The
8K "VR" Ride space ride was first showcased at SXSW 2017, a major conference on convergence in the interactive, film and music industries, in Austin, Texas in March 2017
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A
virtual reality "space ride" in which viewers feel as if they are
flying through the air inside a giant glass ball has been developed in Japan. Unlike
conventional VR systems, the "8K:VR Ride" -- which resembles a cross
between a theme park ride and a miniature IMAX theatre -- does not require
users to wear any headgear.
Instead
they are placed on two swivelling, elevated chairs just in front of a
semi-spherical screen which entirely engulfs their field of vision.
"Unlike
the conventional flat screen, you can see images coming closer to you
physically in this dome screen," said Makoto Nakahira, an engineer at
Wonder Vision Techno Laboratory.
"This
is a system in which you can experience visuals that you have never seen
before."
The
experimental technology was unveiled to Japanese media for the first time on
Tuesday before a scheduled showing at Japan's Digital Content Expo 2017 in
October.
Its
name refers to the screen's super-high definition 8K technology, which is 16
times more detailed than most current HD images.
Wonder
Vision co-developed the system with Japan-based NHK Enterprises and NHK Media
Technology -- both affiliated with public broadcaster NHK -- and RecoChoku
Labo.
The
space ride was first showcased at SXSW 2017, a major conference on convergence
in the interactive, film and music industries, in Austin, Texas in March.
The
system features a hemispherical theatre known as Sphere 5.2 -- a screen 5.2
metres (17 feet) wide, 3.4 metres tall and 2.6 metres deep.
The 8K "VR" Ride resembles a cross between a theme park ride and a miniature IMAX theatre
|
NEWS POST: Believe
It Or Not, Virtual Reality’s Takeover Now Underway
Japan
Times reports that for game lovers, 2016 is likely to be remembered as the year
when virtual reality technology, having become widely affordable, began to take
over. With
the much-anticipated commercial debut of VR headsets, gamers are taking a
significant step toward total sensory immersion in the world beyond the screen.
But
many people, especially those who have yet to experience VR, are simply
wondering what all the fuss is about.
The
truth, according to experts, is that VR is likely to fundamentally change how
people communicate and create a social impact as big as the telephone or the
internet. In
a not-so-distant future, it’s more likely than not that people will interact
and view each other as avatars in multiple virtual realities, moving day to day
and moment to moment from one world to another.
Some
experts go as far as to contend that this virtual transformation will allow
people to gain a deeper understanding of one another.
Yet
the effect that deep and prolonged immersion in an ersatz reality will have on
the human psyche is anybody’s guess. Some caution that users of VR may have
difficulty differentiating virtual from real. Others scoff at the notion.
Diving
in
The
aim of VR is to trick the brain, via giant high-tech goggles, into mistaking
the simulacrum for the real. In
effect, a VR headset straps a 360-degree view, a whole world, onto your head.
If your head moves, the viewpoint changes accordingly, allowing one to have an
immersive experience in a virtual realm.
“The
world of the computer was something behind the screen, before,” but now VR
gives people a way to enter it, said Masahiko Inami, a professor at the
University of Tokyo’s Research Center for Advanced Science and Technology.
“Once
people experience quality VR content, there’s no going back,” said Inami, who
has been conducting research on integrated human-computer systems.
With
the debut of high-end headsets, such as Facebook-owned Oculus’ Oculus Rift,
Taiwanese smartphone maker HTC’s Vive and Sony Corp.’s PlayStation VR, people
can now enter virtual reality while at home.
Goldman
Sachs projected in August that combined sales of VR hardware and software will
grow to US$95 billion by 2025, compared with US$3.2 billion this year.
New
ways to converse
Some
experts claim this new, immersive experience may give birth to new forms of
communication. At
an Oculus VR event in October, Facebook founder Mark Zuckerberg demonstrated a
way people might use to communicate in the future. Wearing
a headset, Zuckerberg and his colleagues turned themselves into on-screen
avatars and chatted while switching virtual backgrounds from Facebook’s offices
to Zuckerberg’s home and then to somewhere under the sea.
The
anime-like avatars could change facial expressions, make gestures and even play
cards. With
Facebook’s US$2 billion purchase of Oculus, such activities may one day be among
the Facebook functions enjoyed by its 1.8 billion users.
“The
spread of VR will probably depend on how communication functions will be
incorporated into the technology,” said Kiyoshi Shin, a journalist who watches
the VR industry closely.
“Think
about smartphones. We obsessively check them because there are (apps like)
Facebook Messenger and Line. Communication is the factor for it to penetrate
into people’s everyday life,” he said.
