Good VR Podcast

Ian Hamilton

Audio from people building toward good VR. Read more about Good Virtual Reality at www.goodvirtualreality.com and support independent journalism directly. www.goodvirtualreality.com

  1. 6 hr ago

    MuhMow Roller Skates And Swings From The Ceiling In VRChat

    A skateboarder who suffered a painful injury found a new activity to keep himself active — roller skating through VRChat. During a year of layoffs or closure for many of the content companies that provided many their first VR experiences, VRChat is seeing record numbers and people like MuhMow are discovering its vibe. He converted a second floor office into a mini roller rink he glides around wearing a Meta Quest Pro and Vive Ultimate Trackers. Years after he forced himself to stop skateboarding he’s recaptured the feeling of being out at the skate park and doing tricks in front of a small crowd. “If you set your mind to something you can do it,” he says on the Good VR Podcast. “One thing that people are afraid of is failing. And with skateboarding or roller skating, part of the sport is you need to fall to progress. What matters is getting back up and trying again…. You just gotta keep progressing. People are scared of dancing because you might look dumb. Everyone’s gonna look dumb, you’re just starting out. It took me forever to make myself look cool in my videos.” He’s found an avatar he feels at home inside and he works with collaborators to add roller skates to the feet. He moved everything he could out of the office to avoid collisions and wears battery packs to go the distance. His longest session in VR lasted around eight hours. “If I’m in a lobby and I have below 20 FPS, I cannot skate because I’m moving too much,” he says. “I think the most I get is 40-50.” You can donate any amount via Stripe to support the work of Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

  2. 2 days ago

    Tens Of Thousands Use Meta Glasses For Vision Assistance, With Be My Eyes Founder Hans Jørgen Wiberg

    Meta finds itself in its latest media firestorm with reports of people harassing others while capturing videos with AI glasses. In response, Meta says it’ll effectively de-platform its own hardware product from people tampering with the device to remove the white recording notification light. Reportedly, the company sent out cease-and-desist letters to groups offering that modification as a service. The founder of Be My Eyes, Hans Jørgen Wiberg, expresses both anger and sadness about people using the glasses this way because he’s a member of a group with a very different use for Meta’s glasses. Tens of thousands of people who are blind or have low vision use the Meta glasses to make video calls to sighted volunteers around the world. The volunteers look through the camera on the glasses and answer questions about what they see. “Even my wife said, don’t wear those glasses if you don’t use them. And I was like, ‘Okay.’ Two weeks ago I would never think about not wearing them,” Wiberg said. “Now I put them in my pocket and then when I need them, I take them out and put them on…I should not have to do that. That is simply wrong.” I connected with Wiberg in Denmark using the podcasting platform Riverside to record a conversation about Be My Eyes. I recommend pairing this conversation with the recent one talking with CNET gadget expert Scott Stein in which he advised not accusing strangers of being perverts for simply wearing the glasses. The two conversations make for a deep dive into the way social norms are being changed by Meta’s glasses. I personally stopped wearing Meta glasses in public due to their ability to make others uncomfortable. During the conversation with Wiberg I shared the fact that, when I did wear them, I very quickly started practicing a new bit of social etiquette by placing them on the top of my head when entering a public restroom. Wiberg suggests similar etiquette would apply to blind people facing the need for a public restroom. Simply asking someone there for assistance or feeling the way around the room should be the standard, he says. The example highlights a difficult reality about computerized glasses. There’s a future where a locally running AI assistant can successfully answer the request “help me find the restroom” with zero Internet access. In such a scenario would a white light be needed at all when locally analyzing what’s seen by the glasses’ sensors against the device’s training, successfully directing a person step by step to a urinal or toilet without the Internet? Such an automated use would be very similar to the simple sensors already present in the bathroom for identifying when someone puts their hands under a faucet or automatically flushing a toilet when they leave the stall. What I’m highlighting here is one of the reasons I lost interest in Meta’s glasses. Meta changed the entire product category from being centered on the cameras to being centered on artificial intelligence. Instead of personally taking photos and videos of my walks through Central Park, I had the feeling of capturing imagery to train Meta’s AI. Once AI is trained properly, there may be a future where these kinds of camera glasses don’t allow users to capture videos and photos at all to avoid any misuse by individuals, while simultaneously allowing uses like the path to the bathroom provided through offline automation. In this hypothetical future, when automation takes the place of an interaction between two people grounded in empathy, what do humans lose? “I have never done anything wrong and I have no intentions of doing something wrong. Of course, also blind people can do stupid stuff,” Wiberg says. “That’s not what I’m saying. But at least we have a very good reason to use those glasses to understand our surroundings and we should never think twice about putting those glasses on. But I totally understand why people don’t want to be approached by people who maybe don’t even know what a white cane is, or anything like that, and just see the glasses and say, hey, ‘what are you doing?’” You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Tens Of Thousands Use Meta Glasses For Vision Assistance, With Be My Eyes Founder Hans Jørgen Wiberg
  3. 22 Aug

