Sony VR Headset/Project Morpheus/PlayStation VR

Another interesting patent from SIE...

Realtime lens aberration correction from eye tracking.
http://www.freshpatents.com/-dt20160331ptan20160091720.php

This is a fun problem that I didn't think of. First since they correct IPD in software, they need a different geometry/CA correction for each IPD value. Not a big problem, they can use a test pattern to determine the user's IPD (adjust a slider until you don't see any aberration in the center or something). But the eyes rotating in their socket (either to look around or to converge on a virtual object) will also shifts their position inside the optical system. That means it needs to adjust geometry/CA correction depending on where' you're looking.

They propose to do it in real time, but that requires eye tracking, which PSVR doesn't have. :???:
 
Surprised this hasn't raised a big uproar:

http://arstechnica.com/tech-policy/2016 ... l-reality/


There was a big outcry about the spying features of Kinect 2 for the Xbox 1. Or that you had to connect the Kinect in the first place to use the console.

A lot of people still resist products which "phone home" such as Divx, Windows Media Player which sent back data about which DVDs you watched, the Win 10 telemetry services.

You hope Sony doesn't go there with PSVR but you don't know these days. Maybe more of an American thing for companies to want to collect personal data.
 
Well Sony was pretty vocal when that came up with Kinect so I'd be very surprised if they sneaked something like that in one of their products. I think? Weren't they?

Besides, they're not exactly the kind of people who would even know what to do with that kind of data. It's not really something that seems to interest them.


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Sony also usually give very clear checkbox to agree or disagree with the data collection.

You are not required to check the agree box.
 
VR is ripe for data mining and personally I'm looking forward to it. There's a vacuum of hard data right now on how the platform is or can be used, especially the further away you get from traditional game mechanics that involve sitting on a couch and holding a gamepad in your hands. If/when we move into the realm of more "room scale" content where physical locomotion within a small defined space needs to represent and accommodate interaction within a much larger virtual space, being able to have statistics on how much play room people have and exactly how it's used is going to be crucial in understanding how to make better VR content. When your physical body becomes a means of interaction, the space in the room becomes an input device, so there's going to need to be a science behind designing for it in the same way that we have 30+ years of experience with the gamepad and content built to accommodate it.
 
FB isn't mining OR data to improve game design.

It's doing it to ultimately collect personal data for advertising purposes, you know, their core business.

Once VR can be self-contained and mobile, where you're not tethered to a desktop PC or a console at home, they'll feast on the location data.
 
I want to see secret data mining for VR porn. Body position, average session time, number of sessions per day, and the camera data of the last 15 seconds of each sessions. Lots of money to be made, and it's 100% legal if it's in the EULA... because... terrorism... or something.
 
I want to see secret data mining for VR porn. Body position, average session time, number of sessions per day, and the camera data of the last 15 seconds of each sessions. Lots of money to be made, and it's 100% legal if it's in the EULA... because... terrorism... or something.
Ummm.... Size of the controller seems like the obvious choice. [emoji33]
 
Too funny, I know a few people who went Oculus because they thought it would have free porn or something. Now they don't feel too good lol. Who cares if Jesse Eisenberg can see you jerking off? He is too busy counting money anyway!
 
Didn't he play as what's-his-face from Facebook in the movie?

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