Path: utzoo!censor!geac!torsqnt!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!emory!ogicse!milton!almquist@cis.udel.edu From: almquist@cis.udel.edu (Squish) Newsgroups: sci.virtual-worlds Subject: Re: Consumer Markets for VR Message-ID: <12761@milton.u.washington.edu> Date: 11 Dec 90 01:44:15 GMT References: <12617@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: now, EntityOS Group, U of Delaware, future, HITL, R+D Cowboy Lines: 23 Approved: cyberoid@milton.u.washington.edu In article <12617@milton.u.washington.edu> frerichs@ux1.cso.uiuc.edu (David J Fr erichs) writes: >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. Have you looked into or read _The Mind Children_. It describes a NEW approach to learning using a VR world. Imagine sitting under the apple tree with Newton talking about gravity, experiencing history visually, etc. etc. etc. >(I'm not looking for VR telephones or anything like that. I'm looking at this >year not 5 yrs down the road.) Question: Playing devil advocate for you, if we stop research in this area how are we ever going to arrive at our ultimate system? - Mike Almquist (almquist@cis.udel.edu) "Engineers bring ideas to reality, Virtual Reality Idealists bring reality to ideas!", squish, Dec. 1990