If you've done any reading about the Facebook, nee Oculus, Rift, there are a lot of people who are taking Virtual Reality very seriously these days. At Google's IO conference this year, they announced Cardboard, a template for a head mounted display made out of lenses, a cardboard box, and an Android smartphone. There is even an official Google+ community that is very active. It's sort of based on a Durovis Dive-like concept (and I think they even used the lenses from the OpenDive kit), and all of the Durovis software works with it. Even a cursory search on Kickstarter/Indiegogo and you'll see everyone and their brother has a 3D printed smartphone HMD rig project they are trying to hock.
I would say--at least on the hardware side--the situation today is significantly different from the first, early 90s debacle in VR to warrant not dismissing this as a passing fad out of hand. For the first time, VR is accessible to hobbyists and not just relegated to expensive, probably-snakeoil-selling startups.
So I'm posting here to see if any other GDNet users are playing with VR right now. Seems like the natural place to be for this sort of stuff. The G+ group can get kind of bogged down with product announcements sometimes, and there isn't a good way to discuss programming or design.
I'm somewhat interested in exploring VR UX paradigms. Oluseyi and I have been having a discussion about it for a little bit. I don't think many people have given a lot of thought to the user input side of the UI equation. My own experience has been that a Bluetooth gamepad is the most comfortable way to interact with the system, for a variety of reasons that have more to do with the relative inappropriateness of every other input system I've had available to me than anything specifically good about the gamepad itself. This is a minor problem for me, as I'm writing my own demos as WebGL apps in HTML5 (both to make it easier to test and to avoid having to take time out ot get setup with and learn to program Android apps), and the current builds of Google Chrome and Firefox do not support gamepads on smartphones, only desktop computers.
There are a lot of demos in the Google Play store, and most of them are complete garbage. I would say the best ones are the official Cardboard App (there are some very neat demos, but nothing of lasting use), the porting of the Oculus demo "Tuscany" to Durovis Dive (and mostly only because it works as advertised), and SpaceTerrorVR (a stupidly simple game that is just compelling enough, given the complete lack of other content right now, to convince me to play it all the way through). I did get a good laugh out of VR Toilet Simulator, which is appropriately priced at Free. VR Flight Demo was itself quite bad, but bearing with it one can see the big potential for VR flight simulators.
Some of the issues with these apps are time-to-market related. There just hasn't been enough time to make something good yet. There isn't enough content, and testing across a plethora of devices is hard. Some of it is just bad software development, like a complete lack of any attempt to do sensor calibration or provide configuration settings to enable different input devices and button layouts.
But there is a lurking issue of accessibility. Getting people into a headset is one thing, and a huge thing at that. Getting them to also have a bluetooth gamepad is a completely other issue, and one I'm afraid is going to really be a detriment to VR adoption. In general, the attempts I've seen and experienced at VR are far too piecemeal to be able to bring VR to wider adoption.
Sidebar/brief bit of history: I have always been very bad about finishing projects, especially game projects. Occasionally I'll knuckle down and get something slapped together like a Tetris clone that you play against an opponent by arm wrestling them, or a completely audio based "sub hunter" game that is more a physical set piece than it is a "game". But my interest in game programming has always been more one of tinkering, the enjoyment of problem solving, than of project completion, business, or even having fun playing the game itself.
So when, almost exactly three years ago, I slapped together a cardboard box to make a stereo photo viewer out of a smartphone, with the hopes of animating the image, I didn't think much of it past "look at this weird thing, isn't it fun?"
After seeing the design, and seeing the number of people complaining about how long they were going to have to wait to get their official kits (from both official and unofficial vendors), I immediately ran out to a store, bought two magnifying glasses, and slapped together my own rig by the end of the day.
The point of all of that is not to brag (okay, just a little), but to point out that these things are really easy to make and you should not wait for shipping for a $20-30 cardboard box to be delivered to you in... a cardboard box. At most, you should spend about $10 or less on lenses (just about anything in the 35mm to 55mm focal distance should work, maybe more, I just haven't tried yet) and use the cardboard box they come in to measure and cut your own setup. The official template is for one lens type and one size of smartphone only, so if you have an iPhone that is smaller than the typical Android phone, or a Samsung that is larger than typical, then you're probably going to have to adjust the size of the box to suit, anyway (NOTE: if you have a Samsung Galaxy Note 3, then you'd be using the same display module as the Oculus DK2). Also, you can get a marginally better image by custom tailoring everything to your own head shape and interocular distance. The NFC tag is unnecessary and most developers aren't using it. I'm also of the opinion that the magnetic "clicker" that the official kit includes is a bad idea, I don't want neodymium magnets anywhere near the magnetometer in my phone.