this is video is top-notch even 6 years after it was published a lot of what he said happened, oculus quest inside out tracking, virtual desktop app, air link, more apps, and programs are in VR, simulations, training all in VR now, .... Mr. Mike you are a genius, please share your knowledge when you can we will be thirsty for it, people like you are rare, and I see you as a logical wise thinker of future tech use. bless you
Great videos Mike! I saw your interface video as well and I was very impressed by the amount of information that you presented in such a condensed form. I am astonished that this video is almost four years old. Great job again. I look forward to seeing videos from you in the future!
As of this writing, these vids are 4 years old...but I continually return to them because I've yet to find anything else as comprehensive and functionally practical. Excellent primer if you're wanting to do VR UI dev for productivity...
Ready player one's story is just around the corner and that's wonderful. Specially if you consider the poor's perpective to be able to access a classroom. I mean in the case that at least some content remains open source in the future.
Not a new operating system, just an evolution of windowing systems. A file system will still be a file system, it's just how we interact with and display it that will change. Also, I think the best way to implement backwards compatibility will be taking old 2d applications and rendering them onto interactive objects in the virtual space. I.E. an improved RSS feed would turn 2d news articles into interactive newspaper type objects. Embedded media on pages could be pulled off the page and resized separately. Really excited for the future of HCI with VR.
I anticipate that in this particular vision of the augmented world, I'd still use a physical keyboard and mouse in order to get things done. But not everything, and it would be incredibly liberating to be able to get up from writing code and still be connected to my computer environment, even if typing is no longer possible or as responsive. One of the major interesting things (to me anyway) will be when we get into the world of shared environments. Letting another person into your world (letting them log into your computer?) will be an interesting change.
I wonder if augmented reality is another possible solution for replacing your typical workplace: assuming that some future jobs will require individuals to still come into work, AR may help one stay more engaged to one's coworkers.
From the perspective of designing for head mounted displays, they're very similar. For that, you trade darkness for transparency - You can't show black text, but you can see the real world. Put cameras on VR and it's AR. Cover the view on AR and it's VR. But the majority of design principles will stay the same.
There does seem to be a sort of intermediate paradigm where the 3D content presented to the user is a dynamically (by way of 3D scanning) generated mesh of the user's environment overlaying (and in the case of AR, occluding) the real world, possibly with modified geometry and/or shading. This would allow for the possibility of interfaces combining real-world interaction with virtual affordances.
I would debate the intuitiveness of the iPod clickwheel. I found the thing terribly frustrating, and I'm an early adopter. A better example would be the d-pad, the directional pad. That's what the clickwheel basically is, a d-pad with a hack to try and encompass a larger dynamic range. The "spin" motion, however, has to be learned.
Great thoughts! I'm skeptical of VR as a workplace replacement, though, unless we radically reshape what 'work' means. Keyboard, mouse, and screen are incredibly efficient input mechanisms for so much of the work that we do today in the office and I'm having a hard time seeing how we can improve on that with VR - I'm thinking: coding, writing and responding to emails, writing papers and reports, spreadsheets, etc. etc. I think VR will be for the most part one tool in the box for certain use cases - prototyping real-world spaces and objects, telepresence. Based on what I've heard and seen I don't believe an entire VR workspace will provide much if any benefit to the end user (except for cool things to look at).
Yep, input methods need to be figured out to work with the same speed or faster. QWERTY keyboards take a lot of training to get up to speed and there may be something else that works well. Video games have tried several interesting methods for text input. It's a tough subject because, as I talk about in the video, it's good to try to rely on human nature for user experience, but language and writing are part of nurture, not nature. And voice recognition can be quite frustrating still. For applications, it seems that content types that lend themselves to 3D work best first: 3D modeling, maps, product shopping, and of course gaming and storytelling. The ones that are inherently 2D and based on text input like coding, emails, and papers benefit less in their individual interfaces. Instead the benefit is the environmental screenspace and multitasking ability; having fewer things hidden behind other things. If the report you're writing is referencing several documents, seeing more of them at a time means fewer actions clicking through windows and tabs. Realistically, VR won't replace the desk workspace soon any more than video games have replaced film. The mediums succeed in different ways based on their strengths and continue to exist alongside each other while continuing to influence each other.
