[I’m guessing many of us can relate to this short first-person essay from Medium in which technology and business expert Atul Salgaonkar describes the challenges and satisfaction of introducing others to the “bigger picture” of virtual reality. He also describes an interesting presence project from his past. Follow the link for his name to read other, related essays in Medium. –Matthew]
[Image: A chart by the author displaying user engagement with VR during three eras: VR 1.0 (Hobby, VR 2.0 (Games) and the era we’re entering now, VR 3.0 (Experiences)]
Virtual Reality in the larger context
By Atul Salgaonkar, Founder and CEO of GoNowVR, Inc., “VR-led Immersive Experiences With Live (Real-time) Content
August 3, 2023
When two strangers (my friends know better) asked me about VR trends, they had no idea they would soon be drinking from a firehose. We were at a Meetup, and someone told them that I dabble in this technology. They mentioned their skepticism and wondered if VR had peaked and if it would fade away soon. They expected a ChatGPT-style quick blurb and not a prolonged discussion about the nature of reality and how we interpret and understand the world through our senses.
A few years ago, when these companies and their products were still relatively obscure, I would explain VR to novices using the analogy of dreaming. And it’s still a convenient way to introduce it, sometimes. Now, however, there are better ways of highlighting, and people are generally more familiar, although most associate VR exclusively with games.
I usually start explaining the central premise before getting into its associated tech; discussing the vergence conflict with a VR newbie would not be appropriate. I openly editorialize that consumer-facing VR was toddling around until recently and is now quickly growing up. You must stay focused, as it’s too easy to get sidetracked and go on to a philosophical debate about defining reality.
While I studied the theory of associated technologies in grad school in the 1980s, the term Virtual Reality was first explained to me by some friends at Autodesk (notably, my friend Tony P). We discussed the timeframe, and I thought it would be decades before VR appeared, and even then, it would be relegated to research labs and premier universities. I was astounded when Palmer Luckey’s Oculus arrived in 2012. The rest, as they say, is history, or maybe, the present.
Before consumer devices became available, some of us experimented with the broader concept. Working with a friend who is a medical doctor, I crafted a room with large, floor-to-ceiling display screens. We invited a few associates to sit on the carpet, stare at the screen and absorb the ambiance simulated by the artificial grass, overhead fans, and relaxing music. Encouraged by the feedback, my doctor friend had an idea to launch this as a research project in Scandinavia, where my doctor friend had some contacts. Our proposal addressed the SAD sufferers during the long, dark winter nights there. We reached out and held meetings with a large Korean company about display sizes, costs, and logistics. The medical community, especially in Sweden, was very supportive. However, the formal approval to proceed never arrived, and after several reminders, we decided to mothball the research.
I have written about introducing VR to many consumers worldwide, to folks who have never tried out a VR experience for themselves. However, time is of the essence.
Returning to my chat with my new associates, it was about fifteen-twenty minutes by the time we ended. “So, then, isn’t Peleton also a VR company?” one of them asked. Before I could respond, the other one chimed in: “That way, many things bring the VR experience — what about reading a book or a newspaper article? Doesn’t that transport us and so, isn’t it also VR?”.
I chuckled. Just a few minutes earlier, they had opened the dialog, asking me, “Heard you are in VR; what kind of game are you working on?” And now they are starting to see the immense potential of this magic. Of course, I can’t be sure, and still, I won’t be surprised if these newly converted ex-skeptics purchase a VR headset sometime soon.
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