Foreign media: VR is lonely, only socialization can succeed

What is the biggest factor restricting the development of VR? Hardware, content or application? Foreign media source Signe Brewster recently wrote that VR will make people feel lonely. Developers need to find ways to promote user interaction and strengthen social interaction. Only when they are on the road to socialization, VR has the potential to succeed. The following is the original SigneBrewster:

Not long ago, I wore the Oculus Rift and started to experience the virtual playground. In the virtual arcade game Pierhead Arcade, which simulates an arcade game lobby, you can play ball, bowling, and use the Oculus Rift's dedicated hand tracking controller to operate the claws. This is a brand new game, so I yell at my boyfriend every few minutes, and he is sitting on the sofa behind me. When I used the helmet for an hour, I heard the snoring from my boyfriend, and now I can only talk to myself! Whenever I enter the VR world, there are always things that surprise me: new games, new scenes, and new plots make the virtual world feel more real. It is full of new experiences that make me want to share with others.

But in fact, participating in a virtual experience is essentially anti-social. When you wear a VR helmet, you cut off the connection with the outside world.

The helmet blocks your vision, and the special 3D audio headphones also isolate the sound. No matter who is in the room, you are left alone. But this situation is being changed. If 2016 can be called the VR first year, then 2017 is the year when developers begin to seriously think about VR social. Is VR always related to immersion? This immersive feeling really makes you feel like being sent to the "land of dreams".

Can I add social elements like a VR experience? Can I interact with artificial intelligence (AI) characters or other players? These will deepen the immersion. Frank Biocca, author of Sci-Tech University's Human-Computer Interaction Researcher and "CommunicaTIon in the Age of Virtual Reality," says interacting with known players is the most powerful VR experience. Incorporating real interaction into VR can enhance the player's connection to the virtual world and make the latter feel more real.

In view of this, VR social games have begun to appear on platforms such as Xbox and PlaystaTIon. In "Hop into Halo" on the Xbox, you might choose to join a friend to challenge a stranger. Maureen Fan, CEO of VR movie studio Baobab Studios, points out that people have more fun at the cinema than at home. Because there are feedback loops available, they can cause us to laugh, cry or complain.

Adding social factors will magnify our experience, which also applies to VR. As social applications become more popular, their connection to VR will be even more exciting. When the acquisition of Oculus in 2014, Facebook believed that VR could be successful and hoped to create a new social experience. Facebook CEO Zuckerberg explained the purpose of the acquisition: "This is a new communication platform. By feeling the real presence, you can share endless space and experience with everyone in your life."

Foreign media: VR is lonely, only socialization can succeed

Not long ago, Facebook released its first social experience in advance: Oculus Rooms and Oculus ParTIes.

Among them, Oculus Rooms can already use the Gear VR helmet experience, and in 2017, the Oculus Rift experience can be used, and users can start voice chat in VR. Oculus ParTIes allows users to appear in virtual rooms in virtual rooms where they can chat, play games or watch movies. It's a lot like the existing social space, like AltspaceVR, just the extra ability to add custom avatars. But there is a problem with this: Most people don't have a VR helmet yet. I know a few people who have experienced VR helmets, but my relationship with them is not close enough. I don't want to go out or watch movies with them in the private virtual world. In order for everyone to understand VR and have a VR helmet, this may take several years.

However, multiplayer games or licenses introduce this VR social experience in advance. When I enter the virtual playground, I can choose the room and invite other players to join. But these are early experiences of VR, and most early adopters don't know other users. So why can't I be invited to a public room to play with other people? Several companies are already contemplating this idea of ​​developing multiplayer games for VR so that people can log in anywhere but play games at the same time.

In "EVE: Valkyrie", I joined the vast space battlefield and constantly shot the enemy. My spacecraft is spinning very fast, and I am worried that I will be thrown out. I don't know my opponent. I only know that the guns on the spacecraft fired at the enemy. I didn't realize that the AI ​​had added extra social elements. In the early stages, the public multiplayer gaming experience should be the default feature, and many companies have begun to realize this.

In 2017, there will be a number of multiplayer VR games released. For example, "Bebylon: Battle Royale", players can play against the battle, but also in the arena. After entering the game, you can chat with other players. Compared to the AI ​​character, the latest settings create more surprises, more spontaneous interactions, keep the game fresh, and keep you coming back. In the coming 2017, many companies are applying this experience to other areas beyond the game. The platform for creating a virtual world for Second Life is expected to release Sansar in 2017, while the original development team for Second Life is also developing another virtual universe, High Fidelity. In the VR start-up phase, VR helmet owners need to walk together around common interests. Maybe explore Mars and maybe shop in a virtual mall. But if VR can be a reliable complement to Skype, it requires a unique experience to convince me to stay social in VR.

Cable Tester

Our Cable Tester including Cable Tester, Coax Cable Tester, Lan Cable Tester, Fiber cleaver, Network Multi-Modular Cable Tester, Fiber Checker, Optical Power Meter, Optical Fiber Identifier, Optical Fiber Ranger.

A cable tester is an electronic device used to verify the electrical connections in a cable or other wired assembly. Generally a cable tester consists of:

1.A source of electric current,
2.A volt meter,
3.A switching matrix used to connect the current source and the volt meter to all of the contact points in a cable.
In addition to these parts a cable tester may also have a microcontroller and a display to automate the testing process and show the testing results.


Cable Tester, Multi-Modular Cable Tester, RJ45 Modular Cable Tester, Fiber cleaver, Network Multi-Modular Cable Tester, Fiber Checker

NINGBO YULIANG TELECOM MUNICATIONS EQUIPMENT CO.,LTD. , https://www.yltelecom.com