
With Virtual Reality technology widely available, it’s more important than ever to understand its impact on people and society. Explore highlights of nearly two decades of research from Stanford's Virtual Human Interaction Lab and discover how we can use this medium to enhance our everyday lives.
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Languages: English**languages with full audio support
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
10/10 i thoroughly enjoyed seeing grover
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Nette Dokumentation über die Anwendung von VR
Interesting 15 minute experience which explains what VR can bring to the world.
"Virtual Becomes Reality: A Stanford VR Experience" is not a game. Games contain meaningful gamelike interaction and game loops, which are absent in this "art experience". Instead of being a game, "Virtual Becomes Reality: A Stanford VR Experience" is a software application that presents a poorly made art exhibition. This art exhibition infringes on the copyrighted works of Jim Henson (though the nonprofit Sesame Workshop) as it features trademarked characters from Sesame Street used without any apparent permission from the copyright holder to create and publish a derivative work. It's from some community college or something, I mean, the kind of institution so badly funded they don't know the difference between what's a game or not and they don't know what constitutes fair use copyright and what's in fact a whopping great big legal liability. We get this non-game shovelware on Steam whenever your usual Starbucks barista/McDonalds frycook art school dropout finally gets a restraining order from the local art galleries so turns to Steam Direct to try get their art published somewhere so they can finally dream of moving out of their parents basement. It's true that games can be art... art is where the pinnacles of craftsmanship and quality meet vision and narrative to create an experience far greater than the sum of the parts. This isn't a game at all, and the craftsmanship and narrative are terrible. This isn't making art better, it's just making gaming worse. This "art experience" contains no gameplay, and is instead an extremely dated and badly made VR tech demo where you can observe a football game, observe some copyright infringement, and a couple of other VR tech demo things that are thankfully over in 15 minutes (which is about how long these guys will last when Sesame Workshop finds out about the copyright infringement). For those unfamiliar with what actually makes something a game, a "game loop" describes the interaction and feedback a gamer has when playing a game. Tetris, for example, has a game loop where a random block appears, the gamer interacts with the block to position it, and then the game decides if that finishes a row or not, increases the players score if any rows were completed, then gives the gamer another block to position. Counter-Strike has a game loop where a player seeks another player, tests their skill against that player by shooting them or being shot, the computer rewards the player if they win, and then if the player survives, they repeat that loop. There's no loop here, no true interactive feedback. It simply is not a game, it cannot be "played". This has misleadingly been launched in the "Games" section of Steam instead of the "Software" section. This is a common mistake for developers who are new to Steam, or don't understand the difference between games and software which isn't a game. It seems this software published incorrectly as a game is simply lack of experience/knowledge of the correct process. Here's a link for the process to publish non-game software on Steam: [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=925]Steam Developer Help With Software Publishing[/url] It's unfortunate this process was not known about/followed, resulting in a non-game "art experience" being published in the wrong place. Publishing things which aren't games on Steam in the Games section as games is misleading to gamers and somewhat harmful, because it pollutes the Steam marketplace and takes away visibility and market exposure for genuine game developers who do the right thing and make games for gamers. There are no gameplay loops in this rejected art school dropout exhibition, no "gameplay", no meaningful game like interaction. As such, this has no merit as a video game for gamers, and so I cannot recommend this non-game as a game to gamers. Despite having no up-front cost, this failed to appeal to the 130 million+ gamers on Steam. SteamDB shows this peaked at [b]only 6 concurrent users[/b]... this is a dismal public reception. This was so bad they couldn't even give it away.
Very good introduction into VR.
"Virtual Becomes Reality: A Stanford VR Experience" Getestet mit Valve Index. Woow! Ein nettes 15 minütiges Programm, dass einem anhand mehrerer Beispiele zeigt, wofür VR genutzt oder auch missbraucht werden kann. Es zeigt die Vorteile auf, die VR gegenüber lehrreichen Fernseh-Dokumentationen haben kann. Zum Teil ließen mich die Beispiele nachdenklich zurück, was ich sehr positiv finde. Anderseits sind einige Beispiele einfach sehns- bzw. vor allem erfahrungswert...z.B. wenn ein real eingescannter Mensch vor mir steht und ziemlich echt aussieht - mit Mimik und Gestik. Bestimmt auch ein schönes Programm, um VR Einsteigern die Möglichkeiten der eigene Brille zu demonstrieren.
Nice
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.