Be yourself; Everyone else is already taken.
— Oscar Wilde.
This is the first post on my new blog. I’m just getting this new blog going, so stay tuned for more. Subscribe below to get notified when I post new updates.
where the virtual meets reality
Be yourself; Everyone else is already taken.
— Oscar Wilde.
This is the first post on my new blog. I’m just getting this new blog going, so stay tuned for more. Subscribe below to get notified when I post new updates.
Communication in VR, March 12th 2020
Self-reflective thoughts
This written document represents an account of my own learning process when completing the Knowledge Base project. When writing the self-reflection document, consider the following questions:
What did you learn?
I learned a ton of interesting information about Virtual Reality, Augmented Reality (or XR total), got to know lots of people from the Industries who are passionate about what they do for a living. I learn the technicality of how an Occulus Quest/ Rift works, how different VR apps works and even to create my own at this years Code Day. Every speakers has a tremendous impact on how I view the world, and Prof. Elizabeth really inspired me on the intertwines of matters all around us.I don’t ever look at a subject as just itself anymore, but as a complicated web of relationship to a bunch of things. We, as human, has a complicated web of relationships with species from Animal Kingdom, Plant Kingdom, to the stardust in the Galaxy. To say that you’re social is an understatement. I learned about the past, the present and the future of this new-age technology that is changing the world, and it is an honor to be a part of this process.
What surprised you?
I was surprised of how much I thought I knew about VR in comparison to how much I actually did. VR has been around for a lot longer than I thought, but by not being exposed to the technology, it felt as if it was created 10 years ago.
I was surprised of how many people are being involved in this industry. It’s absolutely fantastic to see everyone, from all different fields & industries, working together for a common goal: an immersive experience. Everyone from Google, Microsoft, Amazon to Environmentalist to Entrepreneurs to Journalist and so are involved in this technology. For the longest time, I thought VR was only for gamer and computer-enthusiast.
How did you grow or change during the development of your project?
Great question. If i could go back in time and look at myself before this course, I would laugh at how much I assumed and didn’t know about VR. I could feel myself grow into a better version of myself through this course, from socializing & asking great questions, to programming VR software/games, to speaking up about what I truly feel. I was able to look at things with more depth, from different angles and point of views. I somehow developed a sympathize for things I didn’t know exist. These are all parts of being a great students and an amazing human being, sometimes that I would only know through experience and self-improvement.
What is your project’s most important connection to virtual reality or augmented reality in your opinion?
After all, we are all communicating with one another one way or another. It’s not a question of what is being communicated, but of how we are doing our communication. A 2D Facetime might be better than a phonecall, but in Meeting IO where everyone is immersively present in the office enviroment is a whole different story. I find that as human develops, we are getting better and better with our communication. The best communication is using the least amount of effort for the desire delivery & our partners know exactly what we meant. There is a million ways to communicate, but communcation through Virtual Reality is second best to real-life interactions. One day it will be equally as good as real-life interactions, or even better..
and conclusions
I love this course. I love the people who were in the class, and I got along with all the people in my team. I definitely got my money’s worth, and will definitely recommend some of my friends to take the course as well. Cheers to the bright future of tomorrow!
Best,
Vinnie
The Final Weekly Mission X , the grand finale, the one to end all weekly missions for the Communication Studies 116. I’ve been having a blast at doing these missions so far, and this shouldn’t be an exception. I love writing, thinking, and making predictions on the future is like, and conveniently, this week mission requires me to do just that. For this week’s mission, the task is to judge how accurate the prediction of the future was from the video – “The Knowledge Navigator” by Apple; pointing out what did the video producers get right, and what did they get wrong? After that, I am asked to make my own prediction about the future. What do you think a day in the life of a college professor (or anyone else) might look like 25 years from now?
To star this off, I think the prediction from the video was on a right track, but somewhat lagging behind in term of the timeline. To put it in other words, they predicted the technology that might exist in 2015 that was in fact created much earlier. As technology exponentially grow throughout the years, we are seeing amazing breakthroughs in all different industries and markets. In 2015, when I first came to America, I was equipped with the IPad 2 , something that I will brag to my kids one day , with all of the given in features from “The Knowledge Navigator”. The IPad 2 at the time already had all of these features on it: Facetime, notesharing, drawing, scanning & analyzing, taking pictures and so on. Yet, 2015 didn’t quite look like how they describe, at least in America, simply because people didn’t know some of these technology even exist, which drives me to my next point.
