From: Marc Bernatchez <mbernat@total.net>
Subject: Re: INDUSTRY: Virtual i-O death????
Date: Sun, 23 Mar 1997 17:19:17 -0500


At 14:53 97-03-18 GMT, you wrote:
>On Sat, 15 Mar 1997 15:46:34 +0000, in sci.virtual-worlds you wrote:
>
>>Jorge Alvoeiro wrote:
>>
>>> According to the latest VR News mag ViO is in difficulties and according
>>> to the author of the article this is due to the fact of '... low-cost
>>> HMDs produce unacceptable image quality' Sorry but I DO NOT AGREE
>>> with this conclusion. Virtual reality is something which CANNOT
>>> develop into the consumer market only because there is NO MARKET
>>> for it. But even more basic is that THERE IS NO CULTURE of
>>> virtual reality. 
>>[...]

That's a sad news needless to say. It's not that surprising thought.
VictorMaxx went under for a basic reason, they had only one main
product to sit on, the CyberMaxx HMD. The same problem could be
potentially harmful to Virtual-IO... the lack of diversification. Like
Robin pointed out, the current technology somehow limits the real
widespread use of HMDs. This is especially true for the low cost
ones. They must use a very cost effective and minimal component count
implementation to keep the price low etc. A successful VR only
company, to my opinion, must at least exploit all the sides of the
market. Yes, I've used the term "market" because I believe there is
one. It's a very narrow and inactive market for the moment, but I hope
it will gain speed in the years to come.

The problem is not that much linked to the technology being
insufficient to enable people to produce efficient VR
peripherals. It's much more a question of education of this very
market which is anemic at the moment. The hype around the VR industry
is probably the most nuisance of all the problems. It blurs all the
realities of VR to the eyes of the people.

[...]
>>Thge only place I agree with you on this is the idea of communicating 
>>with the computer solely through a library of gestures. However,
>>immersive systems which use 3D equivalents of two diemsnioanl menus,
>>sliders, icons etc. take a minimal amount of time to catch on to.

That's good you put this on the table Robin. Makes me remember an
occasion where I tried to explain the benefits of such a user
interface inside a VR system. To give a little context, I have made a
VR GUI that let the user manipulate the VR simulation using intuitive
"life-like" controls. You know what the people replied? "We don't need
yet an other Windowz like GUI with pull down menus and such. What I
want in a VR world is to be able to fly, teleport, use abstract
objects to do things, not to be restricted by physics laws, be able to
evade from the every day life, ...". And it goes on. In sort, they
wanted to have an hallucinating ride, have fun, etc. While this is on
side the VR could be good at, I observed that it's 10000 times harder
to make these people see and understand the more scientific, serious
usefulness of VR. There again, I'm not surprised as such. The hype we
see everywhere always tend to show VR as the most hallucinating ride
of your life. It's magic, it's a non real experience, it's fantastic,
etc.

It's time we start thinking about giving the population a wider view
about the VR market. Maybe we could try to start a web site project
that would focus on giving people the historic, definitions and
general education about what is VR, what it can be good for, the
applications that can benefit from its use, etc.

The first phase would be to build a web site but it should not be
limited to the Internet boundaries. If we can get our ideas enough
organized on this web site, we should try to attract the press and
magazine's attention.

If I can regroup enough persons, we may start doing something. I think
that Bob Jacobson would be interested by this kind of project
recalling he mentioned his interest in building something around the
historic of the VR field. What do you think Bob? We all have very
little time but if the interest is there, I say, let's do it. What I
have in mind is to form up some short of a VR group that would do kind
of round table chatting about subjects and we would put content on the
web site once we get on a common ground agreement. That way, we could
have a web site that better represent the current state of VR and how
the population should see it. We should have people in every sphere of
the VR field in the group in order to have a better averaging of
opinions.

Any takers? If you are interested to participate, E-mail me and I will
put up a list of the people in the group.

>>> So STOP that nonsense about CONSUMER MARKET. There are enough ViOs,
>>> CyberMaxxs and Virtualities situations already. Let's direct our
>>> attention into the development of virtual reality projects for schools
>>> and secondary education. Until such decision and redirection of market
>>> forces are taken Virtual Reality is NEVER going to develop at any level.

That would be a mistake to try to focus solely on schools to develop
the VR concept. I mean, okay, it's one place where there has and will
still be major discoveries leading to better VR systems but it's only
a small part of the puzzle. Like Robin said, in many cases, schools
tend to have very limited financial resources and can't afford costly
equipment most of the time.

We must not neglect the commercial oriented development centers. They are
the ones which can get the most financing and such to get rolling.

Cheers

===============================================================
       Marc Bernatchez        | www.imaginative.com/vresources
  E-mail: mbernat@total.net   | www.gel.ulaval.ca/~mbernat
===============================================================

