Published on Apr 29, 2015
In 25 years, VR has gone from being uncomfortable, unwieldy, and expensive, to uncomfortable, unwieldy and everywhere. How do we avoid repeating the same mistakes that plagued Nintendo, Sega and VR generally? Have we learned anything? Can we listen to our bodies when we design for virtuality? And where is this all going? Mark Pesce, the co-inventor of VRML, brings all his years of experience to the topic - from the very beginnings of VR to tomorrow’s live broadcasts.
Slides can be found at http://markpesce.com/VR4ThePeople/
Slides can be found at http://markpesce.com/VR4ThePeople/
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