/

https://twitter.com/Survios

 

EnterVR is also available on Itunes and Stitcher Radio by simply typing ‘entervr’ in the search bar.

Follow me @ cris_miranda1 or @entervr

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Thanks again for listening!

3

2751

classroom aquatic

 

Hello listeners!

On today’s show I speak with Adeline, Remy, Michael, Devin and Eric, creators of Classroom Aquatic an experience available on the Oculus Rift and PCs.

Come along, as we talk about the VR development process, the upcoming kick starter campaign, community reactions and Dolphin Orgies.

For more information on Classroom Aquatic check out the links below:

http://classroomaquatic.com/

https://www.facebook.com/ClassroomAquatic

https://twitter.com/ClassAquatic

 

Thank you so much for your support!

Keep the discussion ongoing by checking : @entervr, r/entervr and leave comments on the blog.

EnterVR is also available on Itunes and Stitcher radio by simply typing entervr in the search bar.

 

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7107

Hello listeners!

Movement is a complicated problem for VR developers and engineers to solve. The Cyberith Virtualizer is a compelling omni directional platform that allows you to walk, run, jump, crouch and do a lot more while inside VR.

On today’s show I speak with Tuncay Cakmak and Holger Hagger, Founder and Co-founder of Cyberith the company in Austria working on the Virtualizer’s features, Oculus compatibility and design. We also discuss Oculus Crystal Cove, the impacts of VR on human identity, using the Virtualizer to combat the deficit of physical movement in our lives and a lot more.

 

For more information on the Cyberith and the Virtualizer check out the links below:

http://www.youtube.com/watch?v=0CmT0SyI6ks

http://www.cyberith.com/

https://twitter.com/cyberith

https://www.facebook.com/Cyberith

 

EnterVR is also available on Stitcher radio and Itunes, simply type “entervr” in the search bar.

 

Thank you Tuncay and Holger for being true scholars and gentlemen of virtual reality.

Thank you for your support of EnterVR

 

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