Nowadays
computer graphics is used in many domains of our life. At the end of the 20th
century it is difficult to imagine an architect, engineer, or interior designer
working without a graphics workstation. In the last years the stormy
development of microprocessor technology brings faster and faster computers to
the market. These machines are equipped with better and faster graphics boards
and their prices fall down rapidly. It becomes possible even for an average
user, to move into the world of computer graphics. This fascination with a new reality often starts with computer games and lasts forever. It allows to
see the surrounding world in other dimension and to experience things that are
not accessible in real life or even not yet created.
As a start-up growing at hyper speed, Oculus VR recognized it was at risk of losing its inherent cultural traits: a closely knit team of equal intellectuals, where constant chatter and close proximity kept ideas flowing and colliding constantly, sometimes literally sticking to walls, as new prototypes spilled continuously out of 3D printers. And all of this happened while a telepresence robot digitally connected one Oculus engineer working in Dallas to team members in California. Their existing space was not working for them. Furnished with rigid, linear benching, conversations were constrained, conducted standing up, or leaning over others. Product Lead Joe Chen was frustrated that it didn’t really foster the right kind of interaction; “accidental collaborations” that happen spontaneously were too infrequent. There weren’t enough spots for quiet conversations, either. He wanted to enhance the connectivity and impromptu discussions that are inherent to the company’s success. They also...
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