Spatial’s VR App Gains Full-Body Avatars


It floats inside virtual reality long enough and you will feel incorporated. Your eyes are completely covered by a headset. Virtual boundaries create activity parameters in your living room, but you’re still in the dark and the threat of sitting at a coffee table is real. The manual controllers and supernatural hands you have on your metavers can only do so much. Also, the virtual version of you has no legs.

At least one virtual reality company hopes to change that. Spatial, a New York-based virtual reality platform for artists, now offers a full-featured avatar option in its app. It will also allow users to bring created avatars to Wolf3D’s Ready Player Me platform, which uses selfies to generate full-length, realistic-looking cartoon avatars for gaming. Ready Player Me currently offers about 300 customization options, and Spatial says it will support them all.

Some space avatars can even be sold as, hopefully, NFT. And the avatars will also be portable to other virtual reality, desktop and mobile applications.

Courtesy of Spatial Systems

For Spatial, the addition of customizable full-body avatars, a form of personal expression, aligns with what the company really does. does: hosts and sells virtual art. “Our audience is quite different from what it was two years ago,” says Jacob Loewenstein, Spatial’s head of growth. “Suddenly, it’s largely a community of creators using our app, and the number one comment we get is that they want more options to express themselves.”

Spatial started out as a virtual reality app for workplace collaboration: virtual conference rooms, shared PowerPoint presentations, and awkward happy hours. But as WIRED explained last year, the founders of Spatial realized that more and more people were using Spatial’s “conference rooms” to display works of art, not to discuss corporate synergies. (Also, most of its users accessed the app on the web, not in a virtual reality headset.) The space turned, as do startups. Now focus on creative endeavors like NFTs, which are great or are a total endeavor, depending on how you feel.

The slow release of full-body avatars in virtual reality applications is a step forward for the industry. The missing legs in virtual reality have the effect of attacking and italicizing the strangeness of the whole facial computer experiment. Last year, when Meta launched its long-running virtual reality platform Horizon Worlds, it was promoted as an expansive multiplayer universe that would allow you to interact with up to 20 friends at once, the top half of them all. ways. Even Mark Zuckerberg himself appeared as a half avatar in a televised and drawn interview with Gayle King, during which Zuckerberg was conveniently seated behind a table.

Many virtual reality platforms have withstood full-body avatars for good reason. The legs are technically difficult to hit. An awkward or asynchronous moving virtual avatar body could be more nasty than a legless virtual avatar body. And there are also cultural and social reasons to dodge the issue.





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