Digital mischief maker Loki Eliot recently posted an excellent blog post : Mapping a Gamepad to Second Life & OculusVR with Voice to Text. This post highlights quite a few issues and challenges for the usage of Oculus Rift within Second Life as well as highlighting issues with Oculus Rift and that level of immersion in any virtual world.
In the post Loki explains how he mapped an old game controller that is compatible with the xBox and mapped the buttons on that to control some of the menus within Second Life. Loki also used a voice to text dictation application to allow him to send voice to, well text, and therefore communicate with other Second Life users in text. I’ll embed Loki’s video at the end of the blog post but you should really read Loki’s post to get a good grasp of the issues.
Loki makes some points I’ve heard before, such as this one regarding the field of view and keyboard usage :
Instead they wrapped EVERYTHING around your field of view and expect you to be able to touch type which i know some superhuman SL users can do. Im not one of them unfortunately.
This emphasises a problem with trying to make Oculus Rift compatible with existing experiences, not just Second Life by the way but Second Life has an additional challenge that many games don’t face because communicating via text in Second Life is massive. That’s why people complain about Group Chat not working as well as they would hope.
However Loki’s use of a game controller reminded me of people I know who swear by game controllers. I actually have one but hardly ever use it, although it’s a chicken and egg situation because I’m sure if I used the game controller more often, I would be far more impressed by it. However the people whom are fans of game controllers in general are, gamers. No surprises there but as Second Life isn’t well known for attracting gamers, it highlights another challenge for Oculus Rift and Second Life harmony.
Continue reading “The Challenges Of Oculus Rift Usage In Second Life”
