We returned it, because it sucked. It was more than somewhat unsuccessful; it is the paradigm case of overpromising and underdelivering.
The only sweat you'd work up with a Virtual Boy would be after puking because of the induced motion sickness. It was impossible to move around, wasn't designed for that, instead you'd hunch over a table and it would force you to take breaks every fifteen minutes in a futile attempt to prevent waves of nausea from ruining your experience.
I remember when the virtual boy came out. It was a disaster. From wikipedia: "The Virtual Boy was panned by critics and was a commercial failure, even after repeated price drops."
And the second one, bringing up that one time your dad was annoyed to book a plane ticket. Not much more needs to be said.
What exactly did you demonstrate was wrong with his original take?
What I was trying to say that clearly the was some demand for the virtual reality of some kind; I'm sure Nintendo did some level of market research; concurrently, Atari and Sega was also working on VR projects, these demos were pretty popular in expos, so my point was that it's not a recent thing to want to VR in the home.
I disclaimed that me using my dad as an example was anecdata, but (assuming I'm not lying), it does prove the existence of at least one person's demand for such a product. The post I was responding to said specifically "People lived in 1990 and didn't feel that bad to have to call a travel agency to get a ticket", and I was giving a counter-claim to that. The last time I checked, my dad was a person, and did feel "that bad" calling a travel agency. Also, it wasn't "one time", it was throughout most of the 90's, though I mostly remember this from 1995-1997 because I was previously a bit too young to pay much attention to this stuff.
Now, fair enough, I didn't link to studies proving my point, so I probably used the word "demonstrably" incorrectly, and I apologize for any confusion that might have resulted from that.
Yeah, and I hate scratching my head when itchy. Doesn't mean an "automatic head stratcher" is the best use of our innovation, or adds anything significant to humanity...
It's not like "innovation" exists in a vacuum; if I figure out, I dunno, a new motor design for an automatic head scratcher, there's no reason that it can't later be used for something you deem to "add something significant to humanity".
Also, who gets to determine what actually adds to humanity? If you really didn't like scratching your head, or it took you a really long time to scratch your head in the morning, then wouldn't having something automatically do that for you be useful?
Travel websites are an example of something that did solve a problem; despite what you said before, people didn't like having to deal with travel agents (I googled around); they didn't like having to book tickets during office hours, they didn't like how hard it was to compare prices, they didn't like how much of a cut the agents took, etc. Buying tickets online save consumers time, money, and probably helped businesses book flights more easily. Businesses that "add significantly to humanity".
I know you didn't say this, and I'm not trying to put words in your mouth, but I think that the binary mentality that you either are working on "useless" or "revolutionary" things is really harmful. I think it puts a lot of pressure on newbies with the thought that they have to change the world, and they might withdraw from STEM stuff because they don't feel like they're making significant enough contributions.
Everything doesn't have to.
A lot should have, though. Most, if possible.
And the reason is opportunity cost.
1. People didn’t mind meeting with travel agencies.
2. Actually people hated meeting with travel agencies. Never mind number 1.
3. Automatic head scratchers are a waste of time.
4. Therefore online travel websites are a waste of time.
sometimes innovation looks like 1000 small improvements that only save us 30 seconds of our day, but once they're all built we suddenly have whole hours freed up that used to be taken up by things like spending an hour on the phone with a travel agent
> to actually meet friends and not in VR space
Nintendo released the Virtual Boy in the 90s, a (somewhat unsuccessful) attempt at a semi-VR thing; they were (and are) a pretty big business, and I don't think that they were just doing it because they thought it was cool; there was demand for something like virtual reality at the time.
> People lived in 1990 and didn't feel that bad to have to call a travel agency to get a ticket
This is also wrong; anecdata, but at least one person (my dad) hated having to call up travel agencies in the 90s to book a plane ticket. I remember as a kid him yelling at the travel agent because he (having done a lot of business travel in the past) knew how much they were marking up the ticket and they wouldn't meet him halfway. Eventually he started calling the airlines directly to purchase tickets, and he complained a lot that there was not an easy way to compare prices between airlines. To stress, this was in roughly 1995.
Obviously this is just one person, but I seriously doubt that this was a unique experience.