WEBVTT - Virtual Eventuality

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<v Speaker 1>Brought to you by Toyota. Let's go places. Welcome to

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<v Speaker 1>Forward Thinking, Hi, and welcome to Forward Thinking, the show

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<v Speaker 1>that looks at the future and says, who can tell

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<v Speaker 1>what magic spells will be doing for us? I'm Lauren

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<v Speaker 1>voc Obam, and I'm Joe McCormick, and our host Jonathan

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<v Speaker 1>Strickland is out today because he was not feeling well. Yes,

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<v Speaker 1>we decided to allow him that. Yeah, but we hope

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<v Speaker 1>he is feeling better soon. And today we're going to

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<v Speaker 1>be recording without him, but he will be back next time. Yes,

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<v Speaker 1>And he is here very much in spirit with us.

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<v Speaker 1>Because Okay, so we're talking today about virtual reality. Virtual

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<v Speaker 1>reality that's the future if it's nine Yeah, according to

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<v Speaker 1>every single movie that came out during that entire decade, UM,

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<v Speaker 1>and also most of Star Trek the next generation, this

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<v Speaker 1>is all going to be virtual reality right here on out.

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<v Speaker 1>Just Max Headroom will rule us all. Yeah, Like you

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<v Speaker 1>were saying that Jonathan is with us in spirit, right,

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<v Speaker 1>because he wrote a couple of really great articles on

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<v Speaker 1>how stuff works that we have used to kind of

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<v Speaker 1>form the basis of our information here, um, and we

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<v Speaker 1>can we can link those out somewhere on the interwebs

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<v Speaker 1>that are easy to find. But I have never actually

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<v Speaker 1>used a virtual reality headset. But I hear Joe that

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<v Speaker 1>you have some experience with this. I have a couple

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<v Speaker 1>of times. I remember there was like a so I

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<v Speaker 1>was at a music festival sometime in the nineties when

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<v Speaker 1>I was a kid. Uh it was the Riverbend festival

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<v Speaker 1>in Chattanoo. Game and they had this tent there that

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<v Speaker 1>was like a traveling tent where they had virtual reality

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<v Speaker 1>set up. But I barely remember it. I just remember

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<v Speaker 1>I stood in line for a really long time, and

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<v Speaker 1>I think I got to play for like five minutes,

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<v Speaker 1>and it costs, you know, like all the money I had. Um.

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<v Speaker 1>I don't remember much about the experience except that it

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<v Speaker 1>went over my head and I was sitting in a

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<v Speaker 1>chair and I was using these controllers and and it

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<v Speaker 1>was like like a typical like game like soul controller

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<v Speaker 1>kind of thing. Yeah. Yeah, yeah, it was fairly immersive. Also.

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<v Speaker 1>The other thing was I don't know if you remember

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<v Speaker 1>you remember the Virtual Boy. I do not personally, UM,

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<v Speaker 1>but I have read some really entertaining things about it

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<v Speaker 1>on the internet a k a. The Red Headache Machine. UM.

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<v Speaker 1>It was it's okay. Just imagine like one of those

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<v Speaker 1>things that the viewfinder the yeah, yeah, that the little

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<v Speaker 1>the little click aty things. Yet okay, so it's like

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<v Speaker 1>you strap one of those to your head, except it's

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<v Speaker 1>really big and it and it only shows you two colors,

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<v Speaker 1>black and red, and it causes migraines. And that sounds

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<v Speaker 1>like the best video game up. When when the Virtual

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<v Speaker 1>Boy came out, what I can't remember how old I was,

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<v Speaker 1>I was probably like I'm gonna guess, like seventh grade

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<v Speaker 1>or something. Um, And it came out. One of my

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<v Speaker 1>friends got one, and we all got together at his

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<v Speaker 1>house and we were like, well, we're gonna play this thing.

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<v Speaker 1>And the way it is at the time, like when

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<v Speaker 1>you're a little kid like you, you don't realize things

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<v Speaker 1>are bad. It's like, you know, everything is fun and

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<v Speaker 1>new and exciting, and even a kind of terrible experience

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<v Speaker 1>is like, oh man, why did I do that? It

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<v Speaker 1>was great? Yeah, Like I never realized there was such

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<v Speaker 1>thing as a bad movie. It's like I just saw

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<v Speaker 1>Operation Dumbo drop. It was great. Let's go see it again,

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<v Speaker 1>you know, and um, but yeah, I just thought this

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<v Speaker 1>thing was awesome. Meanwhile, we were like kids sitting there,

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<v Speaker 1>like just taking tile at all from the parents because

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<v Speaker 1>it was really painful to the eyes, and it was

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<v Speaker 1>just an awful experience of red paint the bridge of

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<v Speaker 1>your nose. Uh. The screens and these things were made

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<v Speaker 1>of L e d s, which was actually pretty impressive

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<v Speaker 1>at the time because most most video screens were being

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<v Speaker 1>made of l c ds liquid crystal displays, or they

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<v Speaker 1>were still cathode ray tubes. So so it was an

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<v Speaker 1>impressive technological feat. Um. But but the thing about red

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<v Speaker 1>L E d s, especially at the times that they

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<v Speaker 1>were it was made of this but because they were

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<v Speaker 1>so cheap and so bright, they were the brightest, cheapest

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<v Speaker 1>dilties that they could possibly make. And I don't think

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<v Speaker 1>that anyone thought to like install the dimmer switch in there.

