Hi Sébastien
Fair enough, although I was thinking more that there are a number of
commonalities between both topics and in an iterative way they feed
each other. One example might be the evolution (and use) of haptic
products. The development and adoption of the Sensable Phantom product
line has led to lots of interesting VR research. Undoubtedly this
increase in haptic usage has prompted the commercialization of new
haptic devices for gaming, notably the Novint Falcon. Now we are
seeing the Falcon being used for VR research projects (e.g. KCL use in
web based dental training). So we have VR -> gaming -> VR in a cycle
which will likely continue repeating. I see your initial post as half
this process and seeing were we are in this cycle across different
aspects of VR research and gaming technologies (s/w and h/w) could be
very interesting (and useful for both the VR community and the gaming
industry).