Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!samsung!dali.cs.montana.edu!milton!frerichs@ux1.cso.uiuc.edu From: frerichs@ux1.cso.uiuc.edu (David J Frerichs) Newsgroups: sci.virtual-worlds Subject: Consumer Markets for VR Message-ID: <12617@milton.u.washington.edu> Date: 8 Dec 90 00:21:28 GMT Sender: hlab@milton.u.washington.edu Organization: University of Illinois at Urbana Lines: 23 Approved: hitl@hardy.u.washington.edu I am about to ask a question that should make most VR researchers stop and think... Other than interactive gaming, does anyone see any motivation for a consumer (ie layman who doesn't know much) to buy a consumer priced VR setup when one becomes available. I am playing the devils advocate for the research team I am in. Consider that it probably wont be full color and not of a high enough quality for professional CAD but convincing enough to give a sense of seeing 3D objects that aren't really there. It could be stand alone or use a host. I know the myriad of high end visualization, data manipulation and interaction uses of VR, but what about Joe Schmoe, what could he use it for other than a toy? Remember, Joe doen't have $70K to drop at VPL (modest est.) (I'm not looking for VR telephones or anything like that. I'm looking at this year not 5 yrs down the road.) -dfRERICHS Univ of IL/CU Dept of CompEng IEEE/SigGraph