The hottest Virtual reality Substack posts right now

And their main takeaways
Category
Top Technology Topics
SuperJoost Playlist 198 implied HN points 08 Jun 23
  1. Esports is facing challenges with declining popularity and financial issues, leading to a shift towards more mainstream content
  2. Growing interest in digital fashion and apparel in the gaming world, with top brands like Louis Vuitton, Balenciaga, and Gucci being favored
  3. Apple's Vision Pro for augmented reality shows potential but also raises concerns about practicality, costs, and target audience
Ironic Sans 248 implied HN points 18 Jul 23
  1. 3D gaming was possible before VR with LCD shutter glasses that created the illusion of 3D by alternating between two views for each eye.
  2. LCD shutter glasses allowed playing existing games in 3D without special design, like Tomb Raider and Thief 2.
  3. While VR is now more common, there are efforts to bring classic games into VR, although converting them is challenging due to control and graphical limitations.
Rod’s Blog 39 implied HN points 20 Feb 24
  1. Generative AI is a powerful technology for creating immersive and personalized VR experiences.
  2. Generative AI techniques like GANs, VAEs, and transformers can automate content creation, adaptation, and interaction in VR.
  3. Using generative AI in VR can lead to more diverse content, personalized experiences, and natural interaction, enhancing user engagement and satisfaction.
Carefree Sketches 39 implied HN points 16 Feb 24
  1. In 2060, the concept of media consumption may evolve to include immersive VR performances of music albums called earwarms.
  2. Earwarms like 'On Glow' integrate live audiences into the experience through AR/VR sessions, setting a new trend in media delivery.
  3. Artists like Ribad collaborate with engineers like MeMo to create interactive and visually immersive performances that blend nostalgia with modernity.
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SCIENCE GODDESS 78 implied HN points 04 Jul 23
  1. Apple's new VR headset offers a revolutionary way of interfacing with technology called 'spatial computing'
  2. The technology behind Apple's VR headset draws parallels to the perspectival representation technique in medieval European painting
  3. Considerations about the implications and trade-offs of using Apple's VR headset, such as privacy concerns and the balance between virtual and physical interactions
Tripsitter 79 implied HN points 23 Jun 23
  1. Virtual reality is being integrated into psychedelic therapy, showing tangible benefits like standardizing settings and creating unique trip environments.
  2. Research is exploring the combination of DMT and extended reality (XR) systems, like VR, for potential therapeutic use, though funding for such studies can be challenging to secure.
  3. VR has the potential to improve trip settings, mindset, and preparation for psychedelic experiences, offering new avenues for therapeutic applications.
On Looking 59 implied HN points 27 Jun 23
  1. Technologies like augmented reality challenge our perception and reshape our senses, training us to suspend disbelief and engaging us in a new form of visual literacy.
  2. The labor of making things look real involves an intricate mix of technology, cultural references, and societal norms, often blurring the lines between what is real and what is constructed.
  3. The desire for connection in an increasingly technological world raises questions about the authenticity of human interactions and challenges us to navigate the fine line between presence and absence, between virtual and physical realms.
Basta’s Notes 122 implied HN points 08 Jul 23
  1. Notifications play a significant role in shaping our daily lives and habits.
  2. Event-driven systems are prevalent in various aspects of technology, such as communication between processes and UI design.
  3. The utility and impact of notifications are crucial, from connecting us with loved ones to potentially influencing our purchasing decisions.
Thoughts 19 implied HN points 11 Feb 24
  1. Skeuomorphism was a popular UI design concept that mimicked physical objects, making interfaces user-friendly for those new to technology.
  2. Affordances in digital interfaces, as seen in skeuomorphism, help users interact intuitively, like how door handles suggest pushing or rotating.
  3. With AR/XR devices gaining popularity, there's potential for a comeback of skeuomorphism in a more functional form, bridging virtual and physical worlds.
The Digital Anthropologist 19 implied HN points 09 Feb 24
  1. New technologies often face cultural acceptance challenges before finding niche market opportunities and evolving over years.
  2. Augmented Reality adds a new layer to how we live in physical and digital worlds, potentially creating a third liminal space.
  3. Implications of AR in everyday life raise questions about privacy, social equality, ethical behavior, and the long-term impact on our brains and society.

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The Nibble 2 implied HN points 16 Dec 24
  1. Google's new quantum chip, Willow, can perform complex calculations much faster than current supercomputers, which could improve AGI development.
  2. OpenAI and Google are actively releasing new AI models, indicating a competitive environment in AI technology.
  3. The emergence of new financial tools and regulations around crypto, like no capital gains tax countries and new crypto cards, suggests the growing mainstream acceptance of cryptocurrencies.
The Digital Anthropologist 19 implied HN points 08 Feb 24
  1. Virtual Reality is having a cultural moment thanks to Apple's Vision Pro headset.
  2. VR technology has a long history, dating back to ancient civilizations like the Egyptians, but is now evolving rapidly.
  3. The adoption of VR into mainstream culture is still a work in progress, as societies navigate the implications and use cases of this technology.
The Digital Anthropologist 19 implied HN points 26 Jan 24
  1. Brilliant minds are questioning the role of Artificial Intelligence and offering a voice of reason amidst the hype of technology leaders.
  2. These 'canaries' are pro-technology but emphasize the importance of ethical AI and human-centric approach to technological advancements.
  3. The list of influential voices includes experts like Shoshana Zuboff, Jaron Lanier, Timnit Gebru, Carissa Véliz, and more, who provide valuable insights on technology and humanity.
Insanely Free 31 implied HN points 27 Feb 24
  1. Apple's Vision Pro is not just a gadget, but a body prosthesis that aims to eventually replace all other devices, shaping how we interact with reality.