Secondly, although technology has been around all these time, the same concept emerges similar to when William Gibson famously said “The future is already here, it is just not evenly distributed yet”. It’s the people who aren’t educated & aware enough to utilize these high-tech equipment into their daily lives. Similar to how elders used to disregard smartphones for their good ol’ Nokia brick phone, people are disregarding Artificial Intelligence or XR technology as something of the future, when in fact it is already here. So, it’s not really about being extremely smart to invent these technology, but more of being aware enough to know these exists. A five year old or 75-year-old has the same capability to use Virtual Reality headsets, but that’s IF they have the access to it.
Ok, enough with the past, let’s talk about the future. What do I see the future of a day in life of Vinnie, an amibitious know-it-all Computer Sciencetist & CEO of the World in 25 years?
As I said in some of the earlier post, time is a non-renewable resource, as once time has past you cannot get it back- at least not yet! So, with the implication that time machine has not been invented yet, we all have 24 hours a day. I will probably still wake up at 5AM like always, no reason to change that, with a full immesive bed room. That means my entire room acts as a Virtual Reality environment, with walls made out of bulletproof screens. I can fully-customize my bedroom to be wherever I want, and on this very day, I woke up on a sunny day on the Napali Coast, Kauai, Hawaii. Hopefully I’ll be married by then, so I roll over and kiss my wife. A little disturbance outside the gates, so I check in with my little persona; AI assistant, which orbits the ins&outs of my mansion when I sleep. I ask “Show me the front gates” , and the Screen on my ceiling shows the security camera in real-time of some kids ringing my bell. They wanted my photograph, again! This is the third time they came around this week. Instead of getting dressed & walk all the way outside, I ordered my AI assistant to fly to the front yard, and let my 3D hologram signed their forehead (& on my latest book release which got #1 on New York Best-Selling List).
I realized that this weekly mission would get too long for anyone to read, so I’ll just end it bluntly here. If you’re reading this James & Bruce, you guys are hands-down the best professors I have had in years at Bellevue College. I really enjoyed the interactiveness and spontaneious that you allowed students to express, which was the strong suit of this course. It sucks that COVID-19 came around this time, but the class was awesome the whole way through. Can’t wait to have more classes like this in the future!
Best,
Vinnie
Sources:
For this week’s mission, Watch& Think option stood out to me as the easiest think to do. As a young entrepreneur, finding the easiest way to solve the problem , in this case the Mission, would be this. With the Corona Virus roaming freely around the world, Election Day coming up, and now Daylight Saving, doing the Mission as painless as possible is number one on my priority list. With that being said, here is my thought on the video of Dr. Hilarie Cash, a game and Internet addictions therapist, describing her early involvement with digital device dependency, and explains some consequences of these addictions, based on her first-hand experiences.
As a young ambitious kid back in the days, I would often sneak in the backroom after study sessions with my grandpa to play online games. The room was dark, cornered and uncomfortable, but the interactive and spontaneous of Boom Online – a bomber man type- was more than enough to keep me there for hours on end. As the result, I lost my perfect vision 20/20 and started wearing glasses to accommodate. Even so, I continued to play with friends to upgrade silly virtual characters, earning virtual coins and achievements. The dopamine rush of blaying the game, the fact that all my friends and online community was challenging each other was awesome. The moment I sat down at that computer, I didn’t know how much time had past. I was ‘in the zone’, and nothing in the real world could have bothered me enough. I would play until my eyes waters, my arms was tired or until the next activity came around. Fast forward to a few years later, I lost my drive for video games, but my eyesight was not restored in effect. I was near-sighted at -3.5 degree at my worst.
This is why I hated video games for a long time. I swore to myself that I would never play again, cause I hate how I looked with glasses. Every where I go, I would be known as the dude with the Ray-ban frame on his face, and I regrets every moment until then. Yet, somewhere within me knew that there was a way out!
So I looked online. I went on the hunt for the magical solution to solve my dilemma. About 5 years ago, when I moved to America for the better, I discovered the natural eyesight improvement program by Dr. Orlin Sorensen, derived from Dr. William Bates – known as the Bates Method. I went on a deep dive into the program, which I wrote extensively on my blog, and with passion, commitement to myself & the process, I haven’t wore glasses in the last 2 years. I left the link to my blog below so you’re interested, you can check it out.
