The setup is used to validate new engineering and architectural approaches in virtual space. Egert argued that the ability to share the virtual space with other spectators also wearing stereoscopic glasses is a major advantage over head-mounted displays. There was a brief debate about social VR and it’s ability to replace every possible CAVE solution soon. But as for now, CAVEs definitely win in terms of the users own full-body presence. Those who have a stronger urge to try one of these systems out should contact Egert via firstname.lastname@example.org.
The second speaker was once again Madis Vasser, this time sharing his tips and tricks on the topic of how to talk about VR to the general public through VR demos. As many know, talking about VR without showing it can be a lost cause, as people really do not grasp the idea behind say presence without having the experience themself. His recipe for a good 30-minute introduction included the following: VR Lab rats (to demonstrate the fundamental difference between playing the same game on the screen versus in VR), Deep Space VR (to show that the content has not size limitations), Back to Dinosaur Island (no time restrictions either, so yay for timetravel), Senza Peso (to highlight the abstract side of VR), Henry trailer (to show the power of interactivity) and Blocked In (to emphasize that VR can also be a standing experience and that the future of computer interaction will be so much more natural than today). He finished with a call to action to create more VR-compatible content, as the tools for this are freely available and require zero-to-minimal programming skills.
In the demo area we had some interesting exhibits, as usual. People got to out try the legendary AntVR (sadly not having its best day), the GearVR innovator edition, some simpler mobile headsets/spectacles and also the mandatory Oculus. Content wise there were the usual Elite:Dangerous and I Expect You To Die (thanks Mario!), other demos from the web (thanks PsychoBus!) and also many homegrown experiments. One was an impressive mobile turret shooter by Maksim Vladimirovich called “Battle 360“, the other a quick Gear VR test scene by Karel Airapetjan.
Madis also showed his work with porting different Unreal demos to VR, namely Landscape Mountains hang-glider and the Matinee fight scene. He also organized a quick mini-game with his “spinning tunnel” demo (to be released) where people had to try as hard as they can to stand on one foot for as long as possible. Much harder than it sounds when your eyes tell you that the room is tilting! Much general netwoking and buzz also took place and many decided that perhaps our next local meetup before the actual phycial one in february will be held in VR! Many thanks to Digix for the awesome place and snacks, and to everyone coming out!
More pictures here.