    AltSpace's Third Chance With SideQuest's Shane Harris

    The head of SideQuest is looking to resurrect AltSpace again. The well-loved social platform Altspace closed down twice before. First, the startup behind the service was to close in 2017 during the start of modern VR’s first winter. It was rescued, however, in a last-minute buyout from Microsoft. Then Microsoft pulled the plug in 2023 in a sign of what was yet to come for Horizon Worlds and Rec Room. Now SideQuest CEO Shane Harris is looking to re-launch the service yet again. “Altspace was kind of like a safe space,” Harris said on the Good VR Podcast. “It was a place where people and organizations, groups, even brands could associate with it because they were, a lot more careful about how they presented it, how the avatars were presented, how the worlds, how their policies and how they worked with the community was always different in there.” One of the core questions I had for Harris is whether his approach will be built in such a way that users might have some protection for the permanence of their worlds if SideQuest should be unable to continue it sometime in the future. It’s still early days, so there’s no clear answer to that question, but Harris did make it clear he’s thinking about it. “We are building services behind the scenes to power this new AltSpace that will also be services that we offer out generally to other developers, like live networking, voice and data services, other parts of the platform,” Harris said. “We’ve built browser integrations, we’ve got creation tools and SDKs, we’ve got character systems and avatar systems. And actually what we’ve done is to build all of these out as modular pieces so that we can make those available to other developers as well.” Harris connected to me from Dubai using the podcast recording platform Riverside and I edited the conversation down to around 45 minutes. You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    AltSpace's Third Chance With SideQuest's Shane Harris
  4. 21 Aug

    Grabbing Mario From A Nintendo 64 Cartridge And Other Experiments With Lucas Martinic

    I grabbed my Super Mario 64 cartridge off the shelf, backed up the game to my Mac and stuck the file in a folder on Meta Quest 3. Then I opened the APK sent to me by Lucas Martinic of studio Present Futures. Voila. Mario was controllable by the analog stick on my right controller and, with my left hand, I could reach into the virtual world I first visited around 30 years ago. Mario could stand on my hand, I could lift him up by raising my arm, and I could even pinch him by the hat and pull him forward into the physical room with me. Essentially, the Master Hand from Super Smash Bros was now reality. There Mario was, for the first time in my life, standing there on my dining room table. I pushed the stick to the right and he fell off the edge of the table and started running around on my floor. I put Mario back inside his virtual world and then used the stick to send him into the castle. That’s where the magic ended. I found the limit of Martinic’s work to bridge Super Mario 64 to physical reality. To understand how this remarkable interaction came to be, I invited Martinic on the Good VR Podcast. “That’s the idea, to just inspire other developers and maybe non-XR developers to jump into XR,” Martinic said. During the recording he shared that he worked with an AI agent to make Mario’s transition across mixed reality possible. He said he spends around $600 per month total for three Claude Max plans as part of his ongoing exploratory work with VR headsets. Another project Martinic is working on called Inkphony won $100,000 from a Meta hackathon. The app uses the Logitech MX Ink stylus to draw musical notes directly onto a physical surface and the app promises the ability to pluck sounds from objects in the environment. “We are still…redesigning some stuff because the premise, or the vision, that we presented for that hackathon is not feasible to do,” Martinic explained during the podcast. “It’s possible, but it’s not sustainable. Because the way we set up the vision AI models that we use to manage to do this will surpass what people pay for the app.” The podcast with Martinic is around 18 minutes long and covers the odd economies of eye-catching AI-driven development. You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Grabbing Mario From A Nintendo 64 Cartridge And Other Experiments With Lucas Martinic
  5. 20 Aug

    Apple Vision Pro In An Operating Room Points To The Cost Of Doctors Turning Their Heads