Another experience that I encountered in term of addiction was phone & social media addiction. In high school, I was considered one of the popular kids. This drove my online status to be off the roof, and that was how I validate myself to others. Posting new pictures and social outings was something I did consistently throughout high school. Yet, when I had severely acne, my social appearance was no longer up to a certain standard, and I was lost ‘in my own virtual world’. As the old saying goes, “You don’t appreciate what you have until you lose it! ” , it couldn’t be any more true in my case. I had to fight for my status, for my social appearance, and how I dealt with myself & others in a whole different level. I no longer could hide beside my good-looking to get by. It definitely sucks, but it gave me a lesson of self-gratitude, appreciation and overcoming. I don’t expect anyone to relate to the story I just told, but deep down, I know we all have to go through a rough time one way or the other. An interesting way of looking at it now is as a challenge that some divine character has set upon us, to see if we are tough enough to overcome, or succumb to the situation at hand. One word of advise that I always take to hear: “Things could always get better or worse, no matter in Reality or Virtual Reality”. The ultimatum would be up to you to decide !
Best,
Vinnie
About:
Interview with Dr. Hilarie Cash:
My first blog about Vision Improvement:
https://vinhthenguyen.wordpress.com/2019/12/17/20-20-vision-declaration/
I’ve noticed that for the last few weeks I’ve sticked to WATCH or TRY options, so to switch things up, I went with the LISTEN option for this week. Our ‘mission’ was to listen to one of the Voice of VR podcast episode, specifically #445: Shauna Heller on VR in Education, Medicine, & Enterprise. I’ll leave the link below for easy access.
The podcast was better than I thought it would be. As most technological subjects are pretty dry if I’m being honest, I figured that the Podcast version wouldn’t be much better, if not worse. Yet, to my surprise, they had some interesting things to say. Shauna Heller is the CEO of Clay Parks VR, Virtual and augmented reality strategy and executive direction for corporations, brands, institutions & developers. She has been in the industry for a few decades, and are very knowledgeable – evidently from the company that she started- about the subject matter.
The talk with Shauna Heller about here thoughts about non-entertainment and non-gaming VR content in education, medicine, and enterprise applications. Shauna said that she sees lots of growth in the future of VR in the next few years, applicable in all industries , from the corporate office to the classroom. The immersive experience of VR will bring alot more to the table than the traditional 2D method, allowing us to do things that we can’t even imagine at the momment. This will be the breakthrough of humanity, bringing us to the next stage.
She also mentioned that a good way to start creating in VR would be creating betas, and applying the AB method. For example, the school community wanted to created a Virtual Learning space to supplement / replace the traditional schooling system. So they created a virtual classroom beta, with group A consist of students taking lessons the traditional way (in the classroom, lectures, etcs) and group B consist of students learning through Virtual Reality. Within a controlled period, anywhere frpm 3 month – 2 years, we will see very clear if things work out. Most testing usually won’t go past 2 years, withe average of about a 6 months.
One other interesting question that she brought up was how could we use VR to turn complex problems(whether through visualization or spatial audio ) into simple concepts that people could get right away? We have seen application of this concept in Body VR, application tried on one of the Workshop, Google Earth VR, the Blu VR, etc. This has tremendous potentials for educational, explorational and enhancing creativity as it provide an immersive context of the subject matter. Like it’s better to learn Spanish in Mexico City than in New York City, i bet it’s much better to learn complex medical model in VR than visualizing it in your head.
As the conluding statment, Shauna Heller left us all with an inspiring message that I just want to quote here:
“It’s an honor and a privilege to be a part of it. For many of us who are passionate about this, it feel like a force greater than all of us individually moving us forward through this time, and if I can leave us message in a bottle that we can look back in time, is that we are at the dawn of something incredible, that will fundamentally change the way we learn, live, and interact with one another, how to find personal success and achievements in ways we didn’t know, we will have fun in ways we didn’t know, share with our family in ways we didn’t know , look at the past in ways we couldn’t phantom right now, look at the future in ways we can’t phantom right now.”
