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Chief Scientist of Oculus: Still exploring VR side effects and social VR components
Although some people have grown impatient with virtual reality—due to the high cost of top-tier headsets, the need for powerful computers, and a lack of compelling content—Oculus Chief Scientist Michael Abrash remains optimistic about its future. As the head of research at Facebook’s Oculus division, he is deeply involved in pushing the boundaries of VR technology. His work spans everything from improving how we perceive virtual objects to developing the most effective methods for tracking users in space. Recently, Evidra compiled an interview with Abrash from the MIT Technology Review, highlighting some of the ongoing projects at Oculus.
One of the key areas of focus for Abrash is understanding how VR affects human behavior and perception. He admits that we still know very little about the long-term impact of virtual environments on individuals. “It’s a broad question,†he says, “and I’m not sure how to answer it yet.†A major challenge lies in the fact that we haven’t reached a point where people can use VR for extended periods, making it difficult to assess its effects. Additionally, VR must reach a level of quality and immersion that allows for meaningful research.
In social VR experiences like Facebook Spaces, users are often represented by cartoon avatars rather than realistic versions of themselves. But Abrash is curious about what makes a person recognizable and relatable in such environments. “What is it that makes us feel like ‘me’ even when others see a simplified version of me?†he asks. “Why would someone who knows me in real life want to interact with me in VR?â€
Abrash suggests that it’s not about physical accuracy, but rather about the subtle cues that define our identity. “What makes you unique, so that others respond to you in a meaningful way?†he explains. “It’s not about being exactly like yourself. Our lab in Pittsburgh is focused on understanding what constitutes social interaction and which factors are truly important.â€
He estimates that there may be around 1,000 elements that contribute to a sense of presence and connection in VR, but only 5 to 10 are truly essential. “Something that gives us complete satisfaction in our interactions,†he adds. “When I meet you in VR, I don’t need to think twice—I instantly recognize you based on your body language, your smile, your eye movements, your gestures, even the way you sit. It feels natural, as if we’re really together.â€