    A recent paper authored by Dr. Bobby Korn at the University of California, San Diego made some intriguing conclusions from 16 operations completed with physicians wearing Apple Vision Pro to view cameras inside the human body. Here are the listed highlights from the paper, bolding added: * Spatial computing improves ergonomic comfort in endoscopic surgery. * Apple Vision Pro enables immersive, hands-free surgical visualization. * Operative time shortened without increased cognitive workload. * Low cost and small footprint make spatial computing feasible for operating room integration. The paper suggests that, on average, operations could be performed over eight minutes faster because the doctors didn’t keep turning their heads to look at a physical monitor showing the live view from a camera inside the body. “When you’re actually looking at a monitor, you’re actually oftentimes using one monitor that is shared by everyone in the entire room,” Dr. Korn said on the Good VR Podcast. “So it’s not naturally the most ergonomic thing that you’re using. So you’re turning your head, you’re turning your hips, and you’re doing this hundreds of times throughout the case. And that creates a significant amount of fatigue for the surgeon themselves. What ends up happening is that when I’m doing work in the nose, taking instruments in and out, I’m actually doing this hundreds of times during the case. And as I look down and I look up, my eyes are constantly looking for the image on the screen. With the Vision Pro, the image is always in front of us. We always see it.” From the paper’s conclusion: “…contemporary operating room costs approximate $51 per minute. Applying the observed 8.3 min reduction yields an estimated saving of roughly $420 per case, and for a practice performing 100 to 200 endoscopic DCR procedures annually this would correspond to an estimated $42,000 to $85,000 per year.” I encourage you to pair this conversation with my earlier talk with Jamie Lockwood at HMDmd for an overview of the types of procedures that might feature paired cameras providing 3D stereoscopic imagery to doctors looking inside the body. In some situations, doctors might also want an open periphery from their head-mounted display to occasionally look down at their hands directly. Overall, the two conversations paint a picture of the research frontier at the very cutting edge of medical technology. While the scale of the study is small, if its takeaways can be replicated elsewhere, there might be profound implications for healthcare savings provided by VR headsets. “The things that really drew me to Apple’s device was that the resolution is just so high and so crisp,” Dr. Korn said. “The refresh rate is good. But in addition to that, though, is the pass through. So you mentioned that other system where you actually place it over your eye and you’re able to look in the periphery. Every time you do that, your eye has to undergo a process called accommodation where you actually change the shape of your eye…And that just adds to the fatigue and exhaustion to a surgeon if they’re, say, doing an operation for several hours at a time….You want a surgeon who’s comfortable, who can see exceedingly well with the images presented into them, really to give you the best outcome.” You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Apple Vision Pro In An Operating Room Points To The Cost Of Doctors Turning Their Heads
  6. 19 Aug

    FitXR CEO Sam Cole On Glasses & Bundling Exercise Subscriptions With Hardware Sales

    VR’s ability to instantly embody a person in simulated space turns out to be an incredible match for fitness. The idea that you can forget the pressure of the physical world and get into the rhythmic flow of a workout is one of the ways VR is transforming lives all over the world. I captured some of those stories in a recent writeup about Supernatural’s return to independence, but now I’ve had the CEO of FitXR Sam Cole on the Good VR Podcast to discuss their 10-year story building active fitness applications for VR. If there are any FitXR fans reading this, or listening to the podcast, feel free to send an email to editor@goodvirtualreality.com to tell me about how the service has affected your life for potential coverage in a future article. Please include how you want to be identified in the article and as many details as you can about your fitness journey. “Something like only 4% of Americans have a gym membership and actively use that gym membership. It just shows you that the vast majority of the population aren’t engaging regularly with exercise,” Cole says on the podcast. “The fitness industry looks at people who haven’t formed a habit with exercise — they won’t ever publicly say this — but they’ll generally feel like it’s a problem with the customer. And those customers are fickle and can’t form a habit and therefore [are] a low value to try and serve. But the opposite is true. It’s a problem with the product. The more that you’re able to build a product to serve this audience, the more that you’re able to serve a truly mass market audience.” The conversation with Cole goes full circle from their initial interest in building for an augmented reality headset from Magic Leap to being encouraged to build for VR headsets and finally to the coming wave of glasses-sized VR eyewear that can transform people’s perception about what the devices are for. “We will have headsets soon that feel a lot more like glasses in terms of form factor. That’s going to be really significant for overall adoption … we’ve done a bunch of things with Meta over the years where we’ve tried to sell headsets to our target demographic and really market headsets as pieces of fitness equipment rather than a gaming console. When we talk to customers in that kind of sales process, you really understand their skepticism,” Cole said. “Let’s just zero in on the Quest, for example, when they look at that device, they think gaming console for kids. They can’t envision themselves wearing that. For us it’s a piece of fitness equipment. They can’t see themselves wearing that to do fitness, but they also can’t see themselves wearing that to watch a movie. They can’t see themselves to do that to take a video call, for example. When you put the Quest 3 on them, none of them go, yeah, I mean it’s great, but if it was just a little bit less heavy, I would buy it. It’s all of this preconceived ideas about what it is and isn’t going to be. So I think it’s so much tied to how the device looks in marketing materials and therefore that driving the adoption … more people need to look at the device and answer yes to the question of ‘can I see myself wearing that?’ Even if wearing that only means wearing it in my own home. I’m very supportive of the approach the hardware manufacturers take here trying to drive more use cases of people wearing the devices out in public as well, watching movies on a plane or on a train … But also I get it from a productivity use case as well, whereas if you walked around more cafes, right, and you saw people working with these headsets on, I think that that would be beneficial as well. Those are all secondary to this fundamental question of can I see myself wearing that device? The new devices that are coming, the answer to that is gonna be yes for a lot more people than it has been for the historical devices.” You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting truly independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    FitXR CEO Sam Cole On Glasses & Bundling Exercise Subscriptions With Hardware Sales
  7. 15 Aug