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<v Speaker 1>They weren't. Really it wasn't This was a terrible, terrible

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<v Speaker 1>disaster for Nintendo, wasn't it. I think so? Well. I mean,

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<v Speaker 1>a couple of things to say about it. Number One,

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<v Speaker 1>it wasn't really virtual reality, wasn't. I mean, it depends

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<v Speaker 1>on how you define it. But actually let's refer to

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<v Speaker 1>Jonathan's definition in the article, because I think it's pretty good. Sure, sure,

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<v Speaker 1>He defines it from two points, the first being three

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<v Speaker 1>dimential images that appear to be life sized from the

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<v Speaker 1>perspective of the user. Okay, so it was kind of that,

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<v Speaker 1>I mean it was there was a lot of like

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<v Speaker 1>simulated three D based on these sort of red lattices

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<v Speaker 1>and stuff like that. Um. And but the other thing

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<v Speaker 1>is the ability to track the user's motions, particularly head

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<v Speaker 1>or eye movements, um and adjust the images on the

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<v Speaker 1>users display to reflect the change in perspective. And the

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<v Speaker 1>virtual boy was I mean essentially table mounted, wasn't it.

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<v Speaker 1>It sat on a stand like a tripod stand, and

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<v Speaker 1>you just put your face in you when you move around. Um.

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<v Speaker 1>I mean you'd move around when you get dizzy and

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<v Speaker 1>start falling out of the chair, but you didn't. It

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<v Speaker 1>wasn't supposed to be moving with you, and it wouldn't

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<v Speaker 1>follow you. Yeah. Yeah, you didn't strap it to your head. Okay.

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<v Speaker 1>So it was like it was a thing that a

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<v Speaker 1>lot of people were thinking of as virtual reality, but

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<v Speaker 1>it wasn't quite there. Um. What we're thinking about with

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<v Speaker 1>virtual reality is something that's a more natural experience, that

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<v Speaker 1>that stays with your face in a way, like you

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<v Speaker 1>you are having this experience and you're not going to

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<v Speaker 1>be able to just look away from it a right.

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<v Speaker 1>I think the kind of hope and dream is is

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<v Speaker 1>that star trek Holideck kind of thing where where you're

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<v Speaker 1>just immersed in a virtual environment and to the point

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<v Speaker 1>where you can interact with objects there and barely even

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<v Speaker 1>tell the fact that it's virtual. Yeah, um, hopefully, except

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<v Speaker 1>not with like the messy like every single time they

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<v Speaker 1>went to the holiday something completely terrible happened and that

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<v Speaker 1>moriarity took over the ship and whatever. So so without

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<v Speaker 1>without that part. Um. But historically speaking, this has been

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<v Speaker 1>in the works for for a really long time or

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<v Speaker 1>I mean, you know, a relatively long time since the

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<v Speaker 1>nineteen sixties anyway, And um okay, so so the very

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<v Speaker 1>first kind of example that we have of anything even

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<v Speaker 1>vaguely like this is um Morton Helligs or Helix I'm sorry.

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<v Speaker 1>Um Sinsarama, which was in nineteen sixty was a stereoscopic

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<v Speaker 1>um head mounted display that also involved like fans and

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<v Speaker 1>and and sent squirters and and stereo speakers and any

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<v Speaker 1>moving chair um, which overall sounds completely miserable to me personally,

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<v Speaker 1>although I've been on some rides at like Disney and

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<v Speaker 1>Universal Studios. That's seem a little bit similar. But I

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<v Speaker 1>can imagine that in nineteen sixty this wasn't actually an

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<v Speaker 1>extraordinarily pleasant experience. You know, in nineteen sixty there were

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<v Speaker 1>a lot of bad movies out there in gimmicks like

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<v Speaker 1>three d oh. Yeah, they could really pull you in.

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<v Speaker 1>And I guess this is just like the ultimate gimmick

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<v Speaker 1>for the sensory experience of the movie. And I'm picturing

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<v Speaker 1>like a film, probably not quite to the high quality

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<v Speaker 1>of Incident Price's work that that would have just just

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<v Speaker 1>been I don't know, like giant spiders. I'm not sure

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<v Speaker 1>what giant spiders smell like, but it was probably very particular.

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<v Speaker 1>They smell like watermelons. Actually really science fact not really.

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<v Speaker 1>Um now, okay, so so the first, um, the first

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<v Speaker 1>real head mounted display was created in nineteen sixty one

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<v Speaker 1>by phil Co Corporation. That was called the head Site.

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<v Speaker 1>And this was a video feed only. Yeah, head Site.

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<v Speaker 1>These names are only going to get more closed, um

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<v Speaker 1>And this was this was video it wasn't computer generated,

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<v Speaker 1>so so it was hooked up to a camera and

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<v Speaker 1>you could use it like in dangerous situations where you

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<v Speaker 1>want to send a camera instead of a person and

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<v Speaker 1>UM and people could use that camera to look around

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<v Speaker 1>or or if you hooked it up to and like

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<v Speaker 1>infrared camera feed on the bottom of a helicopter, the

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<v Speaker 1>pilot could use that to look around and figure out

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<v Speaker 1>what was going on. UM and UH. Later on in

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<v Speaker 1>the sixties, we started getting the concepts for what we

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<v Speaker 1>think of as being VR today and and that's that's

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<v Speaker 1>a computer generated image that is being fed through a

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<v Speaker 1>headset UM you know, hypothetically uh tethered to a you know,

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<v Speaker 1>tethered physically to a giant computer and hypothetically with some

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<v Speaker 1>kind of motion tracking in the headset. But he never

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<v Speaker 1>the guy creating this U Ivan Sutherland at the time,

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<v Speaker 1>did not come up with anything vaguely close to that

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<v Speaker 1>in in like physical prototype. I don't think it would

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<v Speaker 1>take another couple of decades and involvement from like NASA

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<v Speaker 1>and the Department of Defense and the National Science Foundation

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<v Speaker 1>and the CIA before we started getting UM kind of

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<v Speaker 1>industrial use virtual reality stuff to help train astronauts for

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<v Speaker 1>spacewalks and uh a flight and vehicle sim kind of stuff.