About:
Speaker’s Contact:
https://www.linkedin.com/in/shauna-heller-7a504a4/
Link to the podcast:
http://voicesofvr.com/446-shauna-heller-on-vr-in-education-medicine-enterprise/
Back with another blog post, and for Mission 7, I am being a bit more ambitious than usual. I did all three sub-sections Watch, Play, and Think, and here is my thoughts on the Social World in VR. I will start out writing about Rec Room, a social VR app that is absolutely awesome, then about Mark Zuckerberg’s VR Announcement in 2017, and ending on my predictions on the future of VR/AR Social.
Rec Room is a Virtual Reality app that allow you to connect with friends, play games, learn languages and in general enjoy a social immersive experience. It is my favorite VR social app because of 3 reasons:
In class , we tried out a VR Paintball Room within Rec Room, very similar to Call of Duty except it’s in VR. It got intense really fast, and I felt as if I was in that battlefield fighting the opponents. By that, I got a very good sense of immersion from the game. All the features and main functions worked as how I imagine a Paintball VR would work, so kudos to the Rec Room team!
Mark Zuckerberg , Cofounder and CEO of Facebook, did a keynote on some of the VR-related projects that they have been cooking up. Specifically, he separated all VR devices into 2 groups: Stationary & Mobile. I did talked a bit more about the differences between the two groups in the last post, but the name are self-explainatory. Basically, Stationary VR, like Occulus Rift and HTC Vive, are very powerful devices which needed to be connected to a powerful computer, allow developeres to write crazy programs, modify the contents and so on. On the other end of the spectrum, Mobile VR, like the Occulus Quest and Go, offer more mobility in their design -light-weight and compact- and isn’t tied into a computer system, yet you lose some of the powerful developing functionality. The trick is to find a sweet spot in the middle, where power and mobility reach equilibrium.
In my opinion, the Occulus Quest is that sweet spot in VR device spectrum: it’s not too expensive ($450), offer majority functions compare to the Rift, and very lightweight and mobile. I might invest in a VR device for myself in the future, although I heard rumors that the next generation of VR is coming out real soon.
Mark Zuckerberg said in his talk that VR is the future, just like smartphone was the future of brick phones, or Tesla was the future of generic car. It’s a medium where people can connect together and feel as if they are really there, where a gap of distance or waste of transportation can be removed, where the impossible become possible. i find that very similar to why i am so invested in VR technology. Although Mark did not explicitly say, he believes that VR would definitely be the next platform for Facebook (Facebook VR) to be thriving.
What are some of the ways that people might use social VR in the future?
With the goal of getting 1 Billion people on VR in the next few years, Mark Zuckerberg will have to make VR affordable to everyone. An Occulus Go, cheap & mobile, does not offer 360 head movements and tends to make people sick when in it for a long time. An Occulus Rift, on the other hand, cost about $599 , or the HTC Vive, cost about $799, plus the powerful computer on top of that, aren’t so affordable for everyone. But, being in VR would completely change how people will interact with each other. I can’t express enough how mind-blowing being in VR is like until you actually try it.
What are the uses that are most likely to be successful or achieve mass adoption?
Are there any technical obstacles that still need to be overcome, if so, what are they?
Financial: it would love to have VR to be a bit cheaper than what it is right now, but I’m sure prices will go down as population increase their demands.
Accessability: Refering to what Mark Zuckerberg said in his talk, Occulus Rift (Stationary) VR devices are still limited in term of space and movement. There needs to be an improvement in the design soon if VR needs to take to the next step.
Accessories: Right now, there are only a few accessories that comes with VR devices. I would love to see more of them, like a driving wheel for VR Racing Games, or guns or similar simulating objects.
To conclude, I find VR very interesting, and would love to see more of them in the future. I believe it will make a big change in the world, positively and permanently.
Best,
VN
I’m a little behind on the missions, but better late than never! For this week Mission, I decided to go with the Watch option, which is to watch a talk from Don Carson, one of the concept artists for Disney theme parks, who later started to work more frequently with virtual, rather than physical worlds. In this talk from UX Week 2013, Don talks about his journey from building real worlds to building virtual ones, and shares some lessons that theme parks can teach us when we look at storytelling in virtual spaces.
First off, it’s fascinating to hear someone with first-hand experience in design Disneyland theme park. I grew up watching Mickey Mouse and Goofy, and just a few years ago I was fortunate enough to attend Disneyland theme park with my family. The place was so big it took us an entire day to scratch a corner of it. I even noticed different smells, lighting, and sounds that created a magical and intriguing atmospherics. It’s my honor now to know the guy behind that great work, at least some of it. Even though he wasn’t the smoothest talker in the world, he express such deep passion about his work from the Disneyland themepark, MIST themepark-based game , or the newest ‘Tiki Archeture’ – hawaiian-themed VR experience.