Drew Beck It's true that for all applications, and all types of work its not that much difference than having a screen and keyboard. The good thing about VR is that its great for so much especially entertainment, prototyping modeling ect. just like you say, and that it doesn't have any physical limitations in the same sense like a screen today has. I have tried using VR for normal desktop applications trough the use of www.vrdesktop.net/ and a Oculus Rift DK2 . and at the moment it requires touch typing and tolerance for low resolution text. But in a short period of time I believe that the resolution wont be a problem and some kind of input solution (voice / AR overlay or something) will make the process easier for the user. And even with today's limitations I definitely see a future where its the standard for viewing content, of any kind.
the interesting thing is that it invites your whole body, not only your eyes and hands. I can see this being big when combined with sensation. E.g (smell, temp, touch etc.) Who knows if we are going to have emails in the future.
+Drew Beck Why can't you use these inputs in conjunction w/ VR/AR? I think the biggest bonus to the workplace would be basically unlimited screen real estate. I can see something like the Hololens taking over traditional workplace desktop screens. I assume in 10 years time there will be a device that's capable of both VR and AR.
+Drew Beck You're saying "Keyboard, mouse, and screen are incredibly efficient input mechanisms". That's so so wrong;) Even sign language is double the speed of the fastest typewriter. Mouse is 10 000 times slower than eye movement and a screen is multiple times smaller than your field of vision. You will eat your hat, soon;)
Hi, Mike! Thanks for the video - it still helps me with the design of my projects to this date. I'm currently a UX Designer and Computer Science student deep into Mixed and Virtual Reality and was wondering if you had any tips for people like me trying to enter this industry today.
I would recommend getting a Rift or Vive and a gaming PC to try out as many experiences as you can so you can get a feel for what's good and bad out there. Then download Unity and go through their tutorials to learn how to use it and start making whatever you want in VR. Pay attention to what things don't make sense to other people when you show them and change those things so that you don't have to explain anything verbally.
Thanks for the presentation. In the email example you've given, wouldn't it be much faster to access email without it being presented in a real mail format? I'm curious to see how 3D may improve upon productivity, which may be completely different from what we think today. As of now, Google Inbox is making email management super easy.
Hi Mike, thanks for the vid! Im currently working on a small research topic at uni on this exact topic and I was wondering if you could point me in the direction of some research papers aimed at the future of VR interfaces that you may have stumbled across in the past. It would be a huge help, thanks again :)
+Nicholas Hodgson The paper I did for this project is here: aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf and then within that are references to other papers and websites. Most existing papers introduce and test a single interaction method because that's the most scientifically sound thing to do in a paper. But this writeup is more of an explanation of my thought process over this year.
Trully amazing content. I get, though, myself into questioning, whereas a desktop picture becomes an enviroment, why would it refer to external architectural structures, if a VR ennvironment is the complete digitalization of ideology, and architecture is a means of solidifying structures necessary to social organization and economy? Like, as a widget, soon, the clock on the wall of you desktop won't be necessary as the time for social organization that rules commuting and working times, will probably vanish for the use of VR does not require physical presence - the reason for set up of international timezones.
wow. sorry, i find this is kind of depressing at the end. your work place can be - something other people created. :( dunno, guess i'm more interested in how the technology can be used to create, not to work (for someone else). for instance, i've yet to see compelling examples of how it will really help with programing or 3d modeling. there are a lot more good 3d modelers than there are sculptors, i'm not sure real world analogs are the place to look to make things more accessible. the giant screen size and pop up help seems like the most useful thing to me atm. i think there's a difference between intuitive and easy to do. if you make the possibilities the tools open up compelling enough, people will practice and learn them to a point that they become intuitive. although breath interaction is an interesting idea. maybe for zooming in and out. :)
I know what you mean. For example, it's depressing when you give someone the tools to make a level (like Little Big Planet) and then they just make the first level of Mario rather than coming up with something new. At the same time, being that it's desktop wallpapers, I was thinking that people more often get an existing image rather than going out and taking a photo to use as their background. So, in the order of examples given at the end, I tried to move from familiar real places, to familiar fictional places, to familiar abstract art, to ultimately end with the unfamiliar abstract. The point being that yes, you should feel the ability to open up your mind and create rather than just consume. As far as programming and 3D modeling, the beginning stages of that are: ua-cam.com/video/SKPYx4CEIlM/v-deo.html and ua-cam.com/video/jnqFdSa5p7w/v-deo.html
+Jp Sp Your workplace is already something other people created. You just had no choice in the matter. Maybe you smatter some bobbleheads or personal items around your desk. The fact still remains. Most people won't bother with creating their own "enviroments".
