This month’s quote comes from Wired Magazine‘s profile piece on Oculus Rift, The Inside Story of Oculus Rift and How Virtual Reality Became Reality (May 20, 2014) by Peter Rubin.
“…Beyond that, though, the company and its technology herald nothing less than the dawn of an entirely new era of communication. Mark Zuckerberg gestured at the possibilities himself in a Facebook post in March when he announced the acquisition: “Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world, or consulting with a doctor face-to-face—just by putting on goggles in your home.” That’s the true promise of VR: going beyond the idea of immersion and achieving true presence—the feeling of actually existing in a virtual space. That’s because Oculus has found a way to make a headset that does more than just hang a big screen in front of your face. By combining stereoscopic 3-D, 360-degree visuals, and a wide field of view—along with a supersize dose of engineering and software magic—it hacks your visual cortex. As far as your brain is concerned, there’s no difference between experiencing something on the Rift and experiencing it in the real world. “This is the first time that we’ve succeeded in stimulating parts of the human visual system directly,” says Abrash, the Valve engineer. “I don’t get vertigo when I watch a video of the Grand Canyon on TV, but I do when I stand on a ledge in VR.” Now Oculus is hard at work on its long-awaited headset for consumers, which the company predicts will be released later this year, or more likely early next year, or perhaps even not so early next year. Whenever it comes, we’ll finally have something that has eluded us for more than 30 years: immersive, affordable virtual reality. And we’ll all know what Brendan Iribe knew standing in that room outside of Seattle. ‘I’ve seen five or six demos that made me think the world was about to change: Apple II, Netscape, Google, iPhone … then Oculus…This is going to be bigger than we ever expected.'”