| At least in my case VR simulator sickness was nascent prioproception. Fast paced and hectic movements performed in VR would make someone sick if performed in real life. Back in the day, playing FPSs with shutter glasses, I realised the motion sensations were tied to the motion. Then the sensations became a feature not a bug. Once I understood the feelings they stopped making me nauseous. VR-prioproception improved my FPS performance. Feeling orientation and velocity really helps. And immersion goes off chart. Hard to know what way one is pointing in space, sometimes there are scant motion cues. But in VR with prioproception When your stomach jumps into your mouth, pulling insane high-G maneuvers as bolts of laser fire crackle past your ship. With prioproception you sense it, becoming as Tudyk said "a leaf on the wind". Fully Embodied. No mind, no controls, you just are. My vision for VR is a web browser, informed by Gibson's original vision of cyberspace, XEROX Park's 3D information sorting and VRML97 with Unreal style portals as hyperlinks. IMHO The VR in Snowcrash was mundane. Predating the net, Gibson saw further, to a paradigm shift coming from a new knowledge tool. Gibson's later 'locative art' idea is a nice twist on Augmented Reality - you have to go somewhere to see the virtual art overlayed on that place - it is site specific. |
Btw, I'm working on something that I think has some relation to Gibson's vision of cyberspace—just the '3D information sorting' part though: https://www.youtube.com/watch?v=NvfMthDInwE (that video is very outdated unfortunately, but here's a newer screenshot: http://symbolflux.com/images/avdscreen.png)