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<v Speaker 1>And it wasn't until four that a guy named Michael

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<v Speaker 1>McGreevy started experimenting with using this kind of technology as

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<v Speaker 1>a computer interface, which is what we're really talking about

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<v Speaker 1>when we're talking about video games and and virtual reality,

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<v Speaker 1>which is kind of what we're going to move into

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<v Speaker 1>in the second half of this podcast. So uh so, yeah,

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<v Speaker 1>So it wasn't you know that that fascinates me that

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<v Speaker 1>we had had this kind of concept for a really

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<v Speaker 1>long time. It was never called virtual reality until after

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<v Speaker 1>all of that in seven when Jaren Lanier coined the term.

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<v Speaker 1>But but, and and and that's I think when the

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<v Speaker 1>media finally picked up on the fact that this existed.

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<v Speaker 1>And then all those all those horrible virtual reality movies.

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<v Speaker 1>What were some of them? We were talking right before

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<v Speaker 1>the podcast about virtuosity, which I hadn't even thought about

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<v Speaker 1>in decades. That was tiny, cheepy wrestle crow. Yeah, yeah,

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<v Speaker 1>he he plays when he's like a digital serial killer

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<v Speaker 1>and some police training module. He like escapes into the

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<v Speaker 1>real world, you know, struts around. I'll staying alive place

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<v Speaker 1>behind them. Of course he's gonna, I don't know, like

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<v Speaker 1>kill people with pixels. I don't remember what he did.

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<v Speaker 1>I do not I write. I think I've blocked this

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<v Speaker 1>to that just he just like walks up to you

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<v Speaker 1>and gives you the blue screen of death. Oh no, um,

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<v Speaker 1>it's strange days. I guess it's kind of similar to that.

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<v Speaker 1>I'm a much a much better version of virtual reality,

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<v Speaker 1>aside from the kind of terrible part of it. Um or,

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<v Speaker 1>I guess, well, it's into virtual memories. I don't know,

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<v Speaker 1>I'm not sure if that counts or not. I know,

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<v Speaker 1>there are a bunch of these movies. Of course, lawnmower Man,

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<v Speaker 1>I don't know. Oh yeah, yeah, lawnmower Man. You gotta

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<v Speaker 1>go with what a horrible movie. And sequels there was

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<v Speaker 1>there was at least one sequel to that involved. Well,

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<v Speaker 1>so the media and movies and everything really took this

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<v Speaker 1>concept of virtual reality and ran with it. And we're

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<v Speaker 1>still suffering from that today. The fact that this technology

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<v Speaker 1>just got horribly, horribly overhyped. Well, yeah, I mean because

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<v Speaker 1>the computer processing, we're still catching up to a point

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<v Speaker 1>where we can create a headset that's that's going to

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<v Speaker 1>be convincingly real looking from you know, and and hey,

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<v Speaker 1>computers have developed a lot in the past couple of decades,

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<v Speaker 1>and we're still kind of like almost there, but not quite. Yeah,

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<v Speaker 1>not to mention just graphics bect then we're terrible. And

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<v Speaker 1>and the expectation I think was immediately that it's going

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<v Speaker 1>to look like um, like high quality video or something

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<v Speaker 1>like that, We're just like real life. Uh. It was insanity.

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<v Speaker 1>And and then when people really got to experience what

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<v Speaker 1>we were talking about with through something like virtual Boy, yeah,

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<v Speaker 1>which is it wasn't even really virtual reality. I mean,

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<v Speaker 1>even if they did what I did and then went

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<v Speaker 1>to some tent where they had a virtual reality station

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<v Speaker 1>set up, it had to be massively dis pointing, like

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<v Speaker 1>it could not have competed with what you saw in

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<v Speaker 1>the movies and what you assumed when you heard some

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<v Speaker 1>news story about it or whatever. Um. And and so

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<v Speaker 1>I think virtual reality is uh still suffering from this.

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<v Speaker 1>It was this big calamity of over hype and underperformance

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<v Speaker 1>of the hardware and and just nothing really cool about it.

0:12:25.000 --> 0:12:27.640
<v Speaker 1>And now when you think of that, or at least

0:12:27.640 --> 0:12:30.320
<v Speaker 1>when I think of it, I just grown like like, oh,

0:12:30.360 --> 0:12:34.560
<v Speaker 1>don't even talk to me about virtual reality. So virtual

0:12:34.600 --> 0:12:38.640
<v Speaker 1>reality is dead, right, Oh yeah, totally dead. That's absolutely

0:12:38.679 --> 0:12:41.720
<v Speaker 1>why the Oculus rift raised two million, four hundred and

0:12:41.720 --> 0:12:44.320
<v Speaker 1>thirty seven thousand, four hundred and twenty nine dollars in

0:12:44.320 --> 0:12:49.960
<v Speaker 1>their Kickstarter campaign at the end of Big Surprise. Actually,

0:12:50.320 --> 0:12:55.000
<v Speaker 1>the cool thing is that while everybody was so over

