My point was lost. If your argument is valid, it will avoid any mention of your opponent and their personal circumstances and focus only on what was said. Otherwise, you are constructing a fallacious argument known as the ad hominem fallacy.
Regarding proprioception, you are likely very aware of most of your senses, such as sight, smell, taste, etc. Proprioception is a sense precisely the same as the sense of sight is a sense, and it is merely the perception and awareness of the position and movement of the body and it's parts. Without looking to see, you know where your nose is, you know where your hands are, you know if your feet are, say, pointed towards or away from each other or anywhere in between. This is the sense of proprioception. When you become experienced at driving a vehicle, you will have good sense of where the perimeter of that vehicle is, including the edges of a trailer if you are towing. This is an extension of proprioception, the vehicle more or less becomes a part of your body, and you know its edges without actually constantly checking to see where they are all the time.
In VR, what you see and hear and sometimes feel should give the sense of proprioception that what you see yourself manipulating, whatever it happens to be, should feel as though it is a part of you. There are tricks that developers can use to reinforce this sense of proprioception, but beyond seeing a moving limb in feedback to your own actual limb movement, I have never seen any development of proprioception beyond this.
There is a body illusion known as the wooden hand or wooden arm illusion. Your arm is placed under a table so that you can't see it, and a wooden beam (say, a short 4x4) is placed on the table so that you can see it. The assistant has two feathers, one in each hand, but you can only see one. Simultaneously the assistant strokes the wooden beam and your hidden arm with a feather in the same motion, and within seconds, your sense of proprioception (shockingly) fools you into believing that the wooden beam is your arm.
This is just an example of how sensory reinforcement is able to fool your sense of proprioception into rigorously believing that what you see is you. I have rarely, if ever, very deeply believed, so far as to the suspension of disbelief, that the elements that I've manipulated in VR have ever become an integral part of me, proprioceptively. Developers are ignoring proprioception, and all it takes is to clue them in somehow ("hey! Have you guys heard of proprioception? Look into it!"), and they will do the rest, which will take research, understanding and then changes to the product and content to constantly reinforce the illusion, and when they do, every VR experience will truly be immersive and not just said to be so in lip service by marketing materials.
Just because one subjectively likes something does not mean that it is objectively any good. Without addressing proprioception, no matter how advanced the underlying hardware technology gets in resolution or surround sound, unless proprioception is placed as the primary concern, VR will continue to kind of suck and never become mainstream. Everyone should have VR hardware, it should be everywhere in education, in commerce and in industry, and right now it is nowhere but in the rare gamers' inventory.
My point was lost. If your argument is valid, it will avoid any mention of your opponent and their personal circumstances and focus only on what was said. Otherwise, you are constructing a fallacious argument known as the ad hominem fallacy.
Regarding proprioception, you are likely very aware of most of your senses, such as sight, smell, taste, etc. Proprioception is a sense precisely the same as the sense of sight is a sense, and it is merely the perception and awareness of the position and movement of the body and it's parts. Without looking to see, you know where your nose is, you know where your hands are, you know if your feet are, say, pointed towards or away from each other or anywhere in between. This is the sense of proprioception. When you become experienced at driving a vehicle, you will have good sense of where the perimeter of that vehicle is, including the edges of a trailer if you are towing. This is an extension of proprioception, the vehicle more or less becomes a part of your body, and you know its edges without actually constantly checking to see where they are all the time.
In VR, what you see and hear and sometimes feel should give the sense of proprioception that what you see yourself manipulating, whatever it happens to be, should feel as though it is a part of you. There are tricks that developers can use to reinforce this sense of proprioception, but beyond seeing a moving limb in feedback to your own actual limb movement, I have never seen any development of proprioception beyond this.
There is a body illusion known as the wooden hand or wooden arm illusion. Your arm is placed under a table so that you can't see it, and a wooden beam (say, a short 4x4) is placed on the table so that you can see it. The assistant has two feathers, one in each hand, but you can only see one. Simultaneously the assistant strokes the wooden beam and your hidden arm with a feather in the same motion, and within seconds, your sense of proprioception (shockingly) fools you into believing that the wooden beam is your arm.
This is just an example of how sensory reinforcement is able to fool your sense of proprioception into rigorously believing that what you see is you. I have rarely, if ever, very deeply believed, so far as to the suspension of disbelief, that the elements that I've manipulated in VR have ever become an integral part of me, proprioceptively. Developers are ignoring proprioception, and all it takes is to clue them in somehow ("hey! Have you guys heard of proprioception? Look into it!"), and they will do the rest, which will take research, understanding and then changes to the product and content to constantly reinforce the illusion, and when they do, every VR experience will truly be immersive and not just said to be so in lip service by marketing materials.
Just because one subjectively likes something does not mean that it is objectively any good. Without addressing proprioception, no matter how advanced the underlying hardware technology gets in resolution or surround sound, unless proprioception is placed as the primary concern, VR will continue to kind of suck and never become mainstream. Everyone should have VR hardware, it should be everywhere in education, in commerce and in industry, and right now it is nowhere but in the rare gamers' inventory.