In a generation or two when the headsets are lighter (can be worn for a day without leaving an impression on your face as the current headsets do) and higher resolution (can actually replace a multi-monitor setup in number of pixels), I strongly believe this is going to be a killer app that could easily dwarf the gaming market for VR headsets.
An interesting corollary of this is that now is probably a good time to start researching novel input devices, since there is an opportunity to create a completely new UI; if you can touchtype fluently then VR works fine, but if not, it's going to be challenging to use.
As an example, Facebook is working on direct neural input devices:
https://www.roadtovr.com/facebook-acquires-ctrl-labs-develop...
And I have had interesting conversations with neuroscientists about a bunch of intriguing ways that you could hook up an input device to the somatic nervous system. For most of these you'd need to learn a different set of "movements" than typing, so perhaps there's not an immediate win vs. just requiring users to learn to touchtype, but the benefits of being able to "type" characters in a UI without a keyboard are pretty clear.
I am of the belief that if you are trying to increase your productivity whilst mobile with small/light stuff, nothing weighs less or takes up less space in your luggage than some touch typing training software.
I can’t believe that there are people who type as much as some of us do who haven’t bothered to learn to type. It’s an essential skill.
Putting my Magic Keyboard on my lap was much better, but without being able to see, I couldn't type well.
Spent 10 minutes a day over the next couple weeks learning Colemak (easier than retraining myself on QWERTY). Being able to touch type numbers is great while programming.
Touch typing + bluetooth keyboard + VR headset = insane productivity potential.
I like its compact design (it fits in a pocket), and it's very satisfying to fold/unfold :] That said, I don't use it that often because I find smartphone screen sizes too small.
I have the iPad Pro with keyboard cover and I keep it in my bag most of the time even when I don't have a laptop, so that's the standard I'm trying to beat. It would be nice to have something I could pair to my phone (the largest phone Apple sells) to use a terminal when on the go, but I guess I'll just keep carrying my handbag with iPad for now. I hear Apple is going to improve the iPad Pro's keyboard this year.
Oh well.
Couldn't you just render the keyboard (+ finger positions I guess) inside the VR.
RE headset size, I agree that today they are much too bulky. But they are still good enough to "live in the future" and get serious work done in.
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
But I don't know about "significantly underrate" either. The screens in the video you linked are 93x44 characters. It's certainly usable, but just my main screen holds 8 windows that size with a generous font and room to spare.
Laptops and tablets would no longer be distinct factors for mobile, because they'll be replaced by always-worn high quality AR glasses, which run off a phone in your pocket (as Apple's glasses are rumored to be) and project virtual screens into your view of the real world. The AR space may be shared by multiple users for public signage, advertisements or virtual pets and fashion, à la the anime Dennou Coil. [0]
Physical keyboards/mice/trackpads will probably still be around because I haven't seen anything to fully replace the need for tactile feedback, unless someone comes out with sensory gloves.
At home we would put our phones into a docking station for more processing power and to connect to a giant physical screen and sound system.
RE BCIs: Totally agree. We need to figure out a way to allow people to "think-type" 20,000 distinct inputs. This is how we can totally escape the keyboard.
RE VR: I understand your skepticism, but people significantly underrate the quality of text that can be achieved in VR, even on today's hardware. Simula in particular has put in a lot of work in text resolution optimization (something that earlier VR Desktops failed completely at). This makes me able to use Simula for hours at a time, even on the old HTC Vive (2016 hardware). I won't lie and say it is equally impressive as a 4K monitor is today, but it's definitely usable and allows you to garner the other benefits of VR Desktop (10x more screens, 10x the size, 10x the focus/work immersions).
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
I feel like we got so close to that with Continuum on Windows Phone, but it was far enough away that it never took off. Drop your phone into a USB-C dock, and you'd get 1080p/1200p video out with a Windows 10-esque UI (desktop, Start menu), keyboard/mouse support, plus an additional USB-A. In practice though, the limitations (range of available apps for WP was mediocre, you couldn't run apps side-by-side on the monitor, some apps didn't implement a full screen UI) made it frustrating.
Or the other way around with using tablets, phones, chromebooks etc. as thin clients, so whatever you connect to the monitor does not really matter.
Some day.
But between the bulkiness of any given HMD over a long period of time, and the low resolution of the HMD display, this is generally a novelty. In 2020 at least.
The more they iterate in the hardware the more plausible an option this will be. (And I'm excited for it! )
I’d like more information density without having to move my neck around.
Give it a couple years and there will probably be an 8k vr setup that might allow for decent desktop use. But even then I'm not sure most people would want to use such a setup since you would need a very powerful pc for it and no one else would be able to see your screen.
I consider that a plus. I'm regularly flabbergasted by the things I'm able to see on screens in public transport.
Imagine if those nice 24 inch monitors had a resolution of 700x400. You can have n of them, but that is not going to make it good. And your field of view is pretty small at the same time.
Edit: Oh, that's a Vive Pro. Reduce everything 30% more for a Vive.
What VR Desktop did you use when you gave it a try?
I understand your skepticism, but people significantly underrate the quality of text that can be achieved in VR, even on today's hardware. Simula in particular has put in a lot of work in text resolution optimization (something that earlier VR Desktops failed completely at). This makes me able to use Simula for hours at a time, even on the old HTC Vive (2016 hardware). I won't lie and say it is equally impressive as a 4K monitor is today, but it's definitely usable and allows you to garner the other benefits of VR Desktop (10x more screens, 10x the size, 10x the focus/work immersions).