0:12:55.600 --> 0:12:59.280
<v Speaker 1>virtual reality, it was actually getting good and okay. So

0:12:59.280 --> 0:13:02.520
<v Speaker 1>so Palmer luck Key is the guy who, um kind

0:13:02.559 --> 0:13:06.480
<v Speaker 1>of originally created the idea for the Oculus Rift. He

0:13:06.559 --> 0:13:09.240
<v Speaker 1>was working at the time with a virtual reality exposure

0:13:09.280 --> 0:13:14.480
<v Speaker 1>therapy program that helps veterans with PTSD. Yeah and um,

0:13:14.520 --> 0:13:16.880
<v Speaker 1>but but those are those are huge expensive machines, and

0:13:16.920 --> 0:13:18.960
<v Speaker 1>he was a hobbyist who kind of wanted something that

0:13:19.000 --> 0:13:21.440
<v Speaker 1>didn't cost you know, a thousand, five hundred dollars to

0:13:21.440 --> 0:13:24.400
<v Speaker 1>play with on his own. Um. He he really couldn't

0:13:24.400 --> 0:13:27.560
<v Speaker 1>find anything out there in the wild that was going

0:13:27.600 --> 0:13:30.440
<v Speaker 1>to be anything like that, so he decided to to

0:13:30.559 --> 0:13:33.079
<v Speaker 1>kind of start putting something like that together for himself,

0:13:33.120 --> 0:13:35.679
<v Speaker 1>and and it really captured the public's imagination. This this

0:13:35.720 --> 0:13:38.320
<v Speaker 1>stuff isn't out yet, but they've raised some like sixteen

0:13:38.320 --> 0:13:40.640
<v Speaker 1>million in private funding and all kinds of crazy stuff

0:13:40.960 --> 0:13:44.600
<v Speaker 1>because up until now, up to and including now, real

0:13:44.679 --> 0:13:47.920
<v Speaker 1>virtual reality systems are kind of these weird like like

0:13:48.000 --> 0:13:50.760
<v Speaker 1>glattos looking things, I mean, like like it's it's tethered

0:13:50.800 --> 0:13:54.240
<v Speaker 1>to a huge computer. It's usually a headset that's so

0:13:54.400 --> 0:13:57.280
<v Speaker 1>heavy and bulky that your your neck wood snap if

0:13:57.320 --> 0:13:59.240
<v Speaker 1>you tried to wear it and turn your head around.

0:13:59.280 --> 0:14:03.199
<v Speaker 1>So so it's it's on a suspension. Yeah, it's it's

0:14:03.240 --> 0:14:06.600
<v Speaker 1>really not It's really not cool or pretty or portable

0:14:07.120 --> 0:14:10.160
<v Speaker 1>or or inexpensive in any way. Um. You know though,

0:14:10.200 --> 0:14:13.120
<v Speaker 1>though these things do exist, like you know, I want

0:14:13.160 --> 0:14:15.840
<v Speaker 1>to I want to specify that that that's absolutely a

0:14:15.880 --> 0:14:21.520
<v Speaker 1>real thing. Um. But you know, why would why would

0:14:21.520 --> 0:14:23.520
<v Speaker 1>we want this for video gaming? Why would we want

0:14:23.520 --> 0:14:26.960
<v Speaker 1>to take this out of the laboratory, um and and

0:14:27.120 --> 0:14:29.720
<v Speaker 1>out of the kind of glado setting and and turn

0:14:29.760 --> 0:14:32.040
<v Speaker 1>it into a video game. Well I've got a theory

0:14:32.040 --> 0:14:34.640
<v Speaker 1>about that actually. Yeah. Um, so, I don't know if

0:14:34.640 --> 0:14:38.640
<v Speaker 1>you've read about the ideas of connecting video games with

0:14:38.720 --> 0:14:42.560
<v Speaker 1>the concept in positive psychology of flow. Have you heard

0:14:42.600 --> 0:14:45.680
<v Speaker 1>of this? Uh? Not really explained to me. Okay, So

0:14:46.080 --> 0:14:49.080
<v Speaker 1>flow is a really interesting concept and it comes from

0:14:49.640 --> 0:14:53.040
<v Speaker 1>this uh psychologist named and I hope I'm doing this

0:14:53.160 --> 0:14:57.760
<v Speaker 1>right me Hi chick sent me hi. Um it sounds

0:14:57.800 --> 0:15:01.800
<v Speaker 1>sounds good to me. Yeah, he ain't from around here.

0:15:02.320 --> 0:15:06.280
<v Speaker 1>Apologies if that's incorrect. Yeah, but he uh, so he

0:15:06.360 --> 0:15:10.520
<v Speaker 1>comes up with this idea that is, hey, there seems

0:15:10.560 --> 0:15:15.280
<v Speaker 1>to be this really really pleasurable state that people can

0:15:15.320 --> 0:15:17.840
<v Speaker 1>get themselves into. And you can sort of imagine it

0:15:17.920 --> 0:15:21.680
<v Speaker 1>if you imagine like an X Y graph. So you

0:15:22.240 --> 0:15:25.280
<v Speaker 1>look at it and you imagine the X axis is,

0:15:25.600 --> 0:15:31.800
<v Speaker 1>um a person's level of skill, Okay, okay, and then

0:15:32.000 --> 0:15:35.440
<v Speaker 1>you look at the Y axis and that is the

0:15:35.560 --> 0:15:39.640
<v Speaker 1>challenge of a task. Okay. This is actually a problem

0:15:39.680 --> 0:15:42.120
<v Speaker 1>that I have frequently when I play video games, because

