Exposure Therapy & Gear VR

Our first Virtual Sexology program was created to help adults become better, more attentive lovers. However, that serves as a mere introduction to the concept, as ultimately the goal is to create additional programs, targeting specific sexual hangups. All will fall under the heading of exposure therapy.

Fear of intimacy? Immerse yourself in this program.
Premature ejaculation? Immerse yourself in this one.
Can’t reach orgasm? Try this.

Gear VR as a tool for self improvement is the subject of this article, written by Justin Diaz.

Diaz references the first programs offered in Oculus Home to Gear VR users: one that helps with public speaking, another that confronts one’s fear of heights.

I’m happy to see that this is now being discussed. As I’ve mentioned previously, a startups foray into exposure therapy via VR was the inspiration for BaDoinkVR to stretch from mere VR porn to sex therapy with Virtual Sexology.

Eye-Tracking in the next Gear VR?

Roger Triggs wrote this piece for Android Authority yesterday.  In it he cites a Samsung patent application, suggesting that the next iteration of the Gear VR headset may boast eye-tracking and face-tracking technology.

I hope it’s true. As I’ve said ad nauseam, eye tracking unlocks foveated rending, which leads to diminished demands on processing, and lower prices for consumers.

It’s always a little iffy though when we use patent applications to suggest that a corresponding innovation is just around the corner. Apple’s myriad patents are just one example of that.

Questions from AVN about VR Porn

How mature is the VR adult market right now?

The adult VR market is very, very green, largely because the entire VR space is even greener. Honestly, if you’re someone with a $.99 pair of Google Cardboard, you are an Early Adopter. Early majority? That on-ramp is miles down the road.

Is it ripe to be pursued vigorously by affiliates and content producers or are some other things needed before real growth will be possible?

Continue reading Questions from AVN about VR Porn

Virtual Reality in the Courtroom

Interesting post in Business Insider today. Immersive, virtual reality experiences in the courtroom.  Definitely a great, effective way to present a crime scene. Maybe too effective. There’s no doubt this would, as writer Dana Varinsky points out, work in favor of the wealthier party in the lawsuit.

Beyond that though, I wonder if VR, because of it’s early stage of development, might not make litigators fearful. I think about the painstaking care we take in order to deliver an exceedingly innocuous demo at a trade show. The pressure to get it right in the courtroom, with so much at stake, that takes things to a whole other level.

And then there are elements that are impossible to plan for. Are all of the headsets working properly? Are any of the jurors naturally susceptible to VR sickness. Will the HMDs fog up while they’re watching.

Were I a litigator, no matter the temptation, I’d be hesitant to introduce anything VR-related right now.

Kiiroo Interviews VR Porn Exec Todd Glider

Our friends at Kiiroo were kind enough to publish this interview with Todd Glider about VR Porn on November 9th, 2016.

The unedited transcript is posted here in VRBlunt.com.  They asked about Todd Glider’s background, and career in the porn industry, as well as the history of the BaDoink brand, as well as the history of new product BaDoinkVR.

Kiiroo’s Onyx, for those who don’t know, provides a haptic component to the VR porn experience. This is awfully important since the key to virtual reality is immersion, or presence, or telepresence, and one can’t say they’ve achieved any of these three things when only two of one’s five senses are experiencing a virtual reality.

Business Insider Looks at Fove

Foveated rendering, the hope of it, for all things VR, and not just VR porn, it’s something I’ve talked about ad nauseam on these pages, as well as in countless interviews.

The creators of Fove, Yuka Kojima and Lochlainn Wilson.
The creators of Fove, Yuka Kojima and Lochlainn Wilson.

It’s the clearest path to widespread uptake of virtual reality, reducing processing demands, and making the prices of even the most high end devices drop dramatically.

Here, Business Insider discusses the Fove brand headset, which is currently available for pre-order. More exciting than the HMD, which we will, rest-assured, get as soon as possible, is the potential for other VR brands to license the eye-tracking technology that makes the Fove brand and its entrepreneurs so interesting to look at.

Of course, one can’t discount the positive effect that eye-tracking has on a VR storyteller’s ability to craft a cohesive narrative, but the foveated rendering possibilities are hands-down, the most exciting feature of the Fove release.

EAN Talks VR Porn with BaDoinkVR

EAN logo

When compared with traditional forms of entertainment, how many users are currently already using VR gear to watch adult entertainment?

It’s impossible to provide accurate data. Anyone who says they have that data is being somewhat disingenuous. The market at this point is very, very small because the number of consumers in possession of a VR headset is infinitesimal, compared to smartphones, desktops and tablet computers. Broadly, it’s important to remember that, for all the fanfare, hype and truly inspiring VR programming available, VR as a tech is still incredibly embryonic. All of the excitement it garners is worthwhile and valid and appropriate, but what we’re most excited about, what’s worthy of all that excitement is the signals splintering off the tech. It’s not about what’s here now.

How will this change in the near future? When do you expect that VR will reach user numbers close to what we see today with computers, TV or smartphones?

The release of PlayStation VR is worth celebrating. Google Daydream, even more so. The levee breaks once eye-tracking comes to town. That makes foveated rendering possible. And once video resolution can be managed in a manner that does not require everything in your field of view to be displayed at max resolution, the demands on processing power will drop enormously, and many more consumers will be in the position to afford higher-end devices. When will VR gear be as commonplace as computers, TVs or smartphones? I think we’re a decades out, honestly. Consider that we all know one or two people who live without TV, live without a smartphone. They’re curiosities. They’re noteworthy. We’re still at a point where it’s noteworthy if someone owns a VR device.