I already got a dip into his creative process, and how some of the creation was made. He started out with a 3D-vision in his mind, then draw it out on paper as he goes. He paid lots of attention to details, in term of scales, color, and/or positions of objects. All of that was to communicate with different parts of the team , whether graphic designer, programmers, architectures, etc, so they can get the bigger picture right away. i like how he went the extra miles to include others in his project, which is fantastic. Then, he either rendered the 2D model into Unity/Unreal to see how things scale and position very quickly, as he said a 2D Model on paper can turn into 3D in Unity within as short as a week; or he hands over the 2D design into the architectures, which will soon turn that idea into a bricks&stone project at a physical theme park. His original model was detailed enough to allow that flexibility in the industry, making him a superior theme park designer.
I definitely learned something from this talk, and looking forward to next week’s mission!
Best,
VN
.
In this week’s mission, I will be talking about an article called “Making Great VR: Six Lessons Learned From I Expect You To Die” by Jesse Schell, a lead developer and UX designer for the experience of the same name. I believe he had a lot of interesting insight to share, so i’ll try my best to summarize those key point here on this post so the reader don’t have to. Basically, there were a lot of useful knowledge in this article, at the same time they were a lot of ambiguous and far-fetched ideas that I will have to slowly digest.
Lesson one: motion sickness can be eliminated
Since virtual reality is trying to mimic the real world, in some degree, any discrepancies between the two world can cause an unpleasant experience known as in general as ‘motion sickness’. When there is a slight disconnection, as in shaking camera movement or low resolution, the user can experence slight headache, dizziness or loss of balance. When taken to the extreme, as when your brain thinks that you’re moving but your body say otherwise, the discrepancies can cause some to vomit, have serizure or faint. That, of course, varies from person to person, but as VR designer and developers, we have the responsibility to minimize that as much as possible.Jesse pointed out some of the key point that could help minimize these unpleasant effects:
Lesson two: Design for the Medium
As a VR designer, it;s very important hat we know the strength and weakness of our platform so that we can cater our application accordingly. In VR world, you get a really strong sense of place, the ability to touch and manipulate objects, and even connect on an interpersonal level with others. On the other hand, it’s terrible with different camera view, sudden change of scene and fast acceleration. By maximizing the strength and minimizing the weakness, we will create the best experience for the user to, again, avoid motion sickness.
Lesson three: immersion is more important than gameplay
By immersion, Jesse define that as having a sense of place as if you’re really there yourself. Imagine you walk into a friends house, food is cooking in the kitchen, everybody’s talking at the dinner table, fireplace is warmly lit and illuminate the entire house. You instantly get a sense of belonging: immersion. The art of creating an experience in VR is emulating that very sense of place so the user really immerse in the experience .
Lesson four: looking around takes getting used to
Yes we have mostly grown up with flat screen TV and iPhone screens, most of the application design in the last 40 years are on a flat surface. We are so used to just staring into the screen, with everything displayed in front of our eyes. Now with the creation of ER, the user has to look around to explore the entire world, which might take some getting used to at first, but they are over that learning curve, VR World is much more superior than flat-surface (2D) Design. There are much more room to work with for the developers!
Lesson five: Different VR platforms enables very different experiences
In this fairly new age of technology, there are basically two types of VR devices: stationary & mobile. Sationary VR would be connected to a powerful computer, like the Occulus Rift or HTC Vive, allowing user to develop & experience more RAM-heavy, GB-storing games and apps, yet, stionary VR restrict the movement and space that the user can inhabit. Mobile VR, like the Occulus Quest or Google Daydream, allow full 360 degree motions & sight, yet it is not as powerful as its counteroart, and limited developing and extensions. By knowing which VR type is out there, developers and designers can create the best suitable and pleasant application accordingly,
Lesson six: iterative process is crucial
Making a game is all about trial and error. There will be hundreds of hours of coding, hours of play testing, spotting & fixing bugs and making the game overall more fun to play. All of that takes time, but good developers and designers are the one patient enough to follow through with the process, and adapt to new technologies as they come around.