0:15:42.240 --> 0:15:43.760
<v Speaker 1>I am I kind of want to get to the

0:15:43.800 --> 0:15:47.280
<v Speaker 1>next story point, but sometimes I get very frustrated with

0:15:47.360 --> 0:15:50.880
<v Speaker 1>the technical ability that it's it's making me perform in

0:15:51.000 --> 0:15:53.960
<v Speaker 1>button combinations and whatever. Yeah, well, in that case, that

0:15:54.000 --> 0:15:57.040
<v Speaker 1>game might not be optimized for flow for or at

0:15:57.080 --> 0:15:58.760
<v Speaker 1>least you might not be playing it at the right

0:15:58.760 --> 0:16:01.600
<v Speaker 1>difficulty or something like that. But um so there are

0:16:01.600 --> 0:16:04.440
<v Speaker 1>different regions of this graph, right if you can imagine

0:16:04.440 --> 0:16:08.240
<v Speaker 1>different tasks, Like if you're down here at the bottom

0:16:08.320 --> 0:16:11.520
<v Speaker 1>on both that that just seems like a really boring area,

0:16:11.680 --> 0:16:15.800
<v Speaker 1>like nothing's difficult and you're not good at anything, you know.

0:16:16.360 --> 0:16:20.600
<v Speaker 1>Um And meanwhile, if you if you go over, say

0:16:20.640 --> 0:16:24.200
<v Speaker 1>like you're doing something that is not very challenging, but

0:16:24.280 --> 0:16:26.360
<v Speaker 1>you're really good at it. Well, that can be easy,

0:16:26.400 --> 0:16:29.200
<v Speaker 1>but it's not super engaging, right, You're not really you're

0:16:29.200 --> 0:16:32.680
<v Speaker 1>you're not teasing your brain, you're not learning and growing. So, uh,

0:16:32.720 --> 0:16:34.760
<v Speaker 1>if you go say like really high on the Y

0:16:34.840 --> 0:16:37.360
<v Speaker 1>axis but not far on the X axis, that's like

0:16:37.400 --> 0:16:41.160
<v Speaker 1>a state of of of problems of nervousness and anxiety.

0:16:41.440 --> 0:16:43.960
<v Speaker 1>You're not adequate and you can't do what you need

0:16:44.000 --> 0:16:46.640
<v Speaker 1>to do. Um. So that's a really uncomfortable place to

0:16:46.640 --> 0:16:50.560
<v Speaker 1>be in. But imagine you're you're up at performing very

0:16:50.640 --> 0:16:54.560
<v Speaker 1>high on on both axis. You're doing something that is

0:16:54.680 --> 0:16:57.760
<v Speaker 1>at the peak of challenge and your peak of skill,

0:16:58.520 --> 0:17:01.400
<v Speaker 1>and so you're rocking out something that's really hard. Yeah,

0:17:01.440 --> 0:17:04.000
<v Speaker 1>a lot of people have phrased this is like getting

0:17:04.080 --> 0:17:07.320
<v Speaker 1>in the zone, you know, or or being on a role.

0:17:07.840 --> 0:17:11.000
<v Speaker 1>It's when you're fully engaged in a task that is

0:17:11.040 --> 0:17:15.360
<v Speaker 1>consuming all of your mind. You're putting yourself fully into it,

0:17:15.680 --> 0:17:21.199
<v Speaker 1>you're getting immediate feedback, and you're doing it well. Yeah.

0:17:21.280 --> 0:17:23.800
<v Speaker 1>And so a lot of people talk about flow in

0:17:23.880 --> 0:17:27.359
<v Speaker 1>other contexts, like say artistic work. Like if you're a

0:17:27.400 --> 0:17:30.439
<v Speaker 1>writer and you suddenly you get a burst of energy

0:17:30.480 --> 0:17:32.760
<v Speaker 1>and you're just writing and you're going you know, or

0:17:32.800 --> 0:17:36.479
<v Speaker 1>if you're a painter or a musician, I imagine like

0:17:36.520 --> 0:17:39.440
<v Speaker 1>if you're say a jazz guitar player and you're you're

0:17:39.480 --> 0:17:43.360
<v Speaker 1>improvising and you're having a you know, a great session

0:17:43.440 --> 0:17:46.399
<v Speaker 1>with some some other players. Um, you can be in

0:17:46.440 --> 0:17:49.080
<v Speaker 1>that zone where what you're doing is at the peak

0:17:49.119 --> 0:17:51.399
<v Speaker 1>of your skill and you're doing it very well and

0:17:51.440 --> 0:17:55.320
<v Speaker 1>you're fully immersed in it. But apparently your reason people

0:17:55.359 --> 0:17:58.240
<v Speaker 1>play video games is that video games are very good

0:17:58.280 --> 0:18:01.760
<v Speaker 1>at encouraging a state of flow where there's a task,

0:18:01.880 --> 0:18:06.960
<v Speaker 1>where the goals are clear. Um, it fully engages your attention,

0:18:07.600 --> 0:18:11.919
<v Speaker 1>it takes it's somewhat difficult, so it takes skill to

0:18:12.000 --> 0:18:17.800
<v Speaker 1>do it, and it's something that you can do yeah, yeah,

0:18:17.840 --> 0:18:19.760
<v Speaker 1>and so and it and it provides sort of like

0:18:19.800 --> 0:18:23.920
<v Speaker 1>a rhythm of rewards and feedback on your performance. It's

