Where philosophy, business and immersive media meet
I'm a digital newsroom manager at Mediafin, the publisher of Belgium's leading business newspapers De Tijd and L'Echo. I have a special interest in the intersection of immersive media, business and philosophy.
My fellow journalist Dorien Luyckx visited VR Arcades in Belgium. She made a video, interviewing Quinten Horemans, founder of BeVirtual in Ghent. The interview is in Dutch – Quinten explains that an arcade enables people to try VR, together with friends and family. The advantage is the social dimension.
For people who never did VR it is weird to see others move around frantically, but for the players who are in a virtual world it doesn’t matter. The technology is rather okay now, Quinten says, so it’s good to try it out knowing it can only get better. You can find the article on De Tijd (Dutch).
I wonder how the arcades will evolve. Even for people who have VR experience, it’s not always self-evident to have enough space to move around, especially not if they want to share the VR experience with friends and family. It’s also an opportunity to try new experiences, headsets and peripherals. So maybe they arcades will stay, even when VR becomes more mainstream.
Sansar, the virtual reality worlds platform of Linden Lab (the company behind Second Life) will be in open beta this Spring. Keywords are “social” and “collaborative creation”. The video shows fascinating worlds – Sansar seems to be not one virtual world, but a platform where one can create interconnected worlds (even though there will be a unifying and convertible “Sansar dollar”).
I’m all for interactive social VR and user-generated content, so I totally hope the platform will be a success. I asked for access, but right now it seems the world is only for builders and scripters, so I guess I’ll have to wait some more months.
I guess Linden Lab wants to be sure that the marketplace for virtual goods is well stocked and the “real virtual economy” is functioning before letting in the general public.
Earlier press reports indicated that the economy of Sansar will be different from Second Life: Linden Lab will get its revenues mainly by a “tax” on in-world transactions rather than by taxing “property”.
Interesting to note in the video are the avatar expressions: the face muscles move naturally with the voice, so it’s more sophisticated than “just” good lip syncing (but no face tracking is used).
Silicon Valley investor Sunny Dhillon launched a new interview series, and the first episode is about AR, MR and VR with futurist Robert Scoble and VR investor Tipatat Chennavasin.
Scoble shared his information about Apple and more specifically about the three new iPhones which will be released this year and they will all do AR and VR, and Apple will also present glasses. All this started with a conversation between Steve Jobs and Tim Cook seven years ago about the future of television.
All of which means that we’ll be surrounded by as many screens as we want. Scoble refers to Microsoft’s HoloLens which provides him with five virtual screens in his home office. The same will be possible with Apple’s glasses coming out this year.
AR is not a product, Cook said, it will be in your tv, your smartphone, your iPad, your glasses…
Tepatat Chennavasin did not really agree about Apple coming this soon with AR across all these devices. In his experience Apple waits a number of years in order to come with a better product.
Scoble has a different view, and asked to have a close look not at what Apple did or used to do but to what they invest in these days. The company invested more than ten billion into startups related to AR. Furthermore the iPhone was not something imitating an existing touch phone, it was a true innovation. Now we’ll have once again a new user interface.
Be sure to watch the entire video which offers a lot of interesting insights.
I vividly remember how fascinated I was by Julian Dibbell‘s book “Play Money: or, How I Quit My Day Job and Made Millions Trading Virtual Loot” (2006). The subject was gold farming, a practice described by Wikipedia as such:
In the 1990s and 2000s, gold farming was the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency later selling it for real-world money. People in several developing nations have held full-time employment as gold farmers.
The existence of RMT or real-money trading made it possible for the economist Edward Castronova to estimate in 2001 that the Gross National Product per capita in some of these games was at the time somewhere in between that of Russia and Bulgaria, higher than that of China and India.
In the latest edition of Wired’s podcast Geek’s Guide to the Galaxy Julian Dibbell and gaming professional and media personality Marcus Eikenberry are interviewed about the history of gold farming. The episode also gives some insights in how the industry changed (lots of tracking and data analytics), pushing people like Eikenberry into new ventures such as training for streaming esports on YouTube.
Snap, owner of Snapchat, is doing very well on its market debut. Maybe, just maybe, one could consider it as a success for Augmented Reality. On C|net Joan E. Solsman calls Snapchat and it’s Specs (the camera sunglasses) “your secret AR ‘gateway drug‘”. That may sound strange since Snap itself does not position itself as an AR-company. I guess they don’t want to frighten the investors. So why does Solsman situate Snap in the AR-space? She explains:
With Lenses barfing rainbows from your open mouth, and more recently with the $130 sunglass-camera hybrid Spectacles, Snapchat parent Snap has served up the world’s hottest training wheels for AR.
