”Intelligence is the ability to adapt to change.”
What is B_BODY?
Stripped down VR experience, where user’s voice becomes part of their visual perception. With no controllers, joysticks or body trackers, they can learn to see where there is no light, to detect and recognize objects, to interact with them and move themselves without using their arms or feet.
Enough said? Feel free to go straight to downloads or watch the video!
Let's talk about virtual reality.
VR needed quite a long time to grow up, to mature enough to take regular part in our daily life. Today, as head-mounted-displays became affordable, they escaped university labs and invaded our homes with a promise of reality better than reality. VR brings us convincing impressions of faraway locations, lets us walk around historical sights, or it puts us in sports simulation so believable, that it makes us sweat.
Digital simulation of physical reality undoubtedly represents the primary target that drives this medium. With that, we need devices that stimulate our senses beyond visual and sound perception. We want to walk, run, swim, or touch virtual objects. As the virtual objects are simulated, our interactions must also extend to our real world through devices we hold or wear. Through the devices that track our movements, through the devices that tactile feedback when we reach into virtual space.
Simply said, simulation is the king. Of course, the more we know about the physical reality and how human beings perceive it, the better our simulation gets. We observe ourselves how we run or jump, and then we design controllers that record these moves and translate them accurately into simulated experiences. We put the user at first, being faithful to human-centered design framework.
We human, and especially our bodies, we have apparent limitations. Besides, the physical world also has its laws of physics, such as gravitation law. Well, it surely makes sense to implement these laws and restrictions into our simulation, because they will indeed add more of "known" and "familiar." However, none of these limitations exist in virtual reality, unless we design them in.
So, why are we only trying to bring the limitations of the "real" world into the reality where these limits do not need to exist? What if "human-centered-design" is a trap here? What if we can adapt to any interaction with information manifested in an alternative, not strictly human-centered perspective?
However, are we only trying to bring the limitations of the "real" world into the reality where the limits and regulations are existing only if we program them in? What if "human-centered-design" is a trap here, and what if instead of the reality simulation we should explore this medium without being too human? What if we can adapt to any type of interaction with information manifested in an alternative, not too human-centered perspective?
June 2018, Mike Jelinek
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