The Oculus Rift is coming to Second Life. It’s already available for the Unity platform. Other virtual world platforms and games are rapidly signing on, including the Unreal engine, Valve, Bioshock, Hawken, Minecraft, Portal, and many, many more.
This 3D headset — and the flood of competitors soon to come — will transform the way we engage with virtual worlds.
For example, when you’re wearing a headset, you can’t see the computer keyboard in front of you. Since not all of us are touch typists, this means that you can no longer expect people to type anything. Or use keyboard shortcuts to activate commands. Or use the arrow keys to move an avatar — or a camera — around.
Speaking of the camera, you can’t have one. Not only does it break immersion, but it can make people sick if their viewpoint is heading in one direction while their avatar body is heading in another.
Heads-up displays — where text floats in front of your face — can work in situations where the avatar is wearing a helmet, or virtual Google glasses, or some other device that enables a heads-up display. But in other contexts it just breaks immersion and blocks the view.
But menus have to go. If something is normally at the top, bottom, or side of the screen then it’s probably just outside your field of vision in the Oculus Rift. And you can’t turn your head to look at it, because then the whole field of view shifts. Plus, they break immersion.
I suggest that some of the answers to this problem can come from the world of magic. After all, witches, wizards and wicked queens have been making amazing things happen for generations.
How did they do it?
Samantha twitched her nose. Genie blinked her eyes. Sabrina the Teenage Witch pointed her finger.
Using such a device will actually serve two functions. The ability to see your own hands in-world will add to the realism and immersion of the experience.
The downside to gestures is that they aren’t particularly precise. For example, at home, I use a Wii to watch Hulu videos, and navigating the Wii and Hulu menus with the Wii controller is a pain because it’s hard to get fine control when your hand is up in the air.
Eye tracking has the same problem — eyes naturally move around from place to place, and blink automatically, even when you might not want them to.
I expect, over time, that we’ll develop a common language of gestures, similarly to the language quickly evolving for touch devices — swipes, pinches, taps and double taps.
In 3D space, we’ll have pointing — obviously. Maybe raise your arms in the air to fly. Putting palms together and spreading them to pull up a menu. Putting your hands up to your eyes in the “taking a picture” motion to take a snapshot. Pinching the fingers of your hands together, then pulling them apart to make a magic wand or laser pointer appear. Leaning forward — or walking in place — to walk forward. Or actually walking, as with the Virtuix Omni treadmill. (Only two weeks left in the Kickstarter campaign, by the way, which is rapidly approaching $1 million.)
The magic word or phrase — abracadabra, alakazoom, open sesame, avada kedavra — cause things to happen, often in combination with particular gestures.
The words have to be unusual, so that they don’t pop up in casual conversation. In a virtual world, they can be used to activate functionality, devices, or make a menu appear in front of the avatar.
The Oculus Rift doesn’t have voice support built in, but users are likely to be using separate headset for sound and voice. In the future, the two functions might be combined.
We already know how to use many magic items.
We open the stopper on a genie bottle, and rub a magic lamp. We wave a magic wand around, then point it. We put on seven-league boots and cloaks of transparency. We sit on a flying carpet. We drink magic potions. We spread out a magic tablecloth. We reach into a magic hat to pull out a rabbit.
The benefit of magic items is that they can offer unlimited new functionality without having to modify the interface itself.
However, we do need to have some kind of standard indicator that an item is a magic item. A sparkly effect, say, so that we aren’t sitting down on every carpet we come across and trying to get it to fly.
Magic mirrors, popular with evil queens, serve double duty. On the one hand, it’s a mirror. On the other hand, it’s a personal magical assistant.
In virtual worlds in particular mirrors — the regular kind — are important since the user can’t simply rotate the camera to see what the avatar looks like.
When activated, a magic mirror could turn into a touch screen with a menu, avatar inventory, Web browser, or video phone, or it could bring up a Siri-like personal assistant.
Interaction can be through voice, through pointing, through touching, or some combination of those.
A special type of magic item, magic charms are worn and give certain abilities. Say, the ability to breathe underwater. Or understand a foreign language.
To activate a charm, you pull it out of your inventory and wear it. To deactivate it, you take it off.
I can imagine wearing a bracelet of charms. For a reminder of what each one does, I could briefly touch it, and words would briefly appear explaining what it does, then float off and dissipate.
Check out her author page on Amazon or follow her on Twitter, Facebook, or LinkedIn. Her first virtual world novella, Krim Times, made the Amazon best-seller list in its category. Her second novella, The Lost King of Krim, is out now.
Latest posts by Maria Korolov (see all)
- 5G to spur smartphone sales in 2020, but not VR or AI - September 16, 2019
- OpenSim stats down due to missing Brazilian grids, OSgrid cleanup - September 15, 2019
- AviWorlds changes business model again - September 15, 2019