  2. The subscription mindset prevalent in modern life extends beyond entertainment to essential elements like health, education, and even sensory experiences, leading to a potential loss of ownership and freedom.
  3. Unsubscribing from the reliance on tech and consumerism can lead to reclaiming freedom, saving money, and rediscovering the value in simpler, more meaningful aspects of life.
Technology Made Simple 59 implied HN points 23 Oct 22
  1. Important aspects for the Metaverse include hardware, computer vision, language processing, information summary, cost-effectiveness, and easy content generation.
  2. Meta's research focuses on improving computer vision and language processing for the Metaverse, including real-time language translation and harmful content detection.
  3. Efficient machine learning training pipelines and advancements in content generation and personalization are key elements for Meta's progress in building the Metaverse.
Design Lobster 159 implied HN points 08 Nov 21
  1. Be aware of the potential misuse of your designs, like in virtual reality where hacks can physically move users without their knowledge.
  2. Consider ways to enhance the immersion of your design, like the Sensorama, one of the earliest virtual reality devices with multi-sensory experiences.
  3. Think about designing objects in the context of their surroundings, as mentioned by architect Eliel Saarinen in considering design elements in their larger context.
Metal Machine Music by Ben Tarnoff 119 implied HN points 30 Nov 21
  1. The concept of the metaverse has been around for some time, but current advancements in technology and societal shifts due to the pandemic may pave the way for its potential realization.
  2. Remote and hybrid work arrangements are becoming more prevalent, with the COVID-19 pandemic playing a significant role in reshaping white-collar work dynamics and preferences.
  3. The metaverse has the potential to become the new organizational architecture for white-collar work, balancing the needs and desires of both employers and employees in a digital environment.
Do Not Research 19 implied HN points 06 Jul 23
  1. The artwork 'New Dark Age' is a video game exploring themes of techno-feudalism and a digital world ruled by Big Tech corporations.
  2. The game is designed as a walking simulator with 5 levels representing major digital companies like Meta and Google, portraying them as modern-day kingdoms.
  3. In this 'New Dark Age,' digital technology dominates, leading to labor challenges, surveillance systems, and a shift towards neo-feudalism where corporations act as sovereigns.
The Corbett Report 18 implied HN points 25 Feb 24
  1. Be wary of new technologies like mixed-reality headsets, as they may have dissociative effects on users and blur the line between digital and real worlds.
  2. Pay attention to how media narratives can shape public perception of technology, even portraying initial setbacks as temporary issues before wider adoption.
  3. Consider the long-term implications of immersing oneself in digital worlds created by tech giants, and reflect on the potential loss of humanity by engaging in these fake realities.
SatPost by Trung Phan 47 implied HN points 16 Jun 23
  1. Apple's Vision Pro headset is priced at $3,500 and focuses on creating the ideal workspace experience.
  2. Vision Pro offers a unique spatial computing experience, differentiating it from VR and AR technologies.
  3. The headset's potential lies in transforming work productivity, offering advanced hardware, and enhancing creativity through virtual spaces.
The Digital Anthropologist 19 implied HN points 23 May 23
  1. Social media has not solved loneliness and technology likely won't be able to completely solve it.
  2. Technology designed without a deep understanding of human behavior and social norms may not effectively address loneliness.
  3. Real-world physical contact and connections are crucial for resolving loneliness, and technology can only aid but not fully replace this aspect.
The Digital Anthropologist 19 implied HN points 05 Mar 23
  1. Efforts to hype up the metaverse didn't match public interest or understanding. People were left skeptical due to unmet promises and overhyped expectations.
  2. Culture determines the acceptance and evolution of technology. Societal values and norms play a critical role in shaping how technologies are adopted.
  3. The lack of perceived value and widespread understanding led to the failure of the metaverse concept. Cultural relevance and practicality are key factors in determining the success of new tech ideas.
New World Same Humans 17 implied HN points 28 Apr 23
  1. Text-to-world models are advancing rapidly, changing how we create immersive virtual environments.
  2. DeepMind researchers explore using a philosophical approach to guide AI alignment with human values.
  3. Artists like Grimes are embracing AI to extend their creative influence even beyond their lifetimes.
AI Brews 17 implied HN points 21 Apr 23
  1. Stability AI released an open-source language model called StableLM trained on a large dataset.
  2. Synthesis AI developed text-to-3D technology to create cinematic-quality digital humans.
  3. Nvidia introduced Video Latent Diffusion Models for high-resolution text-to-video generation.
Seeking Tribe 13 implied HN points 05 Mar 23
  1. The internet is changing due to generative AI tools, leading to a potential future where social media is filled with bots.
  2. Niche social media platforms may struggle to compete against big platforms like Twitter, Instagram, and Facebook.
  3. AI tools are advancing, potentially leading to issues like high-fidelity spam, deep fakes, and unrealistic beauty standards.
Philip’s Newsletter 3 HN points 05 Mar 24
  1. The proposed VR approach focuses on detecting intention rather than actual physical motion to reduce nausea and improve the immersive experience.
  2. By immobilizing the user's head, arms, and legs, the VR system can provide realistic physical feedback for interactions like handling objects, fighting, or dancing.
  3. Challenges include addressing nausea caused by optical flow without vestibular input and compensating for lack of proprioceptive feedback, but these obstacles could potentially be overcome through further experimentation and technological advancements.
The Convivial Society 2 HN points 09 Feb 24
  1. Apple's release of Vision Pro headset has sparked discussions on the implications of technology on our perception of time and attention.
  2. The debate around using Vision Pro in everyday scenarios raises questions about living as a 'creature' vs. living as a 'machine.'
  3. Embracing fullness of presence and depth of experience in everyday moments may lead to a renewed sense of connection and enchantment with the real world.