From: veenu@mtfmi.att.com (Veenu R Rashid) Subject: Re: Consumer Markets for VR Date: Sat, 8 Dec 90 21:03:41 EST Organization: AT&T Bell Laboratories In article <12617@milton.u.washington.edu>, frerichs@ux1.cso.uiuc.edu (David J F rerichs) writes: > > > I am about to ask a question that should make most VR researchers stop and > think... > > Other than interactive gaming, does anyone see any motivation for a consumer > (ie layman who doesn't know much) to buy a consumer priced VR setup when one > becomes available. > I am playing the devils advocate for the research team I am in. > Consider that it probably wont be full color and not of a high enough > quality for professional CAD but convincing enough to give a sense of seeing > 3D objects that aren't really there. It could be stand alone or use a host. > > I know the myriad of high end visualization, data manipulation and interaction > uses of VR, but what about Joe Schmoe, what could he use it for other than a > toy? Remember, Joe doen't have $70K to drop at VPL (modest est.) > (I'm not looking for VR telephones or anything like that. I'm looking at this > year not 5 yrs down the road.) > > -dfRERICHS > Univ of IL/CU > Dept of CompEng > IEEE/SigGraph One reason for consumers to buy a simple VR setup may be for communicating actions and pictures. Imagine a graphical display (nothing fancy, just VGA or so resolution) connected to a fast modem or ethernet logging on to a main system (a VR server) to post messages, use VR programs, etc. One of the main uses for VR, and probably a reason for its consumer appeal would be the ability to interface graphically or aurally with other people or network abstractions. How about a Virtual Shopping Mall, with pictures, animations and descriptions? Data representation of stocks, budget finances can be a lot easier analyzable. Of course, interaction with other players via real-time action games already exist and are rapidly becoming more popular. Several low-cost systems exist which can be connected via a VR interface. The NeXT offers sound and graphics for around $5000, while the A3000 offers better display speeds for around $3000. Each can serve as a VR terminal already. This could be integrated with connectivity with the right combination of VR programs, standalone applications and server networking. The problem however would be to have an existing standard via which VR terminals could communicate. I would be interested in hearing about other peoples thoughts on the subject, especially that of standardizing a protocol. Ruze