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Re:Daydream Labs: Teaching Skills in VR by vorotato on Thursday July 20, 2017 @01:44PM (#14814698)
"no matter what warning we flashed if someone virtually touched a hot steam nozzle, they frequently got too close to it in the real world, and we needed a chaperone at the ready to grab their hand away. "

Obviously they need to "die" in game, a few times starting the whole thing all over from the beginning and they'll never "burn" their hands again. I wish I could tell the author this....

Re:Daydream Labs: Teaching Skills in VR by andybak on Thursday July 20, 2017 @02:00PM (#14814861)
> And no matter what warning we flashed if someone virtually touched a hot steam nozzle, they frequently got too close to it in the real world

Yep. I don't think they were trying hard enough to make the experience unpleasant and memorable. If they didn't get further than flashing warnings with various sizes and wordings then they were a little premature in this conclusion.

And the comment about hand tracking is odd in that they haven't even acknowledged the existence of Leap Motion - which would work fairly well in this scenario (less of the occlusion issues that prevent it being a good general purpose VR controller.

Re:Daydream Labs: Teaching Skills in VR by hatsunearu on Thursday July 20, 2017 @02:23PM (#14815051)
>Leap Motion

it's really crappy for VR. You need LOS to the base station, and obscured digits don't show up. Also, the range sucks.

Re:Daydream Labs: Teaching Skills in VR by andybak on Thursday July 20, 2017 @06:14PM (#14816734)
They make a mount for sensor that puts it on the front of the headset and the software corrects for headset position.

The newer model Leap Motion has 180 degree field of view so essentially - if your hands are in front of you then it can track it.

The range only needs to be as long as your arms.

Some hand positions are self-occluding but this is a problem less often than you'd expect.

Direct sunlight used to be a problem because of IR interference but this might have improved (I haven't tried the it since last October).

Re:Daydream Labs: Teaching Skills in VR by hatsunearu on Friday July 21, 2017 @02:47AM (#14818553)
I own a Vive headset; I do not have a leap motion.

The community opinion on leap seems to be negative. I was basing my argument on that.

Re:Daydream Labs: Teaching Skills in VR by BatFastard on Thursday July 20, 2017 @06:52PM (#14816907)
Leap motion is so much more natural than any hand held controller its crazy! Using it gets rid of all of my motion sickness.
Re:Daydream Labs: Teaching Skills in VR by mquander on Thursday July 20, 2017 @02:44PM (#14815209)
Is there some reason you are excluding mounting the Leap camera on the front of your headset?
Re:Daydream Labs: Teaching Skills in VR by cwingrav on Thursday July 20, 2017 @04:44PM (#14816131)
A virtual person staring at them probably would have done the trick. People engage with avatars for some strange reason and I probably could have predicted their outcomes to each of these approaches.
Re:Daydream Labs: Teaching Skills in VR by Raphmedia on Thursday July 20, 2017 @05:17PM (#14816372)
It's already known how to make someone really, really dizzy using VR. I bet we could use that to mimic "pain" and have the brain make sure you don't touch that hot nozzle again.
Re:Daydream Labs: Teaching Skills in VR by nsgi on Friday July 21, 2017 @08:26AM (#14819817)
I think the aim is to avoid people hurting themselves rather than simulating it.