0:18:23.960 --> 0:18:28.359
<v Speaker 1>a steady incremental accomplishment. This is what makes video games

0:18:28.560 --> 0:18:31.560
<v Speaker 1>really fun. In my opinion, And I'm obviously I'm this

0:18:31.600 --> 0:18:34.119
<v Speaker 1>idea doesn't come from me. Other people suggested it, but

0:18:34.119 --> 0:18:36.159
<v Speaker 1>but I think I agree with it. Oh absolutely, I

0:18:36.160 --> 0:18:37.800
<v Speaker 1>think that's that's why they can get you know, pretty

0:18:37.800 --> 0:18:40.640
<v Speaker 1>pretty addicting sometimes, right. But so there are a couple

0:18:40.640 --> 0:18:44.359
<v Speaker 1>of problems with video games that that can interrupt this

0:18:44.440 --> 0:18:49.640
<v Speaker 1>experience of flow. One of them is um distraction. Okay,

0:18:49.720 --> 0:18:52.520
<v Speaker 1>so you know, if you're if you're playing on a

0:18:52.600 --> 0:18:55.480
<v Speaker 1>TV screen across the room, other things in the room

0:18:55.600 --> 0:18:58.600
<v Speaker 1>can get your attention enough if the dog walks in

0:18:58.640 --> 0:19:01.040
<v Speaker 1>front of the screen, or if um if if screen

0:19:01.160 --> 0:19:04.040
<v Speaker 1>quality is poor, and or if you're getting a reflection

0:19:04.240 --> 0:19:07.919
<v Speaker 1>of from it from a light behind, or just the

0:19:08.080 --> 0:19:11.520
<v Speaker 1>simple sort of ambient awareness that you're using a TV

0:19:11.680 --> 0:19:13.479
<v Speaker 1>across the room, you know what I mean, sure that

0:19:13.480 --> 0:19:16.640
<v Speaker 1>that you're not really in the terrible town of Silent Hill,

0:19:16.680 --> 0:19:19.080
<v Speaker 1>and that that well, I mean, in that case, actually

0:19:19.160 --> 0:19:21.600
<v Speaker 1>that would that's pretty pretty much good for me. I'm

0:19:21.600 --> 0:19:24.680
<v Speaker 1>fine with having that level of awareness. Yeah. And the

0:19:24.960 --> 0:19:28.360
<v Speaker 1>other thing is that you're aware of your tools, and

0:19:28.720 --> 0:19:32.159
<v Speaker 1>so you're aware that you're holding a controller at least

0:19:32.280 --> 0:19:35.679
<v Speaker 1>in some ambient sense. You're low level awareness of this.

0:19:35.800 --> 0:19:38.560
<v Speaker 1>You're manipulating buttons to do what you need to do,

0:19:38.640 --> 0:19:42.560
<v Speaker 1>but you're not moving that you're that you're manipulating something. Yeah,

0:19:42.600 --> 0:19:45.080
<v Speaker 1>it's not as it's not as natural as maybe say

0:19:45.119 --> 0:19:47.679
<v Speaker 1>like playing a sport where you're just using your body

0:19:48.240 --> 0:19:51.760
<v Speaker 1>in kind of like full immersed involvement in the task,

0:19:52.119 --> 0:19:54.679
<v Speaker 1>which for for most people in most situations is is

0:19:54.680 --> 0:19:59.400
<v Speaker 1>a very extremely fluid, very quick moving um electrical nervous

0:19:59.400 --> 0:20:04.080
<v Speaker 1>reaction that is about as good as we get at stuff. Yeah,

0:20:04.280 --> 0:20:06.359
<v Speaker 1>but wouldn't it be great if you could create some

0:20:06.480 --> 0:20:09.679
<v Speaker 1>kind of video game system that is a total limitation

0:20:09.760 --> 0:20:14.120
<v Speaker 1>on distractions so you have full sensory immersion in it

0:20:14.320 --> 0:20:18.200
<v Speaker 1>to take that distraction element out, and it engages your

0:20:18.280 --> 0:20:21.840
<v Speaker 1>body as directly as possible so that you're not aware

0:20:21.880 --> 0:20:26.159
<v Speaker 1>of the tools you're using to participate in this world. Okay,

0:20:26.160 --> 0:20:27.920
<v Speaker 1>when you put it that way, sign me up for

0:20:28.200 --> 0:20:30.760
<v Speaker 1>like lawn mower man stuff that sounds that sounds great,

0:20:30.880 --> 0:20:33.320
<v Speaker 1>exactly so, And I think that's sort of one of

0:20:33.359 --> 0:20:37.160
<v Speaker 1>the promises of virtual reality is that in some ways

0:20:37.160 --> 0:20:40.080
<v Speaker 1>it can help you lock into this state of even

0:20:40.400 --> 0:20:44.560
<v Speaker 1>deeper because of of those things that it limits your

0:20:44.560 --> 0:20:48.880
<v Speaker 1>awareness of the tools. If it's good, that's the big qualification.

