My hour in Virtual Reality: The Future of Gaming?
Posted: August 1st, 2010, 4:02 am
I've been a gamer my whole life, and one thing that always intrigued me was the potential for gaming in virtual reality. So when I found out that a VR lab near me was looking for experiment participants, and even offering $20 for an hour-and-a-half of testing, I had to check it out. I signed up last week and went to this lab-- located at Brown University, an Ivy League school in Providence, RI-- which claims to be one of the most advanced labs in the country. (As their "scientific" term for VR, they refer to it as the Virtual Environment Navigation Laboratory).
When I arrived I had to first get into a mess of VR Trooper-esque gear. I put on some giant headgear (it actually made the Virtual Boy seem like an efficient design), which was connected to a bunch of wires that trailed up into the ceiling. I also had headphones on, and some type of belt strapped around my waist (not sure why). All of this was inside a large room with sensor bars placed all over the ceilings (think the Wii sensor bar, multiplied times 150). And everything went to one computer that ran the whole show. The lab was built around 2000, so the computer graphics are about on par with that era of graphics technology. Nothing special, with limited polygons and textures, but it gets the job done.
My particular experiment seemed to be focused on memory and the ability to manage directions. I won't bore you with the experiment details, but essentially I had to watch a video of a maze with various objects hidden in it. Then afterward, I had to venture through the maze area on my own and find the objects based on my memory. Here's a few things I noticed:
1.. I have never been so immersed in a virtual environment. This was obviously not a game, but I definitely felt more a part of that world than any actual gaming world. Games are getting more immersive and consoles like the Wii are pushing that forward, but you still always feel like you're in your living room. It says a lot about the technology when I felt that way just by walking around a stupid maze.. imagine if it was a game instead.
2.. I don't know if we'll ever get to see these types of experiences in our homes. First of all, I still feel like controllers will always be a part of the experience, even if VR became accessible to the mainstream. (Even in the lab, I had a hand-held button I had to press to initiate certain sequences.) But more importantly, I don't know if the technology could ever be affordable or practical for average people like us. Like I mentioned, the lab required cables and sensors to be strung up everywhere, and a mammoth and fragile head-unit. Naturally, years down the road the technology will be cheaper and smaller and more efficient, but I'm still not sure if it has mainstream potential based on cost and the amount of room and set-up it would still require.
3.. Here's the really bad part, though.. I have no interest in going back to try out the lab again. Why? Because I have never felt so nauseous in my life. A lifetime of gaming hadn't prepared me for this (...heck, when playing the Virtual Boy I never even suffered the "neck pain" or "eye strain" people claimed it caused). But I have never felt more motion-sickness in my life than I did in VR, and felt a couple times like I might lose my lunch. I pulled it together and stuck it out, but I couldn't wait to get out of that program. Sure, maybe it's something you get used to over time, or maybe there are ways to create the program so that it causes less sickness, but the severe nausea was enough for me to be all right with never seeing VR again in my life.
Anyone else had the opportunity to experience these VR labs, or have any thoughts on the subject? I'd really recommend checking into whether a university near you has a similar lab. It's definitely something worth experiencing at least once for every gamer, and the labs are usually desperate for experiment participants.... Just try not to puke.
Also, here are some websites related to the technology, with photos of the Brown University VR lab:
http://www.cog.brown.edu:16080/research/ven_lab/index.html
http://www.cnbc.cmu.edu/tarrlab/papers/journal-papers/navigation-and-scene-recognition/tawa02nn.pdf/download.pdf
When I arrived I had to first get into a mess of VR Trooper-esque gear. I put on some giant headgear (it actually made the Virtual Boy seem like an efficient design), which was connected to a bunch of wires that trailed up into the ceiling. I also had headphones on, and some type of belt strapped around my waist (not sure why). All of this was inside a large room with sensor bars placed all over the ceilings (think the Wii sensor bar, multiplied times 150). And everything went to one computer that ran the whole show. The lab was built around 2000, so the computer graphics are about on par with that era of graphics technology. Nothing special, with limited polygons and textures, but it gets the job done.
My particular experiment seemed to be focused on memory and the ability to manage directions. I won't bore you with the experiment details, but essentially I had to watch a video of a maze with various objects hidden in it. Then afterward, I had to venture through the maze area on my own and find the objects based on my memory. Here's a few things I noticed:
1.. I have never been so immersed in a virtual environment. This was obviously not a game, but I definitely felt more a part of that world than any actual gaming world. Games are getting more immersive and consoles like the Wii are pushing that forward, but you still always feel like you're in your living room. It says a lot about the technology when I felt that way just by walking around a stupid maze.. imagine if it was a game instead.
2.. I don't know if we'll ever get to see these types of experiences in our homes. First of all, I still feel like controllers will always be a part of the experience, even if VR became accessible to the mainstream. (Even in the lab, I had a hand-held button I had to press to initiate certain sequences.) But more importantly, I don't know if the technology could ever be affordable or practical for average people like us. Like I mentioned, the lab required cables and sensors to be strung up everywhere, and a mammoth and fragile head-unit. Naturally, years down the road the technology will be cheaper and smaller and more efficient, but I'm still not sure if it has mainstream potential based on cost and the amount of room and set-up it would still require.
3.. Here's the really bad part, though.. I have no interest in going back to try out the lab again. Why? Because I have never felt so nauseous in my life. A lifetime of gaming hadn't prepared me for this (...heck, when playing the Virtual Boy I never even suffered the "neck pain" or "eye strain" people claimed it caused). But I have never felt more motion-sickness in my life than I did in VR, and felt a couple times like I might lose my lunch. I pulled it together and stuck it out, but I couldn't wait to get out of that program. Sure, maybe it's something you get used to over time, or maybe there are ways to create the program so that it causes less sickness, but the severe nausea was enough for me to be all right with never seeing VR again in my life.
Anyone else had the opportunity to experience these VR labs, or have any thoughts on the subject? I'd really recommend checking into whether a university near you has a similar lab. It's definitely something worth experiencing at least once for every gamer, and the labs are usually desperate for experiment participants.... Just try not to puke.
Also, here are some websites related to the technology, with photos of the Brown University VR lab:
http://www.cog.brown.edu:16080/research/ven_lab/index.html
http://www.cnbc.cmu.edu/tarrlab/papers/journal-papers/navigation-and-scene-recognition/tawa02nn.pdf/download.pdf