Lenses put a digital layer on the physical reality, and even interacts nicely with the physical layer turning the whole into mixed reality (going further than the initial filters). The Spectacles look cool and non-threatening contrary to Google Glass and even though they are just a camera for now, they could add more functionalities in the future.
Good news for the consumer, but what does it tell us about the state of the market? Oculus drops the prices for the headset and the Touch controllers:
We’re excited to announce that starting today, Rift plus Touch is now only $598 (from $798). If you already have Rift, Touch is now only $99, and the price of an additional Oculus Sensor is now $59.
In Europe the price for the bundle has been lowered as well but is considerably higher than in the US at 708 euros.
Oculus VP of Content Jason Rubin says in a blog post that the recent doom and gloom about VR is as exaggerated as the initial hype and stays determined to realize the big ambitions of the platform:
Oculus believes, as do the thousands of original Kickstarter backers and millions of current users, that VR is the next computing platform. We also know that if there aren’t major investments made to the ecosystem, it’s going to take a really long time to reach that eventuality. So today, Oculus is aggressively making the high end of VR more attainable.
It also seems the costs came down as well.
The announcement comes about one year after the shipping of Rift and during the Game Developers Conference (GDC) in San Francisco.
Physical reality, virtual reality and mixed reality: it’s a matter of gradations, not of hard oppositions. The Wall Street Journal shows this from the Mobile World Congress in Barcelona – a tracking system by HTC Vive allowing to incorporate physical objects into a virtual environment:
Then again, I don’t mean to say we shouldn’t make distinctions and end up in a “night in which all cows are black”, as the philosopher Hegel would say. Augmented Reality is different from Virtual Reality, as Niantic’s John Hanke explains on the BBC:
It seems the virtual world High Fidelity is hosting interesting events, like this salon about blockchain with Philip Rosedale (High Fideltiy, founding father of Second Life) and Coinbase co-founder Fred Ehrsam. I think it’s a good idea to organize these salons, they remind me of the Metanomics series in Second Life – years ago – where we discussed economics, anthropology and all things virtual worlds.
The look and feel of the avatars does not appeal to everyone, but then again this is a very young virtual world, still being born, using fancy stuff such as virtual reality headsets, hand- and face-trackers.
The discussion itself is pretty fascinating as it touches the philosophical – and increasingly also practical – question of what is “real”. Let’s not forget that Rosedale also is very knowledgeable about virtual currencies since the whole Second Life economy works in Linden dollars which are exchangeable in American dollars. One could easily imagine that virtual worlds use virtual currencies such as bitcoin or ethereum or even other currencies specifically created for those worlds and communities.
Those worlds could run their own monetary policy and economy – but the same could be done by communities in the physical world. The blockchain technology could also be used to identify each and very object in a virtual world, but also in the physical world. The blockchain technology enables a shared reality through a distributed ledger which stores transactions in such a way that the records can not be tampered with. This could be of utmost importance for managing identities, not only of objects, but also of people.
Having a central company such as Facebook controlling the databases with identities, posts and pictures is maybe not too terrible as people use Facebook but do not actually live in it, while the ambition of virtual worlds creators such as Rosedale is that people work, study and ultimately pass a substantial part of their lives in those environments – so the issue of who controls the databases becomes of existential importance. Hence the importance of distributed, tamper-proof solutions.
How much is about one million headsets? Consumers purchased 915,000 PlayStation VR headsets as of Feb. 19, roughly four months after it went on sale, so The New York Times reports. This is in line with Sony’s goal of one million by April.
But how does this result, which seems to please the upper management of Sony, compare? In that same article it was said that SuperData Research estimates there were 243,000 Oculus Rift headsets and 420,000 HTC Vive headsets sold by the end of last year.
On the other hand, the Playstation VR headset is an add-on to the Playstation 4 of which more than 53 million have been sold. For now virtual reality is heavily into gaming, and Playstation 4 is of course squarely into that market, so one cannot say there has been a stampede of gamers to use VR.
In The Wall Street Journal VR-industry sources sound rather disappointed. “One million is almost nothing”, one expert says. But then again, Sony has been very cautious. In Belgium at least the headset is not promoted at all. Even well-stocked game console shops seem to ignore it – there are no demo-stations (and nor are there demo’s for other VR-headsets) – so maybe a lack of supply and of sales efforts explain the limited results.
All of which means that game developers will stay cautious. The market is still very small and divided among competing platforms – and one of the reasons is that there are not that many compelling titles out there.
It’s still very early phase though, but as usual research companies don’t hesitate making bold predictions. Superdata says:
Like most new technologies and platforms, virtual reality has had a rocky, but predictable, start. But the path is clear: by 2020, the virtual reality market will be worth 20 times what it was in 2016. $37.7B to be precise. This year, the emerging market will grow to a considerable $4.9B, driven largely by hardware with software getting its footing.