These six lessons, while massively summarized here on this post, act as the foundation in designing and developing any application, game or experience within Virtual Reality Realm. A good developer know when to use what , and vice versa. I hope you learned something out of this post, as I surely did, in your coding journey. To conclude, I would like to quote a famous principle that I find very crucial in the creation process, in 2D, 3D, VR, or even life in general. It’s called the ‘4F’ , made popular by Jason Vandenbergh : Fail Fast, and Follow the Fun…
Cheers to a bright future of technology & creativity!
VN
As a music enthusiast, I absolutely love this week’s mission when the instructor asked me to listen to binaural (8D) audio for credit.
For the first audio that was listed, I was placed in a virtual barbershop with an Italian barber. Although my name has an Italian origin, I am not a big fan of the Italian hairstyle. I’m sure they can do better than that:) The binaural aspect of the audio was a little creepy at first, as the barber made his way around the shop to find his tools, and chatting with his bus-boy Manuel. It was definitely a bit of a stretch from my normal comfort level in term of space that I had to adapt to. The scissors were at times far away, and some very close to my ears. It would definitely help if it was accompanied by the VR headset’s visual aspect. i did not particularly like this audio, yet the spatial and binarual aspect was on point. I now know what 8D audio sounds like.
Similarly, the second audio was very creepy as well, as a woman whispers in your ears. I think it’s something like “I’m further, further, further….now closer closer closer” or some variation of that. She also has a strange test in cigarettes and light it 20 times in 3 minutes. Again, good concept, poor execution. Apparently my instructor has some strange test in music.
Knowing what binaural audio sounds like, I stumbled across Frank Ocean’s album “Channel Orange”(2012). It features several musicians and instrumentalist, in a style of R&B/Soul that absolutely changed the music industry. This is what I think of when people mention binaural audio. Sure, this new technology is still in its early state and leaves a lot of room for improvements, but for now it is very well executed. I find the experience very similar to listening to open-back headphone, which a musician friend of mine happened to own. The airy feeling, the variation in space and direction, the change of tone all tied in together beautifully. It might be hard switching back to regular audio, so i’ll try to find more binaural (8D) audio in the meantimes.
Cheers!
Alright this is going be week 3 of the Weekly Mission. This week’s theme is all about ideology of Immersion& Presence within the Virtual World. I decided to go with the WATCH option, in which you supposed to watch Unite Europe 2016 – Genius Loci in VR: Building presence in VR . Unite Europe 2016 was a huge conference that centered around Virtual Reality, Machine Learning and lots of other technological ideology. This video, indeed, was a small part of the conference which focus the Presence aspect when creating a Virtual Reality environment. The speaker, Carl Callewaert, works for Unity Technology for over 9 years, now with the Global Director of Evangelism. Here is their mission statement:
Our team operates as the front line for Unity to EDUCATE the development community of today, IDENTIFY the developers of tomorrow, and ENGAGE & GROW relationships with managed customers.
– Carl Callewaert
With that being said, the guy did not disappoint us with his talk, in fact I found it a lot more interesting and funny than the majority of the Tech Talk out there. This guy was actually funny! He was like Fluffy the comedian for techies.
During the talk, he drilled on the idea of experiencing VR with “one eye”. To be truth, I was confused for the majority of the talk as the idea did not resonate with me. Why would you want to see things with one eye, when you can see with both? 🙂 Second time around, I learned that the idea of “one eye” – with the Latin name of Occulus- comes with 11 different cues, but when incorporating both eyes, lots of the visual cues from the left and right cancel each other out , therefore reduce to only 1, 2 if within 10 millimeters of distance, visual cues. This huge different is the reason why “one eye” method of seeing could be superior in certain technical scenario. Be aware that he was not telling us to walk around with eye patch on!
With one eye, we can see and understand the space through Perspective, Relative and Absolute size. These 3 visual cues are extremely important to our Vision Perception, hence determine whether the scene is reality or virtual. Shadow and Shading are also crucial component on how we view depth and perceptions. The same object repeating on itself can create depth, and the strategic shapes and size of the dome ceiling makes it appear taller. Several more visual cues proves monocular -“one eye”- to be superior to binocular -“twp eyes”. To complicate the issue even more, our vision perception changes as we move around, which create different angles, shades, motions that make object appear different.
