Zoning AR Permissions with the Mixed Reality Service Spec

Mark Pesce is a VR pioneer who has been thinking about networked virtual and augmented reality for over 20 years now. He developed the Ono-Sendai Sega VR helmet prototype, co-created VRML, and presented his Cyberspace Protocol spec at the first Web conference in 1994. This CP spec evolved into the Mixed Reality Services spec, which…

‘#Archery’ Takes VR’s Bow & Arrow Mechanics to the Logical Extreme

Shooting a bow and arrow in VR is a satisfying game mechanic. It uses both hands in a 6-DoF interaction that couldn’t work with a traditional game controller. VR Unicorns’ new game #Archery takes this bow and arrow shooting mechanic to the logical extreme in a quirky fashion that’s similar to their game #SelfieTennis. Now available on…

​Viveport President on HTC’s New VR Subscription Service

April 4th was the one-year anniversary of the HTC Vive, and HTC released the subscription service for Viveport for $7/month to try out five new VR applications per month. I had a chance to catch up with Viveport president Rikard Steiber at GDC to talk about the genre differences between Viveport and Steam, future support…

SVVR Keynote: Historical Context of VR + Elemental Theory of Presence

I had the chance to give the keynote at the Silicon Valley Virtual Reality Conference where I provide some historical context for virtual reality tracing the evolution of communications mediums in order to contextualize my elemental theory of presence. It traces the history of the science and philosophy, and shows how VR is providing a…

Oculus’ VR Privacy Policy Serves the Needs of Facebook, Not Users

Nate Mitchell, Head of Rift at Oculus I had a chance to catch up with Oculus’ Nate Mitchell at GDC where I asked him about privacy in VR. Oculus has delegated the design and maintenance of their privacy policy to their parent company of Facebook so that Oculus can focus on providing the best VR…

Embodied Cognition Experiments with EleVR’s Math Museums & Hyperbolic Space

I believe that the principle of Embodied Cognition is probably one of the most significant and important concepts to understand about virtual reality. Cognitive science researchers have been connecting the dots the importance of our bodies when it comes to perception, the subjective construction of reality, and how we process and think about information. We…

Tobii Recommends Explicit Consent for Recording Eye Tracking Data

The eye tracking company Tobii had some VR demos that they were showing on the GDC Expo Hall floor as well as within Valve’s booth. They were primarily focusing on the new user interaction paradigms that are made available by using eye gazing to select specific objects, direct action, but also locomotion determined by eye…

Deepening Social Presence with SMI Eye Tracking

At GDC this year, SensoMotoric Instruments (SMI) showed a couple of new eye tracking demos at Valve’s booth. They added eye tracking to avatars in the social VR experiences of Pluto VR and Rec Room, which provided an amazing boost to the social presence within these experience. There are so many subtle body language cues…

Using VR as a Tool to Cultivate Compassion with Condition One

Danfung Dennis of Condition One has an ambitious vision for the potential of virtual reality, and it’s one of the most radical ones that I’ve come across. He believes that VR can be used as a tool to cultivate compassion through having an embodied experience of witnessing suffering within VR. He says that the process…

HTC’s Alvin Graylin on What’s Happening in China & VR

Alvin Wang Graylin is the China President of Vive at HTC, and I had a chance to talk with him at CES this year about what’s happening in China. He provided me with a lot of cultural context, which includes support from the highest levels of Chinese Government to invest in companies working on emerging…

‘Life of Us’: An Embodied & Social Story of Human Evolution

Within premiered their first real-time rendered, interactive experience at Sundance New Frontier this year with Life of Us, which is the story of life on the planet as told through embodying a series of characters who are evolving into humans. The experience is somewhere between a film and game, and ends up feeling much like…

Bringing Conversational Gameplay & Interactive Narrative to ‘Starship Commander’

Developer Human Interact announced this past week that they are collaborating with Microsoft’s Cognitive Services in order to power the conversational interface behind their Choose-Your-Own-Adventure, interactive narrative title named Starship Commander. They’re using Microsoft’s Custom Recognition Intelligent Service (CRIS) as the speech recognition engine, and then Microsoft’s Language Understanding Intelligent Service (LUIS) in order to translate…

United Nations’ Creative Director on VR as the Ultimate Empathy Machine

Gabo Arora founded the United Nations VR, and has directed some of the more well-known VR empathy experiences starting with Clouds Over Sidra in December 2014 in collaboration with Chris Milk’s VR production house Within. Milk first showed Clouds Over Sidra during Sundance 2015, and featured it prominently in his VR as the Ultimate Empathy Machine TED talk…

Developer Owlchemy Labs Talks Keys to Early VR Indie Success

Owlchemy Labs recently announced that Job Simulator has grossed over $3 million, making it one of the most successful indie VR titles to date, and so it’s worth reflecting on some of the design principles of agency and plausibility that have proven to be some of the key affordances of the virtual reality medium. I…