As Chris Milk, an early VR pioneer, explains:
“You read a book; your brain reads letters printed in ink on paper and transforms that into a world. You watch a movie; you’re seeing imagery inside of a rectangle while you’re sitting in a room, and your brain translates that into a world. And you connect to this even though you know it’s not real, but because you’re in the habit of suspending disbelief.
With virtual reality, you’re essentially hacking the visual-audio system of your brain and feeding it a set of stimuli that are close enough to the stimuli it expects that it sees it as truth. Instead of suspending your disbelief, you actually have to remind yourself not to believe.”
Virtual Reality has moved beyond the premiere, primordial phase of its existence into going mainstream. And even if it seems like it’s not totally mainstream, the presence of it in discussions, physical spaces and commercial domains means that it has come to stay. And with presence comes design, the design of systems of its usage, the storytelling capabilities design, the design of processes and of course, user experience/interface design.
All of these sum up the reason we want to be able to understand this field with clarity and we think you should too.
Here are a couple of quotes that’ll set you off in the right mental design direction:
What the computer in virtual reality enables us to do is to recalibrate ourselves so that we can start seeing those pieces of information that are invisible to us but have become important for us to understand.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
In the past, before phones and the Internet, all communication was face-to-face. Now, most of it is digital, via emails and messaging services. If people were to start using virtual reality, it would almost come full circle.
Display companies, many of them that we’ve spoken to, are really excited about virtual reality because they’re actually running out of innovation opportunities in other markets.
In virtual reality, it’s more about capturing and creating worlds that people are inhabiting. You really are a creator in the way the audience lives within the world that you are building.
Virtual reality might be able to give you a way of doing hands-on to construct ideas in a computer.
Today, the best way to communicate with someone is still face-to-face. Virtual reality has the potential to change that, to make it where VR communication is as good or better than face-to-face communications, because not only do you get all the same human cues as real-world communication, you basically suspend the laws of physics, you can do whatever you want, you can be wherever you want.
There are certain ways, narrative forms, that do not function as a continuation, for example, of 3D movies. You see, what is obvious to me is virtual reality or immersive 360 degrees virtual reality is not somehow a part of 3D movies, and it is not a new form of video games, it’s neither, it is something completely new, something different, and nobody has come up yet with real convincing content.