"I just cannot even begin to explain how few people are willing to don VR headgear."
I don't know the answer to this. I sure haven't seen any market research. But I would guess it would be no different than a person wearing a headset...kicking back... to listen to music in their iPhone...iPod...or iPad. The emphasis is on kicking back to do it.
"I can less explain the maximum time limit people are willing to wear said headgear even if you get them in it."
Probably longer than said music experience. Since they will be playing games...browsing the web...watching movies/TV...etc. But I suspect you are really on to something here. Fatigue factor and eyestrain could be serious issues...along with nausea, epilepsy...etc. That is a risk factor that must be accounted for like any other visual device. IMO that is the biggest threat to VR devices like this. As a parent, I would certainly take pause before subjecting my kids young eyes to prolonged exposure to huge HD images that close to the eyeball.
"The idea this is going to become mass-market appealing is beyond far-fetched to me. Far, far beyond."
Mass market appeal is not an issue. Mass Market safety is. If their technology works...All Oculus Rift has to do is get a bunch of young, popular recording artists do video rifts for it, along with their endorsements...Athletes using it for Madden football & etc, with their endorsements...and get it plugged into a few movies, like I'm sure Sony will...And it will be off to the races just like Walkman was in its day.
Will it seriously challenge HDTV displays. Not IMO. But it could become a preferred accessory/alternative medium for private applications like Gaming for example. And thorugh that medium...really take 3D gaming to a whole new level you can't achieve even with a gigantic home projection system. And that market alone has enormous potential...with few barriers to entry except the safety issues.
I don't know the answer to this. I sure haven't seen any market research. But I would guess it would be no different than a person wearing a headset...kicking back... to listen to music in their iPhone...iPod...or iPad. The emphasis is on kicking back to do it.
"I can less explain the maximum time limit people are willing to wear said headgear even if you get them in it."
Probably longer than said music experience. Since they will be playing games...browsing the web...watching movies/TV...etc. But I suspect you are really on to something here. Fatigue factor and eyestrain could be serious issues...along with nausea, epilepsy...etc. That is a risk factor that must be accounted for like any other visual device. IMO that is the biggest threat to VR devices like this. As a parent, I would certainly take pause before subjecting my kids young eyes to prolonged exposure to huge HD images that close to the eyeball.
"The idea this is going to become mass-market appealing is beyond far-fetched to me. Far, far beyond."
Mass market appeal is not an issue. Mass Market safety is. If their technology works...All Oculus Rift has to do is get a bunch of young, popular recording artists do video rifts for it, along with their endorsements...Athletes using it for Madden football & etc, with their endorsements...and get it plugged into a few movies, like I'm sure Sony will...And it will be off to the races just like Walkman was in its day.
Will it seriously challenge HDTV displays. Not IMO. But it could become a preferred accessory/alternative medium for private applications like Gaming for example. And thorugh that medium...really take 3D gaming to a whole new level you can't achieve even with a gigantic home projection system. And that market alone has enormous potential...with few barriers to entry except the safety issues.













