On the road for VR: zSpace developers conference

I went to zCon 2013, the zSpace developers conference, held in the Computer History Museum in Mountain View yesterday and today. As I mentioned in my previous post about the zSpace holographic display, my interest in it is as an alternative to our current line of low-cost holographic displays, which require assembly and careful calibration by the end user before they can be used. The zSpace, on the other hand, is completely plug&play: its optical trackers (more on them below) are integrated into the display screen itself, so they can be calibrated at the factory and work out-of-the-box.

Figure 1: The zSpace holographic display and how it would really look like when seen from this point of view.

So I drove around the bay to get a close look at the zSpace, to determine its viability for my purpose. Bottom line, it will work (with some issues, more on that below). My primary concerns were threefold: head tracking precision and latency, stylus tracking precision and latency, and stereo quality (i.e., amount of crosstalk between the eyes).

Continue reading

First impressions from the Oculus Rift dev kit

My friend Serban got his Oculus Rift dev kit in the mail today, and he called me over to check it out. I will hold back a thorough evaluation until I get the Rift supported natively in my own VR software, so that I can run a direct head-to-head comparison with my other HMDs, and also my screen-based holographic display systems (the head-tracked 3D TVs, and of course the CAVE), using the same applications. Specifically, I will use the Quake ||| Arena viewer to test the level of “presence” provided by the Rift; as I mentioned in my previous post, there are some very specific physiological effects brought out by that old chestnut, and my other HMDs are severely lacking in that department, and I hope that the Rift will push it close to the level of the CAVE. But here are some early impressions.

Figure 1: What it would look like to unbox an Oculus VR dev kit, if one were to have such a thing.

Continue reading

An off-topic post

I promised I would keep off-topic posts to a minimum, but I have to make an exception for this. I just found out that Roger Ebert died today, at age 70, after a long battle with cancer. This is very sad, and a great loss. There are three primary reasons why I have always stayed aware of Mr. Ebert’s output: I love movies, video games, and 3D, and he had strong opinions on all three of those areas.

When hearing about a movie, my first step is always the Internet Movie Database, and the second step is a click-through to Mr. Ebert’s review. While I didn’t always agree with his opinions, his reviews were always very useful in forming an opinion; and anyway, after having listened to his full-length commentary track on Dark City — something that everybody with even a remote interest in movies or science fiction should check out — he could do no wrong in my book.

I do not want to weigh in on the “video games as art” discussion, because that’s neither here nor there.

However, I do want to address Mr. Ebert’s opinions on stereoscopic movies (I’m not going to say 3D movies!), because that’s close to my heart (and this blog… hey, we’re on topic again!). In a nutshell, he did not like them. At all. And the thing is, I don’t really think they work either. Where I strongly disagreed with him is the reason why they don’t work. For Mr. Ebert, 3D itself was a fundamentally flawed idea in principle. For me, the current implementation of stereoscopy as seen in most movies is deeply flawed (am I going to see “Jurassic Park 3D?” Hell no!). What I’m saying is, 3D can be great; it’s just not done right in most stereoscopic movies, and maybe properly applying it will require a change in the entire idea of what a movie is. I always felt that the end goal of 3D movies should not be to watch the proceedings on a stereoscopic screen from far away, but to be in the middle the action, as in viewing a theater performance by being on stage amidst the actors.

I had always hoped that Mr. Ebert would at some point see how 3D is supposed to be, and then nudge movie makers towards that ideal. Alas, it was not to be.

Behind the scenes: “Virtual Worlds Using Head-mounted Displays”

Virtual Worlds Using Head-mounted Displays” is the most complex video I’ve made so far, and I figured I should explain how it was done (maybe as a response to people who might say I “cheated”).

Continue reading

The reality of head-mounted displays

So it appears the Oculus Rift is really happening. A buddy of mine went in early on the kickstarter, and his will supposedly be in the mail some time this week. In a way the Oculus Rift, or, more precisely, the most recent foray of VR into the mainstream that it embodies, was the reason why I started this blog in the first place. I’m very much looking forward to it (more on that below), but I’m also somewhat worried that the huge level of pre-release excitement in the gaming world might turn into a backlash against VR in general. So I made a video laying out my opinions (see Figure 1, or the embedded video below).

Figure 1: Still from a video describing how head-mounted displays should be used to create convincing virtual worlds.

Continue reading