The problem with hats.

A look at making HMDs fashionable.

Tuesday, 13 October 2015

Oculus Toybox Footage overlaid with real world footage of input.

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Wednesday, 23 September 2015

The problem with hats.

Let me begin by saying that I never give fashion advice.  Why?  Well, no one ever seems to ask me for fashion advice. I like to think they are just terribly intimidated.* * I might be wrong. Here's a VR post about fashion.  Namely the issues with VR headgear and the problem of it not currently win a lot of points with people for style. I have a couple of working theories on why this might be and possibly how we might come...

Monday, 21 September 2015

70 minutes in heaven with Valve's HTC Vive.

You belong to one of two groups.   Either you received a development kit as a developer and you have unlimited access to a HTC Vive or you need to chase HTC's truck around North America for a shot at a 20 minute demo. There is currently very little grey area to be found between these two camps. What DOES exist can be found in private invitations from developers to try out the kits they've been given, something I recently had a chance...

Saturday, 8 August 2015

The Myth of Virtual Reality

Let me try to write something here that's been bothering me for a couple of years now.  I've attempted to write a post on it a few times but always ended up thinking it was too self indulgent.  There's always a danger when you write that you are doing it for the simple pleasure of hearing your own self prattle on.  That's probably the case here, but it's a Saturday morning, I just made coffee and you've been warned. All due respect...

Thursday, 16 July 2015

AKIRA in VR. (aka, working with large illustrated novels in VR.)

Hey folks, Spent a little time on working with a large collection of comics / illustrations in VR and this was the results.  My primary interest is working with large bodies of materials and quickly being able to find a particular point of interest by visually looking for it in a 3D space.  VR obviously helps with this immensely.  It also allows you to fluidly get very close to each work in a way that isn't very natural when dealing with the images in a traditional 2D desktop. Most importantly, it's pretty cool to be able to surf...

Friday, 10 April 2015

Marketing VR in the year 2016 - Beyond Imagination

Let's travel to the future friends, take my hand and let's go visit the year: <<< 2016 >>> The sights and sounds in this time may be loud and confusing to you, do try to stay calm and not give yourself away as a visitor from such a deprived and backwards time as 2015. --- I've been thinking about VR's commercial launch.   Not cardboard.  Not a developer kit, no.  I mean the honest to God, real...