If/when the underground holographic technology becomes mainstream, VR will be dead. Not to mention the neural integration systems. It won't be long electronic systems will have the ability to read your brainwaves without having anything "installed" in you. The governments are already reading your brainwaves and manipulating them. The next input system is thought itself. This is all kind of a waste of time from my point of view. Maybe you can earn a little money in VR for a few decades depending but still... There's also the huge problem of: almost every person I talk to hates wearing crap on their head, especially for long periods. I think all these reasons are why it didn't take off 30 years ago.
This video is Top notch information and theory, I feel privileged but at the same time disappointed that so few seen this.
Share share share and we can get it there! :P
this is video is top-notch even 6 years after it was published a lot of what he said happened, oculus quest inside out tracking, virtual desktop app, air link, more apps, and programs are in VR, simulations, training all in VR now, .... Mr. Mike you are a genius, please share your knowledge when you can we will be thirsty for it, people like you are rare, and I see you as a logical wise thinker of future tech use. bless you
Great videos Mike! I saw your interface video as well and I was very impressed by the amount of information that you presented in such a condensed form. I am astonished that this video is almost four years old. Great job again. I look forward to seeing videos from you in the future!
Way to go Mike!!! Most of it was way over my head but you're supersmart.
man your stuff is so good… so articulate and smart
Mike, You are positively brilliant! Thanks so much for sharing!
Excellent. Looking forward to further elaboration on these thoughts.
As of this writing, these vids are 4 years old...but I continually return to them because I've yet to find anything else as comprehensive and functionally practical. Excellent primer if you're wanting to do VR UI dev for productivity...
I watch this video more than i care to admit. Easily have contributed hundreds of views to this.
Great Video, was sitting watching this within VIVE headset
Ready player one's story is just around the corner and that's wonderful. Specially if you consider the poor's perpective to be able to access a classroom. I mean in the case that at least some content remains open source in the future.
This is amazing Mike, terrific video!!
Super helpful when developing VR apps. Thanks for the video!
Not a new operating system, just an evolution of windowing systems. A file system will still be a file system, it's just how we interact with and display it that will change. Also, I think the best way to implement backwards compatibility will be taking old 2d applications and rendering them onto interactive objects in the virtual space. I.E. an improved RSS feed would turn 2d news articles into interactive newspaper type objects. Embedded media on pages could be pulled off the page and resized separately. Really excited for the future of HCI with VR.
This future will be beautiful!
I anticipate that in this particular vision of the augmented world, I'd still use a physical keyboard and mouse in order to get things done. But not everything, and it would be incredibly liberating to be able to get up from writing code and still be connected to my computer environment, even if typing is no longer possible or as responsive.
One of the major interesting things (to me anyway) will be when we get into the world of shared environments. Letting another person into your world (letting them log into your computer?) will be an interesting change.
Very insightful. Thanks for sharing your thoughts!
Cool ideas. I was wondering if you can make it work for augmented reality?
this is a good video for me to show others. i always say i want a virtual batman computer and virtual temples.
Thank you so much, Mike.
Brilliant Talent ..More power to you
Wow! you just ave me a complete new insight about VR UI ! Thanks a lot!
I want to get involved in VR Interface Designing, but I have no programming experience... Yet. Time to change my life!
I wonder if augmented reality is another possible solution for replacing your typical workplace: assuming that some future jobs will require individuals to still come into work, AR may help one stay more engaged to one's coworkers.
From the perspective of designing for head mounted displays, they're very similar. For that, you trade darkness for transparency - You can't show black text, but you can see the real world. Put cameras on VR and it's AR. Cover the view on AR and it's VR. But the majority of design principles will stay the same.