Let’s talk a bit about the hardware. The most widely used way right now for VR could be solutions similar to Google Cardboard, since these are the easiest, and by far cheapest solutions. Is the quality of such devices good enough for VR porn?

At BaDoinkVR, we were the first to give away Google Cardboard with every subscription to our VR porn site, but these are, to put it colloquially, gateway drugs. They don’t deserve a place on the shelf alongside your other gadgets. They’re here to give you a taste, and encourage you to purchase something better—like Gear VR, Oculus Rift, HTC Vive. That’s what makes the release of Google Daydream so exciting. Most people are not going to jump from cardboard to Oculus Rift or HTC Vive. They’ll jump to a mid-range device. Up until recently, that meant Gear VR, and Gear VR,  good as it is, works with only a few Samsung phones. With Google Daydream, we see many, many more manufacturers agreeing to release phones supporting the platform. That gives the entire market a nice kick.

What art the minimum requirements a VR headset and the hardware should have to create an enjoyable experience for the user?

Any smartphone released in the last two or three years, with Google Cardboard, or cardboard equivalent, is sufficient to enjoy VR porn. However, the average consumer is not going to watch VR porn in lieu of non-VR porn until, at minimum, they’ve acquired a device that is mid-range or higher.

Other solutions from Oculus, Sony or HTC are far more pricy. Does the user see the difference? And will he be willing to pay the higher price to watch adult entertainment on these devices?

The experience on HTC Vive and Oculus Rift is, hands-down, superior to the experience on Cardboard, or Gear VR, or any smartphone-driven solution. As far as willingness to pay a higher price, I believe that anyone considering the purchase of one of these high-end devices, when listing the pros and cons of purchasing, he or she definitely puts ‘VR porn’ in the plus column.

I doubt that those companies actively support porn on their devices, if they not even try to obstruct it all together. How easy or complicated is it to enjoy VR porn on Rift, Sony VR or the Vive?

Watching VR porn on the HTC Vive and Oculus Rift is as easy as watching VR porn on a smartphone, if not easier. In fact, BaDoinkVR even offers its own desktop player to subscribers. Watching VR Porn on PlayStation VR is also possible with BaDoinkVR, though, at this point, the process is a bit more convoluted.

Will the consumers readily pay for VR content?

They will and do. BaDoinkVR is already profitable, and consumers, at large, see VR content as something separate from ‘normal’ porn. At this point, scarcity certainly has a hand in that. But it’s also an acknowledgement of the quality. Video sharing sites, which are the reason that consumers haven’t expected to pay for porn for nearly a decade now, are lowest-common-denominator channels of distribution. They’re McDonalds and Taco Bell. VR porn, by comparison, is sitting down at the best steakhouse in town.

How will the market for VR porn develop within the next year?

It will continue to grow, the result of more devices hitting the marketplace, the result of more people experiencing virtual reality for the first time. Once you’ve tried it, VR porn leaves a lasting impression. The challenge for everyone in the VR space is convincing people to put those goggles on for the first time. Once he or she does, there’s no going back. They never look at porn the same way again.


Tech Advisor’s Complete Guide to VR

This article by Lewis Painter gives readers a primer on virtual reality. It includes a section on smartphone-driven VR, desktop-driven VR, VR games, VR apps, and, of course, VR porn, where BaDoinkVR is mentioned alongside PornHub, with whom we collaborated in March 2016.

The more articles like this written and posted, the better off everyone in the VR space is.

CNBC Says Gaming Entering New Golden Age thanks to VR

Woke up to this article today, penned by Arjun Kharpal. The gist of it: thanks to VR and AI, and they level of interactivity and immersion they afford, we’re entering into a new golden age for gaming. I whole-heartedly agree, and, equally, agree that it we’re still a couple of years away from that becoming a reality. Otto Berkes, sourced in the article,  suggests we’ve gotten there on the audio/video side, but for real interactivity–necessary, and infinitely exciting–we must look to the future.

As I’ve said multiple times, where VR porn is leading in VR now, we’ll ultimately be surpassed by gaming. And as much as I like leading, it would do the tech a disservice if we remained the torchbearer for too long. It would be ‘porn-stamped’.

I digress, but this talk of gaming’s golden ages brings me back to my youth, and the elation I felt walking into the game room. Generally speaking, this was in Manchester or Vernon, CT, near the town I grew up.

My games of choice: Donkey Kong, Hogan’s Alley, Punch Out, Q-Bert, Gyruss, Karate Champ. I overachieved in Q-Bert, and remember that games like Asteroids, Space Invaders, Defender, Robotron, were beyond my scope. I could never last more than a few minutes in any of those games.

At home, we got some manufacturer’s version of Pong, which was great, but we got it around the time that others were unwrapping gifts of Atari 2600 and Intellivision. I did live happily ever after a couple of years later, receiving a ColecoVision for Chanukah. If I recall, it came with Smurf, and I purchased Donkey Kong soon afterward with allowance money.

ColecoVision was the source of great joy–too much, reckon, should have gone outside more often–and that only began to wane after purchasing the steering wheel accessory (i.e. expansion module #2) for driving game Turbo. I remember riding my bicycle hurriedly back from Video Galaxy, its box tucked into my backpack, filled with happiness and excitement. Yet, for some reason, when I arrived home, and began using it, I found the experience uninspiring. And it wasn’t that the steering wheel did not deliver on its promise. It worked as advertised. Perhaps, this was the first indication that I would never have a real passion for driving. Who knows. But I was not engaged, and less engaged by ColecoVision more generally from that point on.  The video game joy would not return until my acquisition of a Commodore 64 a few years later.