Simulated Reality

At Disneyworld in the 90s there was a state-of-the-art ride that offered a multi-sensory experience inside an alien spaceship.  An arena of futuristic chairs encircled a holographic tour guide in the center.  Our seats were armed with as many doo-dads as a Dr. Seuss invention and the basis of the experience hinged on reduced visibility.  Clever lighting and timed release of things like mist or hot air accompanied the narrative and in-seat surround sound gave the impression of things happening all around the cabin.  At one point I even felt an alien brush against me.  My 12-year old disbelief was suspended almost the entire time. 

That’s what the HTC Vive virtual reality experience is like – except the reverse because it hinges on visibility.  Everything happening is right in front of me, flat out fooling my brain in a way only eyes can.  My disbelief penetrated very few of the simulations.  The infamous blue whale is one of them.  There’s a grid-like barrier showing a virtual operating area – think Abed’s Dreamatorium – so a blue whale is artistically foreshortened in a slightly cartoon-ish way.  This only applies to extremely large moving objects.  Sitting among sea anemone and sea turtles underneath a cloud of glowing jellyfish, I believe I’m there.  Standing on a mountain edge, I get vertigo attempting to step off the cliff.

Resized_New_Sketch_02_resizedGame mechanics are based on natural behavior.  For example, the castle defense where you fire arrows is functionally similar to real archery.  I activate the game with my right hand because, well, I’m right handed.  The bow defaults to my right hand.  It belongs in my left hand.  Naturally, I move to switch hands and – huzzah – the game knows I’m trying to swap and puts the bow where I want it.  Actual archery games – that I WILL purchase – probably skip this step but I’ll never forget that tiny detail.  It represents how much new gamers will take for granted.  Tutorials will never been the same.

Resized_New_Sketch_04_resizedEasily, the most exciting sandbox is Google’s Tilt Brush.  At first, I’m twirling in circles painting a flame trail with my motions.  Turning around to walk through it, I can see the speed and angle of the trail I created.  A 3D weave of interpretive dance and pure joy.  Determined to play with every tool, I spent at least an hour having fits of artistic inspiration.  Happening upon a dress form, I assume this software will be featured on a season of Project Runway.  Even my rudimentary artistic skills cranked out a convincing gown.  Imagine a program where designers could use virtual fabric that drapes with the ease of the real thing.  I wonder if we can 3D print VR art?

Tilt Brush alone is enough for me to spend the $800 on a Vive.  I’ve always wanted a digital art medium that feels natural to use. I feel like this technology is where I’ll find it. I’m pleasantly surprised at how comfortable the headset is over long periods of time.  The gear is not svelte and my tendency to spin causes cord/feet snafus but overall it’s no worse than a rubber swimming mask.  A foam cushion on the goggles molds tightly against your face with the help of Velcro straps.  Frankly, I’m a sweaty person, so I feel bad for anyone sharing the unit with me.  Mainly because I can wear it comfortably while dancing and drawing for hours.  It’ll be a little damp when I hand it off.

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A necklace made of plasma “paint”

 

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