Virtual Reality

VR will stay a gimmick after the hype dies down.

AR will rise up whenever it's tech is ready and will become mainstream.

You can buy bend sensors for Arduinos on the cheap.
I haven't used them so I couldn't tell you how well they work.

What are some scientific applications using VR?

3D visualizations of data. Visualization is actually a really cool field that will probably do great stuff with VR. And it's an important field as data gets bigger and bigger and we need new ways of thinking about it.

Look up skinhaptics. It's not quite as physical, but using targeted ultrasound to create the illusion of touch is more practical in a grand sense.

Also, OSVR is going to be the future.
Third party platforms will build and improve on the open source nature of OSVR. No bullshit with company policies and NDAs, just people inventing cool shit. Plus, Oculus is pretty much dead in the water now. It's only a matter of time before Vive does something just as shitty, I mean have you ever read the HTC privacy policy? It's almost as bad as facebook's.

There's also an Idea I've seen floating around to use your own muscles as a way to give virtual objects mass and physicality, but I don't think it's anything more than just an idea at this point.

VR is a meme. AR is where it's at.

Who /gunter/ here?

yup, i'm not paying holodeck prices for this shit.

>Look up skinhaptics. It's not quite as physical, but using targeted ultrasound to create the illusion of touch is more practical in a grand sense.
An inferior version of this is roughly what I was originally alluding to with "other products" - I was somewhat disappointed and hoping for some variable pressure rather than a vague sense of contact. The demo I remember of another product went on about "feeling fire" because of the vibration. I'd rather give up vibration entirely and have some rudimentary sense of the resistance an object I'm touching/gripping is giving back.

Another related aspect I've thought of is using designs of powered exoskeletons in reverse to resist muscle movements. They are being designed carefully so that theoretically a malfunction can't end up twisting your limbs unnaturally.

>Third party platforms will build and improve on the open source nature of OSVR. No bullshit with company policies and NDAs, just people inventing cool shit.
I sure hope so. I haven't invested in anything yet, but it seems that a lot of games are pushing one specific device - I suspect there is zero compatibility which is laughable.

It's also extremely silly that Valve, while pushing the steam controller to become "open", are supporting locked-down Vive. Makes me lose all hope in steam hardware.

I was slightly excited at the PSVR price point if it does end up with PC support, but I do hope that OSVR is a thing. I'm mostly disappointed that the HDK2 is clearly mimicking Rift and Vive. At least PSVR went for a different compromise of resolution/framerate, and while I honestly think 90hz is likely sufficient and 120hz is overkill, I like to see unique approaches between different hardware.

>There's also an Idea I've seen floating around to use your own muscles as a way to give virtual objects mass and physicality
That will take way too long to be usable I think, but it's somewhat interesting. Kind of an uncomfortable thought for me though.

plato.stanford.edu/entries/problem-of-many/