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AntonHand's profile
Anton (Tired)
Anton (Tired)
Anton (Tired)
@AntonHand

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Anton (Tired)

@AntonHand

Game Designer, Recovering 3d Artist, Anti-fascist Leftie GunHistoryNut, He/Him/Tubzo Anton@rustltd.com https://www.twitch.tv/rustyhand 

Glendale, CA
rustltd.com
Joined December 2012

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    1. Kent Bye VoicesOfVR‏ @kentbye Mar 5

      Kent Bye VoicesOfVR Retweeted Stanford VR

      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 …

      Kent Bye VoicesOfVR added,

      Stanford VR @StanfordVR
      I've been working on this piece for months, and have consulted game designers, gamers, soldiers, leaders in industry, and government officials. My solution is not perfect, but I do offer a constructive plan. I hope it begins a thoughtful conversation. http://cnn.it/2oKvcqa 
      13 replies 14 retweets 48 likes
      Show this thread
    2. Anton (Tired)‏ @AntonHand Mar 5
      Replying to @kentbye

      I don't even know where to start in terms of addressing this piece. It's super bizarre, and seems to be totally ignorant to how poor of a training platform consumer VR games are for RL shooting, and that neeearly all of the ways they _are_ effective don't require a realistic gun.

      1 reply 1 retweet 15 likes
    3. Anton (Tired)‏ @AntonHand Mar 5
      Replying to @AntonHand @kentbye

      Even the best VR experiences that use mock firearms with pneumatic recoil systems, the expensive shit the military purchases, are largely for operational/team/communication/evaluation training, not for marksmanship/weapon usage.

      1 reply 1 retweet 13 likes
    4. Anton (Tired)‏ @AntonHand Mar 5
      Replying to @AntonHand @kentbye

      Further, the suggestions to try to... interrupt the verisimilitude of simulated interaction are kind of missing the point. The interface, even in a platonic form, is massively abstracted from the real thing. Everything from optics to focal plane, weight, pose, etc.

      2 replies 1 retweet 13 likes
      Anton (Tired)‏ @AntonHand Mar 5
      Replying to @AntonHand @kentbye

      As the creator of the most accurate _by far_ representation of VR firearms in the consumer space, I think the level of kinesthetic similarity between the very best representation and a real gun is comically overstated. Airsoft/paintball are orders of magnitude closer.

      4:02 PM - 5 Mar 2018
      • 2 Retweets
      • 16 Likes
      • Sean T. McBeth Seanna kc Elown Musk Chester Griffin Nicolas Yapura Julien Bergounhoux David Busch John Rittenhouse
      1 reply 2 retweets 16 likes
        1. New conversation
        2. Kent Bye VoicesOfVR‏ @kentbye Mar 5
          Replying to @AntonHand

          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).

          1 reply 1 retweet 3 likes
        3. Anton (Tired)‏ @AntonHand Mar 5
          Replying to @kentbye

          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.

          1 reply 2 retweets 9 likes
        4. Anton (Tired)‏ @AntonHand Mar 5
          Replying to @AntonHand @kentbye

          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.

          1 reply 0 retweets 4 likes
        5. Anton (Tired)‏ @AntonHand Mar 5
          Replying to @AntonHand @kentbye

          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.

          3 replies 3 retweets 16 likes
        6. Kent Bye VoicesOfVR‏ @kentbye Mar 5
          Replying to @AntonHand

          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

          1 reply 1 retweet 12 likes
        7. Anton (Tired)‏ @AntonHand Mar 5
          Replying to @kentbye

          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.

          1 reply 2 retweets 5 likes
        8. Jesse Eisenhower‏ @j_aeis Mar 5
          Replying to @AntonHand @kentbye

          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?

          2 replies 0 retweets 0 likes
        9. Anton (Tired)‏ @AntonHand Mar 5
          Replying to @j_aeis @kentbye

          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

          1 reply 0 retweets 1 like
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