Jeremy Bailenson jumps into the violence in video games debate arguing * VR is the ultimate training platform * VR FPS games can train mass shooters * Therefore game devs should use curved bullet physics (not line-of-sight), non-skeuomorphic reload mechanics, & non-human targetshttps://twitter.com/StanfordVR/status/970699391026708480 …
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But do you see that gap closing with peripherals like VRsenal's VR-15, which replicates some of the recoil and haptics of an AR-15? It seems like we're moving towards symbolic representations that are indistinguishable to reality at an unconscious & embodied level (not visually).
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It doesn't replicate the two most important properties of a gun by _far_. >140db Sound Pressures (and the explosion near your head that causes them), and the focal behavior of an actual sight/scope/etc. We are a decade from being able to do the latter in real time due to perf.
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In the same way that even firing an airsoft gas gun doesn't prepare you for dealing with the real thing. Even the 'ar-15 equivalent recoil' guns are at best hand-wavily so. I've tried them. They still feel like a linear driver inside a toy mockup.
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What I mean to say is... anyone who thinks that these things can stand as proxy for actually training with the _real_ thing, grossly underestimates how much exposure time/RL training, is required to use a firearm under duress. I think this is just more new-medium scaremongering.
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A CNN op-ed wasn't the best outlet for fostering a deep conversation with VR folks. In that context, it's scaremongering. But I believe these are valid philosophical questions that need to be addressed within the next 10 years, & the solution is more cultural than technological
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Indeed. I think picking VR out is myopic. The relevant questions (imho) raised reach much wider than one medium, encompassing things from sport & games, our lionization of state empowered gangs (police), to the growing cultural perception that our fellow citizens are adversaries.
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Whether VR shooters are or can be effective training tools or not, would you agree that VR has the potential to further a player's infatuation with the experience of using a gun?
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Certainly. From making (and as such being in) H3 for 2 years, I've gained a far greater appreciation of the engineering, design history, nuance, and aesthetics of firearms. And the joy of mastering a reflex and coordination challenge. Tis some of what keeps me working on the game
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