0:20:49.240 --> 0:20:52.679
<v Speaker 1>Now I'd imagine that bad VR is actually even worse

0:20:52.720 --> 0:20:55.280
<v Speaker 1>than a normal video game because you're hyper aware of

0:20:55.320 --> 0:20:59.720
<v Speaker 1>the tools because they're making you nauseous. Excuse me, nause

0:20:59.840 --> 0:21:02.240
<v Speaker 1>ad nauseated? Yes, well, I mean they might make you

0:21:02.320 --> 0:21:05.200
<v Speaker 1>nauseous as well. If I don't know, somebody's watching you

0:21:05.359 --> 0:21:07.679
<v Speaker 1>smell really bad or something. I'm not sure. I'm not

0:21:07.720 --> 0:21:09.680
<v Speaker 1>sure how that would work out. But but do you

0:21:09.680 --> 0:21:12.320
<v Speaker 1>see what I'm saying there? Like, the virtual reality has

0:21:12.359 --> 0:21:16.680
<v Speaker 1>to be extremely good I think before these benefits start

0:21:16.720 --> 0:21:19.560
<v Speaker 1>to become manifest right. So okay, so so what are

0:21:19.600 --> 0:21:23.480
<v Speaker 1>we talking about when we're talking about VR VR equipment

0:21:23.600 --> 0:21:26.960
<v Speaker 1>being really good? Uh? I want to offer up one

0:21:27.000 --> 0:21:28.840
<v Speaker 1>thing that I think is one of the most important,

0:21:28.880 --> 0:21:33.280
<v Speaker 1>which is the low latency effect. So latency is it

0:21:33.320 --> 0:21:35.720
<v Speaker 1>shows up when so you imagine you're wearing a VR

0:21:35.760 --> 0:21:38.840
<v Speaker 1>headset and it is displaying to your eyes what you're

0:21:38.840 --> 0:21:41.240
<v Speaker 1>supposed to be looking at. And ideally what it should

0:21:41.280 --> 0:21:43.920
<v Speaker 1>do is track your head so that when you turn

0:21:44.000 --> 0:21:46.680
<v Speaker 1>your head, it's just as if you were turning your

0:21:46.680 --> 0:21:49.360
<v Speaker 1>head in real life. Right, it renders out the image

0:21:49.400 --> 0:21:51.280
<v Speaker 1>that's that's over to your right or over to your

0:21:51.320 --> 0:21:54.560
<v Speaker 1>left or above or whatever, so that as you move

0:21:55.440 --> 0:22:00.240
<v Speaker 1>hypothetically instantaneously or near instantaneously. But um, yeah, but the

0:22:00.320 --> 0:22:03.800
<v Speaker 1>problem is that this this is like massively process or

0:22:03.880 --> 0:22:07.200
<v Speaker 1>intensive right to track you like this, and that if

0:22:07.240 --> 0:22:10.479
<v Speaker 1>you move quickly, I mean just you're you're creating a

0:22:10.520 --> 0:22:12.960
<v Speaker 1>problem there that if you move your head too fast,

0:22:13.000 --> 0:22:16.080
<v Speaker 1>how's it going to keep up? Um, your eyes don't

0:22:16.080 --> 0:22:19.200
<v Speaker 1>really have a problem with this usually, but it can

0:22:19.280 --> 0:22:22.800
<v Speaker 1>be really unpleasant to wear a headset and you're supposed

0:22:22.840 --> 0:22:27.720
<v Speaker 1>to turn and you see frames dragging lagging behind. That

0:22:27.800 --> 0:22:30.760
<v Speaker 1>just gave me like physical shivers. That sounds so incredibly

0:22:30.760 --> 0:22:33.720
<v Speaker 1>not fun. I'm sure. Yeah, it's just headaches and nausea

0:22:33.760 --> 0:22:36.960
<v Speaker 1>and you want to take it off. So in order

0:22:37.000 --> 0:22:40.080
<v Speaker 1>to have a really good VR experience, you've got to

0:22:40.119 --> 0:22:42.399
<v Speaker 1>get that latency level down. And this is one of

0:22:42.440 --> 0:22:45.879
<v Speaker 1>the biggest hurdles, right because the human the human brain

0:22:46.000 --> 0:22:48.520
<v Speaker 1>actually processes things a little bit faster than we can

0:22:48.520 --> 0:22:51.320
<v Speaker 1>see than we tend to fill in blanks. Um really

0:22:51.359 --> 0:22:53.960
<v Speaker 1>before we get to to to the next thing, that's

0:22:54.000 --> 0:22:57.639
<v Speaker 1>that's in the corner of our vision. And uh and

0:22:57.520 --> 0:22:59.800
<v Speaker 1>and what it equals out too, is that that really

0:23:00.440 --> 0:23:04.760
<v Speaker 1>any anything more than a fifty millisecond difference in in

0:23:04.840 --> 0:23:08.920
<v Speaker 1>latency is going to be problematic. It's it's it's noticeable. Yeah. Um,

0:23:09.320 --> 0:23:13.000
<v Speaker 1>so I read an interesting article from this July from

0:23:13.000 --> 0:23:17.399
<v Speaker 1>the computer scientists and roboticist Steve Laval. Yeah, he's actually

0:23:17.400 --> 0:23:19.840
<v Speaker 1>one of the kids working with Occulus Rift right now. Yeah,

0:23:20.640 --> 0:23:24.600
<v Speaker 1>And so what he said is basically that sixty milliseconds

0:23:25.080 --> 0:23:28.560
<v Speaker 1>of latency is the considered the upper limit most of

0:23:28.600 --> 0:23:31.800
<v Speaker 1>the time, but that he himself notices a lag effect

0:23:31.920 --> 0:23:36.200
<v Speaker 1>when latency is greater than forty milliseconds um, and so

0:23:37.080 --> 0:23:40.159
<v Speaker 1>that's difficult. Uh. He actually he cites the work of

0:23:40.560 --> 0:23:43.080
<v Speaker 1>Michael A Brash. A Brash, I'm not sure how to

0:23:43.080 --> 0:23:47.720
<v Speaker 1>pronounce that. Ah, yeah, he works for he works for Valve.