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
I've tried tinkering with it for about an hour and half, mostly testing games. But also steam vr home and I was able to get to regular windows desktop view with that somehow (I don't remember how exactly how). And while the text was readable it surprised me how blurry it was. Same thing ingame, reading "books" was quite hard and I really had to move the object close to my face.
I understand your skepticism RE resolution, but people significantly underrate the quality of text that can be achieved in VR, even on today's hardware. Simula in particular has put in a lot of work in text resolution optimization (something that earlier VR Desktops failed completely at). This makes me able to use Simula for hours at a time, even on the old HTC Vive (2016 hardware). I won't lie and say it is equally impressive as a 4K monitor is today, but it's definitely usable and allows you to garner the other benefits of VR Desktop (10x more screens, 10x the size, 10x the focus/work immersions).
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
I understand your skepticism RE resolution, but people significantly underrate the quality of text that can be achieved in VR, even on today's hardware. Simula in particular has put in a lot of work in text resolution optimization (something that earlier VR Desktops failed completely at). This makes me able to use Simula for hours at a time, even on the old HTC Vive (2016 hardware). I won't lie and say it is equally impressive as a 4K monitor is today, but it's definitely usable and allows you to garner the other benefits of VR Desktop (10x more screens, 10x the size, 10x the focus/work immersions).
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
I can wear them all day long, even when the music or video ends I often don't even bother putting them off...
I just loathe the wire but sound quality is so good it's not even funny to compare with equally priced Bluetooth cans.
What VR Desktop did you use when you gave it a try?
With respect to today's VR climate: I think people significantly underrate the quality of text that can be achieved in VR, even on today's hardware. Simula in particular has put in a lot of work in text resolution optimization (something that earlier VR Desktops failed completely at). This makes me able to use Simula for hours at a time, even on the old HTC Vive (2016 hardware). I won't lie and say it is equally impressive as a 4K monitor is today, but it's definitely usable and allows you to garner the other benefits of VR Desktop (10x more screens, 10x the size, 10x the focus/work immersions).
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
- Low resolution. The best we have for consumers right now is the valve index, 1440x3200 resolution ~100 degree vertical FOV. A 24 inch display at a comfortable distance in such a headset would be at around 720x480 (480p), and a little blurry because of the projection.
- Fixed focus lens. You basically can't read anything close on today's headsets. Lens are focused so that they are sharp at infinity, which also mean they are blurry up close. Coding on virtual gigantic screens at a distance may be a good experience though.
- Touch typing is a must. In fact it is touch everything, because you will be blind to the real world.
- VR headsets can be uncomfortable when worn for hours at a time. Because of technical limitations (FOV and resolution), you tend to move your head a lot in VR, and doing so while wearing a heavy headset can make it even more uncomfortable.
Portability, for me, is the least of the problems, especially those that have "inside out" tracking. These things can fit in a small backpack.
RE resolution: I understand your skepticism, but people significantly underrate the quality of text that can be achieved in VR, even on today's hardware. Simula in particular has put in a lot of work in text resolution optimization (something that earlier VR Desktops failed completely at). This makes me able to use Simula for hours at a time, even on the old HTC Vive (2016 hardware). I won't lie and say it is equally impressive as a 4K monitor is today, but it's definitely usable and allows you to garner the other benefits of VR Desktop (10x more screens, 10x the size, 10x the focus/work immersions).
RE touch typing: agree that touch typing makes VR Desktop more productive; however, we have an escape hatch in Simula in the form of a live Keyboard & Mouse view: https://www.youtube.com/watch?v=D5c3Hfp8Hcw
RE HMD comfort: Agreed that headsets need to get significantly lighter before they are usable for 16hr/day; however, I would argue that even today headsets are good enough to get serious work done in (on the order of 1hr/day, and perhaps as much as a few hours per day).
If you have an HTC Vive/Vive Pro/Valve Index, I can help you install Simula/give it a try. Contact me at george.w.singer [at] gmail [dot] com if you're interested.
With a setup like that is there any fatigue after a few hours of usage ?
The Quest might be the best one to test for travel though; it's relatively cheap, has fairly good resolution, and though it normally works as a standalone system, you can also tether it over USB3 to your main machine's graphics card:
https://www.anandtech.com/show/15135/oculus-link-software-av...
The first time I used Simula, I did experience fatigue. After that, it seemed to go away. I tend to use it for a few hours at a time, so cannot comment beyond that, but it seems to work pretty well.
If you're interested in giving Simula a try, contact me at george.w.singer [at] gmail [dot] com. Right now, it's only compatible with the HTC Vive, HTC Vive Pro, or Valve Index. It should otherwise be buildable/runnable on all Linux distros.
In games, no. With desktop usage, yes.
What good a VR desktop be if it can be only used 15-30 mins at a time.
[1]https://needgap.com/problems/7-simulation-sickness-in-vr-and...
Sitting in one spot is generally fine for most people, as is so-called "roomscale" vr where it maps 1:1 to the area you're in.
Currently the resolution of VR headsets is too low to make this into the "infinite monitor" solution that we all want.
I'd be interested to know how you did it for sure.
The music in your clip just adds to it. Crazy!
I would be happy to walk you through the setup. Contact me at [email protected]. I can also send you my music playlist :]
VR tech is nauseating at best and normal screens can be tiresome for the eyes alone...
There is absolutely no upside of using a VR headset for work. Please grow up.
The problem is that plug-in headsets like the Vive are not very portable. The next evolution of something like this is to put the Linux VR Desktop on a standalone headset.
If anyone is interested in something like this let me know, and I can fill in more details on how to make it happen.