    Flat2VR Studios Developing System Shock And High On Life VR Games For 2027

    A pair of newly announced VR games are scheduled for release in 2027 from Flat2VR Studios — System Shock and High On Life. System Shock was the influential precursor to BioShock, first released in 1994 and re-released in 2023 by Nightdive. The remake is getting the full Flat2VR treatment alongside the VR version of humor-shooter High On Life from Squanch Games, where the gun you hold is a live alien commentating as you shoot your way through the world. The two games were announced during the latest VR Games Showcase put together by Jamie Feltham, with a Trombone Champ DLC partnered with Disney joining the announcements from Flat2VR. I scheduled a call with Eric Masher, COO at Flat2VR, for a full rundown of the announcements and to get his view on the state of the VR market. He called in from the airport as he’s heading out to Gamescom where he’ll be taking meetings that might lead to VR games for release in 2029 and beyond. “I tried a DK1,” Masher recalls of his introduction to the medium. “It literally changed things for me at that point. It rekindled what I think gaming could be as an immersive platform. I remember getting out of the headset and talking to my wife and I’m like, this is a life changing moment for me. And it sounds cliche, but I remember and she even remembers like me saying … I need to figure out how I do something in this medium.” Be sure to pair the conversation with the previous episode chatting with Flat2VR Studios CEO Jasmine Uniza for a fuller picture of the efforts at the studio. The discussion with Masher covers the difficulty facing VR developers building for a niche within a niche as several manufacturers ship headsets tuned for hand tracking, often selling controllers as separate accessories. Flat2VR is focused on controllers and the studio’s latest announcements join a slowly growing list of gaming projects for VR headsets that require tracked controllers. “Every game that we have focused on for 2027, 2028, and even beyond stuff that we’re preparing to get started for 2029 and beyond are going to be controller focused,” Masher said. “I would not be doing that if I didn’t believe that most of the gaming headsets would be in some way controller focused. The games that we make and what we focus on as Flat2VR Studios cannot be done hand-tracked.” We spoke for just over 30 minutes on the podcast platform Riverside and I edited the conversation down to under 25 minutes. You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Flat2VR Studios Developing System Shock And High On Life VR Games For 2027
  8. 14 Aug

    Ferryman Collective Plays In VR With Deirdre V. Lyons & Stephen Butchko

    What does it mean to play in VR? It seems a straightforward question. Meta, Valve, Sony, Google, and even Apple all sell games that substitute your reality for a simulated one with rules to learn governing your interactions. These storefronts, however, do little to sell the unique benefits VR offers in embodiment and transportation. “We’re all given this kind of carnival license in this sort of anonymous space to play,” said Ferryman Collective co-founder Deirdre V. Lyons. “We often as adults forget how important it is. How it re-energizes our lives and how it informs our lives and how it allows us to create bonds and special moments that we often don’t allow ourselves time to do.” The Ferryman Collective is a kind of theatre troupe that travels from place to place inside virtual reality to host intimate interactive performances. Most often they perform in VRChat and these days they’re hosting performances of their Emmy-nominated production Uncanny Alley: A New Day. At AWE in Long Beach, California earlier this year I attended one of their other productions alongside Scott Stein, working together with him to make music guided by a performer physically located in Utah. Before the Ferryman Collective formed Lyons was one of the performers who breathed life into Tender Claws acting in The Under Presents and The Tempest. I find live theatre to be one of the most inspiring uses of VR technology, but from Tender Claws to VRChat the productions Ferryman undertakes strain the platforms that host them. And still, some of the most emotionally impactful experiences you might have in VR can happen during one of these performances. “Our work in VR comes to life at the intersection of motion pictures, live theater, and interactive video games,” Ferryman co-founder Stephen Butchko said on the Good VR Podcast. “We pull from all three of those modalities to bring this work to life…this sense of play is for me a release. It is an expression of vulnerability and it’s a sharing of story and emotions with my fellow thespians and audience participants that join us in these performances.” I spoke with Lyons and Butchko about VR theatre for around an hour and trimmed the conversation down to around 43 minutes using the podcasting platform Riverside. You can donate any amount via Stripe to help me with my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Ferryman Collective Plays In VR With Deirdre V. Lyons & Stephen Butchko

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Audio from people building toward good VR. Read more about Good Virtual Reality at www.goodvirtualreality.com and support independent journalism directly. www.goodvirtualreality.com

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