LAS VEGAS — Over the last few days, I’ve repaired a robot, driven a Rover across Mars and zapped objects with a laser gun.
I did all of that
while mostly standing around in a far less interesting place: Las Vegas,
where the International CES, the giant consumer electronics trade show,
was being held. To escape from the artificial reality of Sin City
during the show, I spent a few days trying out different virtual-reality
headgear and applications to assess whether virtual reality was a
gimmick or a lasting trend.
My verdict: Virtual
reality is here to stay for the long term, partly because the content
looks and feels great (and also because so many tech companies will not
stop talking about it). Whether it ends up widely appealing to consumers
depends on how the companies market the technology and whether they
bring prices down for virtual reality devices.
In the near term,
virtual reality will probably appeal mostly to gamers and tech
enthusiasts, largely because of the high price of having a solid virtual
reality experience in the home. Facebook said this week that its Oculus
Rift device, which will be released in March, would cost $599, or $1,500 when bundled with a computer.
But considering the
high quality of the early content and applications already made for
virtual reality, and given the amount of cash that companies are
investing in the medium, this is probably not a fad that will fizzle out
like 3D television. Virtual reality companies said 2016 is the year
that many consumers will try out virtual reality for the first time and
perhaps be wowed, though it will not be the year that it reaches mass
adoption in terms of sales.
“I haven’t had anyone
yet try the Rift and take it off and say, ‘I didn’t get it, that’s not
incredible,’” said Brendan Iribe, the chief executive of Oculus, in an
interview. “Most people’s reaction is, ‘That’s probably the best thing
I’ve ever seen in technology in my life.’”
Virtual reality
has come a long way. Technologists have been tinkering with the concept
since the 1980s, but the first mature virtual reality devices and apps
only started emerging in the last three years. Oculus, which was acquired by Facebook
for $2 billion in 2014, has attracted the most headlines. But plenty of
other companies now have a stake in virtual reality, including Samsung
Electronics, Valve, Jaunt, HTC and Fox Entertainment Group.
During my virtual
reality jaunts at the trade show, I strapped on the Rift headgear, which
connects to a computer, and looped the two controllers around my hands
to test two applications. An app called Toybox places a user in a
virtual playroom surrounded by objects that you can pick up and interact
with, like ping pong paddles, a laser gun, a slingshot and fireworks.
Another player can join you in the session, too, to hit the ping pong
ball or shoot a paintball at you with the slingshot.
Fox Entertainment also
demonstrated a virtual reality app it developed for Oculus to promote
the movie “The Martian.” The app gives you the opportunity to be Mark
Watney, the astronaut left stranded on Mars, who is played by Matt Damon
in the film. The experience, which lasted about 20 minutes, consisted
of seven scenarios, including a sequence where you use the hand
controllers to operate a crane to load solar panels onto the Mars Rover.
A less enthralling scene involved sorting potatoes by throwing them
into different buckets. I was lousy at tossing the potatoes into the
buckets, just as I am inadequate at throwing objects in real life.
HTC, the technology
maker based in Taiwan, has also developed virtual reality headgear
called Vive with the help of Valve, the games distribution company.
Vive, which will be available in April, connected to a powerful computer
to deliver graphics that were even more rich and intense than Rift’s. I
tried a handful of apps, including Tilt Brush,
a painting app developed by Google, which let me draw brush strokes in
three-dimensional space, in what was a pretty mesmerizing experience. A
game app, Aperture, placed me in a robot repair facility and instructed
me to open drawers, pull levers and push different buttons to repair
robots.
The hand controllers
for both Rift and Vive took some time getting used to, but it felt
natural to interact with objects on both devices. I figured out how to
repair the Aperture robot and operate the crane in “The Martian” app
without any help. Chet Faliszek, a video game writer at Valve, said the
intuitiveness of virtual reality should open the medium to broad
applications, not just games. “The applications and the different ways
that they can be used are so diverse,” he said.
Rift and Vive had some
major differences. Rift is designed for use while standing or sitting.
Vive encourages you to walk around — there is a front-facing camera on
the headgear to let you peek into the real world with the press of a
button, in case you want to grab a glass of water, for instance.
Both devices had some
flaws. Rift was difficult to wear on my face; I failed to orient the
device to block out the outside world in a space under my nose (perhaps
because I have a long nose) and a quick head movement made the headgear
go out of focus and required a readjustment. Because Vive encourages
moving around, I tripped over the cord a few times. With both devices, I
felt exhausted and overstimulated after 20-minute sessions — virtual
reality feels like media designed to be consumed in small doses, not
hours at a time.
Oculus and Vive are
initially targeting gamers with their products, and there are limits to
the appeal of the systems. Consider the aesthetics of the headgear,
which could be off-putting to everyday consumers. Both pieces of
headgear still look freakishly sci-fi, like something out of a “Star
Trek” episode.
When I pointed that
out to executives of Jaunt, a company based in Palo Alto, Calif., that
provides a camera and software for companies to produce virtual reality
content, they presented a smartphone wearing a case called the Figment VR.
The Figment VR, a Kickstarter-backed phone case, includes two lenses
that pop out of the case so you can quickly view virtual-reality content
on a smartphone screen.
Jaunt, which hopes to
one day to become the “Netflix of VR,” believes that, at least
initially, the smartphone, not fancy headgear like Rift or Vive, will be
the key to mass consumer adoption of virtual reality.
“It’s all about
smartphone technology,” said David Anderman, the chief business officer
of Jaunt. “Everybody who has a smartphone in their pocket — quite soon
that could be everybody — can play VR content.”
Jan Dawson, an independent technology analyst, agreed with that prediction. He said devices like the Gear VR,
a virtual reality headset developed by Samsung Electronics and Oculus,
has more potential to go mainstream. The $100 accessory requires
inserting a Samsung Galaxy smartphone into the headgear, relying on the
smartphone’s screen for video. After the Gear VR accessory became
available on Thanksgiving, it quickly became a best seller on Amazon.
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