Inami
of the University of Tokyo takes it a step further, saying VR will allow one to
walk in other people’s shoes.
“Talking
to people face to face has been an important method of communication to
understand others . . . but it will be possible to deepen understanding of
others by sharing what they are seeing,” which is similar to transforming into
them, Inami said, referring to an overseas study on the potential of VR to reduce
racial bias.
In
2014, researchers from London and Barcelona studied how virtual body-swapping
to a different ethnicity affects attitude. Among white test subjects who
virtually acquired black bodies, their unconscious biases against black people
diminished, the study showed.
By
experiencing a different body, people could gain a better understanding of
others, he said.
Uncharted
waters
2016
is being called the dawn of the virtual reality era. |ISTOCK
|
But
Inami also said he has concerns, namely that VR may have unintended, unforeseen
and decidedly negative effects, just as public exploitation of the internet
did. As
VR spreads, more people will spend an increasing amount of time online, using
multiple avatars to explore multiple digital worlds.
For
those perhaps struggling in life, the call of a virtual world could prove more
enticing than reality itself, with potentially risky psychological results.
“There
must be some kind of effect on people’s minds. Some people might get confused
by their virtual transformation,” Inami said.
Journalist
Shin is more optimistic about the health risks of using VR.
“Actually,
I’m not really worried about it. The virtual and real worlds have already been
mixed, to a certain degree,” Shin said.
For
instance, some people compulsively stare at their smartphones everywhere they
go, playing games or watching virtual content, while others appear to be glued
to their TVs at home all the time. It’s the difference between watching it on
the screen or being in it, he said.
“I
can’t imagine that people won’t be able to differentiate what is real and what
is virtual,” he said.
Inami
suggests, however, that the government start looking into the potential risks
by creating a special virtual zone where a fixed number of people can spend
time together and see what happens.
“Some
people will do something bad and we could learn from it. Otherwise, we can’t
predict what’s going to happen,” he said, adding that cults could use the
technology to brainwash new subjects.
The
second coming?
Many
have dubbed 2016 as the dawn of the VR era. But experts say the technology has
been around for decades and this is actually the second VR bubble since the
1990s.
But
because the devices cost millions of yen back then, only engineers and
researchers at big companies had the chance to use them, Inami said.
“The
new VR fad will face some ups and downs from now on, but it’s hard to imagine
it will go back to scratch,” Inami said, because, unlike the ’90s, the devices
are much cheaper and it is easier to make 3-D content.
State-of-the-art
VR headsets cost around ¥50,000 to ¥100,000, which is lower than many personal
computers. The drastic price reduction is linked to the smartphone wave, Inami
said. The
two devices share key parts — such as head-tracking sensors — and the quick
spread of smartphones forced parts makers to mass produce them, bringing down
the costs.
Smartphones
themselves can be turned into VR devices by simply sticking them into a simple,
less expensive headset. Although the sense of immersiveness is not as strong,
they allow people to experiment with VR in a more casual manner.
Google
apparently sees potential in mobile VR. It just launched a headset called the
Daydream and a VR-ready smartphone called the Pixel. On
the software front, creating 3-D video games has become easier thanks to
so-called video game engines, according to Shin.
“During
the 1990s boom, it was still really difficult to make 3-D graphics. That’s why
there wasn’t much content,” Shin said.
But
such video game engines as Unity and Unreal, which are development kits that
allow engineers to make games for multiple platforms, have lowered the hurdles
for creating elaborate games in recent years, and this know-how can be applied
to VR games as well, he said.
Just
the beginning
Source: Japan Times |
VR
may still be at its dawn, but some of the industry’s key players said the
technology is improving — rapidly.
“There’s
so much innovation happening around hardware,” Joel Breton, vice president of
VR content for HTC Vive, said last week at the Japan VR Summit in Tokyo.
For
instance, HTC is working on getting rid of the data-transmission cables
considered essential to high-end headsets, he said. It is also looking at
developing a full-body tracking function to improve the immersive experience,
instead of just sticking with heads and hands.
“If
I look out to 2020, I feel very confident that we’ll have some good solutions,”
he said.
Other
industries, from design and cinema to health care and education, are likely to
adopt VR technologies in the future.
Young
directors will “be thinking how to tell stories, go beyond stories, create
interactive stories somewhere between stories and games” using VR, said Noah
Falstein, chief game designer at Google.
“I can’t wait to see that.”Originally published on AFP/WIRES and on JAPAN TIMES
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