I particularly like the visual illustration that he showed in this talk. A touch of the “Golden Ratio” here and there, different painting on the Eiffel Tower, the shadings of the European Domes, and etc. These visual cues have been known for centuries, and they have helped architecture & artists worldwide to create a bit of finesse in their work. Now, these visual cues are again put in good use in our creation of Virtual Reality. In conjunction with the VR tech from companies like MXTReality, all of our physical senses are in sync in the virtual world. As human evolution break through to a new level, we like to test out our boundaries in this physical world, then defy those ‘rules’ through codes within the Virtual World.
I can see a day, not too long from now, that we can make Virtual Reality so real to the point it is hard to distinguish between what is real and not.
Future is coming faster than we think. Fasten your seat belt and enjoy the ride!
For this week’s mission, I decided to watch a throwback 80’s or 90’s movie with VR as a main theme. As the concept of Virtual Reality was quite popular in that era, lots of “virtual reality movies” was created to accommodate for the curious & rebellious audience who wants more than just an ordinary film. With 1080p resolution, decent recording equipments and limitless creativity, some of the best movies are made in this era, including the Matrix, Pulp Fiction, Titanic, etc. that has defined the decade and has set out to change the film industry once and for all.
The movie that I watched this week is called “The Lawnmower Man” (1992) , a sci-fi movie based on the novel by Stephen King with the same name, that takes the concept of Virtual Reality to the next level. The question repeats itself several times as how can we use Virtual Reality to “upgrade” the human cognitive behavior / conciousness, where would be the limit and how would we know when to stop. Even in the 90s, people have already realized that this technology isn’t just all fun and games. One wrong code or action could potential take away someone’s life.
The movie starts out quite slow, with a scientist in a semi-sketchy lab trying out a new formula that he is experimenting that he think could eventually help the humankind to push/define the limits of our 3-dimensional world, a common theme in many of these VR-centered movies. I find it fascinating because it was created in the late 1980 – early 1990s and a lot of its prediction turns out to be quite accurate. And just to see how they created the actually equipments back in the days was nice, i.e the VR headsets, the connecting cords, the bionic suits, the omni-directional hamsterwheel – which you can hook in your arms and legs, and essentially become one with the Virtual World. The mad scientist , Dr. Angelo, was a neighbor to an average Joe, who is known to have a mind of a 10-year-old. Joe was a son of a farmer, he was working out on the farm and mowing the lawn everyday as so he did get ripped. Some girl actually liked him before he got his “superintelligence” as Joe was a decent-looking guy with a good frame and lots of strength. Even so, I have to admit that Joe was looking quite crazy with his hair undone!
One day, Dr. Angelo asked if Joe wanted to play a game. Out of curiosity, Joe was like “Hell yea! I wanna play a game”, so Joe & Peter went at each other at a rocket-racing game. There were obstacles that they had to dodge, curves and corners that they have to maneuver around, plus a few cool features that regular 2D game just couldn’t deliver. It was a pretty interesting game 🙂 Joe lost, and he got butthurt, indeed so butthurt that he didn’t want to do anything else. Fastfoward to the point where Dr.Angelo tells Joe there is a game that could boost Joe’s intelligence. Joe was tired of people calling him dumb and akward, so that gave him a status quo to overcome. From my perspective, Joe was more innocent than dumb, which people mistaken him as. So, Joe decided to take the serums that Dr.Angelo just created which boosted his intelligence.
Soon after, his intelligence allowed him to do superficial things he couldn’t before, like driving a car, seducing women, kinetic abilities etc. Not long after, Joe’s intelligence got the better of him and he decided his consciousness to the “NET”. This guy is crazy!! He thinks of himself as a god. He started terrorizing people with his god-like superficial abilities, or in other words, revenge against the people who did him wrong before he got powers. A reverse role of villians and superheros are quite interesting. Dr.Angelo was supposedly be the villian with several PhD & personal Lab, Joe was a poor farmboy with ill-wit intelligence; and as the movie progresses, Joe became a villian with crazy superpower, and Dr. Angelo “fixing his mistakes” , trying to help Joe to become civil again. The movie takes me on a rollercoaster of emotions, some good, some bad, but mostly excited the whole time to witness what is about to happen next. Although the quality of product is fair incomparision to today’s technology, I find it beautiful made and full of wonderful details! Thanks James & Bruce for offering a chance to watch movie for credit, and I’m looking forward to a hopeful quarter.