There does seem to be a sort of intermediate paradigm where the 3D content presented to the user is a dynamically (by way of 3D scanning) generated mesh of the user's environment overlaying (and in the case of AR, occluding) the real world, possibly with modified geometry and/or shading. This would allow for the possibility of interfaces combining real-world interaction with virtual affordances.
i think you should make more video like this
I would debate the intuitiveness of the iPod clickwheel. I found the thing terribly frustrating, and I'm an early adopter.
A better example would be the d-pad, the directional pad. That's what the clickwheel basically is, a d-pad with a hack to try and encompass a larger dynamic range. The "spin" motion, however, has to be learned.
Great thoughts! I'm skeptical of VR as a workplace replacement, though, unless we radically reshape what 'work' means. Keyboard, mouse, and screen are incredibly efficient input mechanisms for so much of the work that we do today in the office and I'm having a hard time seeing how we can improve on that with VR - I'm thinking: coding, writing and responding to emails, writing papers and reports, spreadsheets, etc. etc.
I think VR will be for the most part one tool in the box for certain use cases - prototyping real-world spaces and objects, telepresence. Based on what I've heard and seen I don't believe an entire VR workspace will provide much if any benefit to the end user (except for cool things to look at).
Yep, input methods need to be figured out to work with the same speed or faster. QWERTY keyboards take a lot of training to get up to speed and there may be something else that works well. Video games have tried several interesting methods for text input. It's a tough subject because, as I talk about in the video, it's good to try to rely on human nature for user experience, but language and writing are part of nurture, not nature. And voice recognition can be quite frustrating still.
For applications, it seems that content types that lend themselves to 3D work best first: 3D modeling, maps, product shopping, and of course gaming and storytelling. The ones that are inherently 2D and based on text input like coding, emails, and papers benefit less in their individual interfaces. Instead the benefit is the environmental screenspace and multitasking ability; having fewer things hidden behind other things. If the report you're writing is referencing several documents, seeing more of them at a time means fewer actions clicking through windows and tabs.
Realistically, VR won't replace the desk workspace soon any more than video games have replaced film. The mediums succeed in different ways based on their strengths and continue to exist alongside each other while continuing to influence each other.
Drew Beck It's true that for all applications, and all types of work its not that much difference than having a screen and keyboard. The good thing about VR is that its great for so much especially entertainment, prototyping modeling ect. just like you say, and that it doesn't have any physical limitations in the same sense like a screen today has.
I have tried using VR for normal desktop applications trough the use of www.vrdesktop.net/ and a Oculus Rift DK2 . and at the moment it requires touch typing and tolerance for low resolution text. But in a short period of time I believe that the resolution wont be a problem and some kind of input solution (voice / AR overlay or something) will make the process easier for the user.
And even with today's limitations I definitely see a future where its the standard for viewing content, of any kind.
the interesting thing is that it invites your whole body, not only your eyes and hands. I can see this being big when combined with sensation. E.g (smell, temp, touch etc.) Who knows if we are going to have emails in the future.
+Drew Beck Why can't you use these inputs in conjunction w/ VR/AR? I think the biggest bonus to the workplace would be basically unlimited screen real estate. I can see something like the Hololens taking over traditional workplace desktop screens.
I assume in 10 years time there will be a device that's capable of both VR and AR.
+Drew Beck You're saying "Keyboard, mouse, and screen are incredibly efficient input mechanisms". That's so so wrong;) Even sign language is double the speed of the fastest typewriter. Mouse is 10 000 times slower than eye movement and a screen is multiple times smaller than your field of vision. You will eat your hat, soon;)
Hi, Mike! Thanks for the video - it still helps me with the design of my projects to this date. I'm currently a UX Designer and Computer Science student deep into Mixed and Virtual Reality and was wondering if you had any tips for people like me trying to enter this industry today.
I would recommend getting a Rift or Vive and a gaming PC to try out as many experiences as you can so you can get a feel for what's good and bad out there. Then download Unity and go through their tutorials to learn how to use it and start making whatever you want in VR. Pay attention to what things don't make sense to other people when you show them and change those things so that you don't have to explain anything verbally.
