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I did an experiment where I tried to use the HoloLens as a "general purpose computer", replacing my desktop for a few days.

Obviously, the processing power wasn't up to the task. It was a bit like trying to go back to an 800x600 CRT for work. But the HoloLens is a 3.5 year old AR headset by now. What I did get out of it was a glimpse into what "could" be, for some value of "AR headset".

First of all, I wasn't tied to a table. These days I don't have a desktop anymore, but even my laptop is basically unusable without a table, especially for the work I do, where I basically require the use of a mouse.

Second, I wasn't limited to my one display. I could put windows anywhere. If you take the virtual desktop concept, and throw it away, scoffing at is as a child's toy, you might get the idea. I kept Twitter hanging out on the front of my refrigerator. I only checked it when I got up to take a drink. I kept my email sitting over to the right of me. It was never directly in my field of view, close enough to be convenient to check, and never hidden behind other windows or minimized away to require hunting for it in an ALT+Tab view.

Third, the system remembered the location of all of my apps between sessions. They became more like appliances in my mind than windows on a screen. The physicality of it, and the recall of it, surprisingly made it more enjoyable to use.

Fourth, the voice assistant was significantly easier to use, now that it was running from a microphone sitting right next to my face, rather than one sitting right next to my GPU fans. I found I started voice commands for basic tasks like opening and closing different applications.

Finally, when I was done, I could just take it off. There is no omnipresent display to wake up and show you a notification icon. There's no need to keep a dedicated space for it. I started viewing my desktop like a garden plow: a big piece of equipment that needed space (which was certainly at a premium for me at that time) and required a lot of manhandling to use well.

Application-wise, I think it's hard to really describe what is "good" about AR. Either you talk about existing apps, in which case people say "yeah, but I can do that on my computer now". Or you talk about potential apps, which is too abstract for people. Try going back to the early 80s and explain to an MS-DOS power user that they'll be using exclusively GUI systems in less than 20 years.

Because of the way it blends into life, I think AR has the potential to improve the overall computing experience for anyone who already uses computers. The potential is to replace your laptop AND your smartphone, not to be a device in addition to them.




"There's no need to keep a dedicated space for it."

That's what John Carmack now says is the argument for VR. It's not about virtual reality. It's about virtual screens. Now, you can have a wide-screen theater experience even if you're in some tiny apartment in Guangdong or San Francisco. And hang out with your friends, even. Think Sunday Night Football, not Doom VR.


Honestly, Carmack is a brilliant engineer and knows a lot about technology, but that isn't enough to make great games or applications. Yes, it's not Doom VR, but I think just replicating TV in VR is not a good enough value prop to warrant the economic, ergonomic, and context-switching costs of VR.

VR requires applications that can't be done on flat-screens, just as movies require content that can't be done in books and radio requires content that can't be done on MP3 downloads and TV requires content that can't be done in a movie theater.

For example, apps like Tilt Brush can't be done on a flat-screen. Yes, you can create 3D content on a flat-screen, but Tilt Brush is not just a 3D content generation tool. It's more of a 3D painting tool, a creative release rather than a productivity tool, and it's a social network of content from other people that you can explore. On a flat-screen, it just wouldn't have the same usability or impact.

There is a VR Digital Audio Workstation-like app called SoundStage that--while doesn't have the usability of Tilt Brush--does signal some interesting concepts for a potential Tilt-Brush-like DAW.

I originally didn't think Google Earth in VR was a good use of VR, but since starting to work in the language training industry, it has been a surprising source of content for us to improve language training for adults. As an app on its own, I'm not sure it makes a whole lot of sense past a basic demo, but the content and form factor are very useful if one can apply a purpose to it other than just exploration. (Though the exploration can be fun for a short time, too).

I think the use of action-oriented VR titles for exercise cannot be understated. It's pretty much the only form of exercise I have any patience for, anymore (between children, job, volunteer work, side projects, high-cost-of-living in the DC metro area, and a sports injury or two). Obesity is an epidemic. Mass adoption of VR could fix that.

As an addendum to that previous point, I also really enjoy VR meditation apps.

VR could (and in some offices, is) revolutionize teleconferencing. I've had meetings in AltSpace VR that, even 5 years ago, felt better than using Skype for remote meetings.

Right now, we have a very high cliff to get to be able to create content for VR. I think it's a very similar issue to when GUI operating systems first started to come out. If all you knew were CLIs, it was very hard to see the utility of the GUI. And when people first started adopting them, they frequently had to dump out to the CLI to do things. Less than 20 years later, the CLI was relegated to niche use. I don't think the vast majority of people could have anticipated the shear number of apps we use, the mass of files we manage, the ubiquity of computing in our lives, in the mid 1980s. But all of those systems that make that possible weren't a part of those first GUIs.


I agree with you that VR is unique and has to create its own type of content, the same way movies were like plays acted out on stage and filmed on camera until they developed into their own medium.

Most of the examples you give though emphasize novelty over utility to me. I agree the Tilt Brush is neat and I think that absolutely has an application, but I think it's similar to MS Paint. MS Paint was a revolutionary program iconic with Windows, but it was a feature attached to the actual product of Windows. Not many people bought Windows just to use MS Paint.

I am still failing to see the actual product case for VR, outside of niche circumstances. Most early adopters I know in the gaming space have largely abandoned it. So far, from an adoption perspective, VR seems like a less successful device than the MS Kinect. The Kinect wildly outsold VR headsets (talking an order of magnitude difference) in the beginning, but then people just sorta stopped using it because they felt it was largely a gimmick.

Most of the stuff you mention is all about potential, and it's wonderful to have believers such as yourself because you are the guys that push to create an industry. But right now VR is still in its infant stages, and personally I feel like it's been around long enough that we'd have some idea if it were going to take off.

I really do hope you're right and I'm wrong and there is a really cool technological medium being developed that will have a great impact on most (or even many) people's lives...but I don't currently believe it.


But right now VR is still in its infant stages

It's been there for decades. I tried Jaron Lanier's original VR rig in the 1980s. Autodesk's early one around 1990. W Industries somewhere in there. HTC Vibe and Microsoft HoloLens last year. It's fun for a while, but not compelling for long periods.

Except for Beat Saber. That uses VR right. You get to move your body, but you stay locked to the real world reference frame, so it doesn't induce nausea.


Beat Saber is great, and it gives me hope that great VR games are possible. The question is, why aren't there more great games like Beat Saber? I realize there are some other games that people like in VR, but practically speaking VR is a one hit wonder in the gaming ecosystem right now.

Valve promised to release 3 big titles by the end of the year, and it's November with no news yet.

https://www.techradar.com/news/half-life-vr-game-could-land-...

The problem I see is that VR adoption is so low there's little incentive for developers to target for it since the development is so expensive. And this in turn means fewer people are excited to buy VR - it's the chicken and egg problem. Facebook was supposed to solve this by throwing gobs of money at studios, but considering how much money they spent that was an absolute failure.

The reason VR isn't taking off is because most people don't find VR worthwhile. What it would take to make it more worthwhile - better technology, better price, better content. I think the tech is 2-3 years away from being good enough for even early adopters. So far people that use VR are mostly hackers, developers, tinkerers - not many of them are really consumers first. I think the price is 5-6 years away from allowing it to transition to mainstream. But the content? Honestly this was what I most excited about years ago, but now I'm beginning to think VR is just a dead end. Yes, there's some cool stuff - but very little of it isn't a gimmick.




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