Good thoughts amigo. Your mouse wheel work was distracting but good ideas! :)
Thanks for the presentation. In the email example you've given, wouldn't it be much faster to access email without it being presented in a real mail format? I'm curious to see how 3D may improve upon productivity, which may be completely different from what we think today. As of now, Google Inbox is making email management super easy.
Do you have a report or some kind of summary of your research that is available to the public?
Mr. Delgado's article on MakeUseOf website brought me here.
Hi Mike, thanks for the vid! Im currently working on a small research topic at uni on this exact topic and I was wondering if you could point me in the direction of some research papers aimed at the future of VR interfaces that you may have stumbled across in the past. It would be a huge help, thanks again :)
+Nicholas Hodgson The paper I did for this project is here: aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf
and then within that are references to other papers and websites. Most existing papers introduce and test a single interaction method because that's the most scientifically sound thing to do in a paper. But this writeup is more of an explanation of my thought process over this year.
+Mike Alger awesome, this is perfect, thanks a lot !
Trully amazing content. I get, though, myself into questioning, whereas a desktop picture becomes an enviroment, why would it refer to external architectural structures, if a VR ennvironment is the complete digitalization of ideology, and architecture is a means of solidifying structures necessary to social organization and economy?
Like, as a widget, soon, the clock on the wall of you desktop won't be necessary as the time for social organization that rules commuting and working times, will probably vanish for the use of VR does not require physical presence - the reason for set up of international timezones.
Great ideal... i also get thing that... but you have a lot more know-how...
The warning at the bottom of your website is hilarious ISBN number Hint
Thank you @MikeAlger we were born to suck!
wow, very nice
keep on keepin' on
love it.
lol the head mounted display
wow. sorry, i find this is kind of depressing at the end. your work place can be - something other people created. :(
dunno, guess i'm more interested in how the technology can be used to create, not to work (for someone else). for instance, i've yet to see compelling examples of how it will really help with programing or 3d modeling. there are a lot more good 3d modelers than there are sculptors, i'm not sure real world analogs are the place to look to make things more accessible. the giant screen size and pop up help seems like the most useful thing to me atm.
i think there's a difference between intuitive and easy to do. if you make the possibilities the tools open up compelling enough, people will practice and learn them to a point that they become intuitive.
although breath interaction is an interesting idea. maybe for zooming in and out. :)
I know what you mean. For example, it's depressing when you give someone the tools to make a level (like Little Big Planet) and then they just make the first level of Mario rather than coming up with something new. At the same time, being that it's desktop wallpapers, I was thinking that people more often get an existing image rather than going out and taking a photo to use as their background. So, in the order of examples given at the end, I tried to move from familiar real places, to familiar fictional places, to familiar abstract art, to ultimately end with the unfamiliar abstract. The point being that yes, you should feel the ability to open up your mind and create rather than just consume.
As far as programming and 3D modeling, the beginning stages of that are: ua-cam.com/video/SKPYx4CEIlM/v-deo.html and ua-cam.com/video/jnqFdSa5p7w/v-deo.html
+Jp Sp Your workplace is already something other people created. You just had no choice in the matter. Maybe you smatter some bobbleheads or personal items around your desk. The fact still remains.
Most people won't bother with creating their own "enviroments".
Ready Player One and many other VR stories brought me here!
Scrolling the text. lol
+Seu Digão Yeah, in the next video I think I did a better job explaining what I was doing there... ua-cam.com/video/id86HeV-Vb8/v-deo.html
+Mike Alger Indeed. Great content, btw. :)
I yawned
Yes!
If/when the underground holographic technology becomes mainstream, VR will be dead. Not to mention the neural integration systems. It won't be long electronic systems will have the ability to read your brainwaves without having anything "installed" in you. The governments are already reading your brainwaves and manipulating them. The next input system is thought itself. This is all kind of a waste of time from my point of view. Maybe you can earn a little money in VR for a few decades depending but still... There's also the huge problem of: almost every person I talk to hates wearing crap on their head, especially for long periods. I think all these reasons are why it didn't take off 30 years ago.