0:23:47.760 --> 0:23:49.760
<v Speaker 1>I I think he might also be he's been involved

0:23:49.760 --> 0:23:51.719
<v Speaker 1>with Oculus a little bit, but I'm not sure if

0:23:51.720 --> 0:23:53.840
<v Speaker 1>he's actually on the team or not. Yeah, but a

0:23:53.920 --> 0:23:57.240
<v Speaker 1>Brash claims that VR developers really should aim for seven

0:23:57.280 --> 0:24:01.120
<v Speaker 1>to fifteen milliseconds just to be safe. Um, so where

0:24:01.119 --> 0:24:05.119
<v Speaker 1>are we today? Well, um, here's a here's a quote

0:24:05.160 --> 0:24:07.359
<v Speaker 1>from Laval's article. Basically, what he says is that a

0:24:07.440 --> 0:24:10.760
<v Speaker 1>game running at sixty frames uh four, game running at

0:24:10.760 --> 0:24:14.040
<v Speaker 1>sixty frames per second, the latency when using the Oculus

0:24:14.119 --> 0:24:17.119
<v Speaker 1>RIFTED development kit is typically in the range of thirty

0:24:17.160 --> 0:24:21.520
<v Speaker 1>milliseconds to fifty milliseconds um, including time for sensing, data

0:24:21.640 --> 0:24:26.320
<v Speaker 1>arrival over USB sinsor function, game simulation, rendering, and video output.

0:24:26.400 --> 0:24:28.439
<v Speaker 1>That's a lot of work and the computers having to do.

0:24:28.600 --> 0:24:30.960
<v Speaker 1>I mean that's not bad. I mean that's that's faster

0:24:31.040 --> 0:24:35.520
<v Speaker 1>than I can do those calculations personally, So I'm pretty impressed.

0:24:35.640 --> 0:24:40.000
<v Speaker 1>But um, And then he points out that, uh, basically

0:24:40.040 --> 0:24:43.320
<v Speaker 1>that other things can drive the latency up even more,

0:24:43.480 --> 0:24:46.720
<v Speaker 1>but still that latency is a lot better than it

0:24:46.800 --> 0:24:50.400
<v Speaker 1>used to be now. He also mentions the interesting innovation

0:24:50.480 --> 0:24:53.800
<v Speaker 1>of predictive tracking, which what that would do is it

0:24:53.800 --> 0:24:57.639
<v Speaker 1>would measure the angular acceleration of your head and it

0:24:57.680 --> 0:25:01.080
<v Speaker 1>would try to predict actually the next frame instead of

0:25:01.119 --> 0:25:03.439
<v Speaker 1>just waiting to see what you do and then showing

0:25:03.480 --> 0:25:06.360
<v Speaker 1>you start rendering out stuff that it suspects that you're

0:25:06.359 --> 0:25:08.000
<v Speaker 1>going to be looking at next, and so if you

0:25:08.080 --> 0:25:10.399
<v Speaker 1>start to turn your head, it says, well, you're probably

0:25:10.440 --> 0:25:12.639
<v Speaker 1>going to turn it about this far, and I know

0:25:12.720 --> 0:25:15.760
<v Speaker 1>that the next frame I should serve you is this um.

0:25:15.880 --> 0:25:18.919
<v Speaker 1>And so current algorithms can they can already predict like

0:25:19.000 --> 0:25:22.359
<v Speaker 1>forty two uh sorry, twenty to forty milliseconds into the

0:25:22.400 --> 0:25:26.640
<v Speaker 1>future with good accuracy. Um, and that could in theory

0:25:26.800 --> 0:25:29.879
<v Speaker 1>cut down on the perceived latency to the user to

0:25:29.960 --> 0:25:33.800
<v Speaker 1>less than twenty milliseconds, and that's really good. Yeah. Yeah,

0:25:33.840 --> 0:25:36.400
<v Speaker 1>But so the oculus rift is sort of where it's

0:25:36.400 --> 0:25:40.080
<v Speaker 1>at today in terms of VR technology, and they're basically

0:25:40.119 --> 0:25:43.640
<v Speaker 1>the only um you know, like I said, they're still

0:25:43.640 --> 0:25:46.879
<v Speaker 1>in development, but but the only proposed consumer level I

0:25:46.880 --> 0:25:49.199
<v Speaker 1>mean that they're pricing is looking at like something like

0:25:49.200 --> 0:25:51.720
<v Speaker 1>three dollars when it finally does come out of development,

0:25:51.760 --> 0:25:55.280
<v Speaker 1>which is nothing for for a virtual reality heads. Where

0:25:55.320 --> 0:25:58.119
<v Speaker 1>did they? Where did they come from? Like I just

0:25:58.320 --> 0:26:02.000
<v Speaker 1>became aware of them when suddenly they were a huge success. Okay,

0:26:02.080 --> 0:26:04.879
<v Speaker 1>So so this this fellow Palmer Lucky who I mentioned

0:26:04.920 --> 0:26:07.119
<v Speaker 1>a little bit earlier in the podcast, who's like twenty

0:26:07.200 --> 0:26:17.639
<v Speaker 1>or twenty one years old right now. UM, it's pretty annoying, right, UM. Actually,

0:26:17.720 --> 0:26:20.040
<v Speaker 1>I think I think he probably has because because he

0:26:20.119 --> 0:26:23.200
<v Speaker 1>was a huge VR hobbyist. UM went around the age

0:26:23.200 --> 0:26:25.679
<v Speaker 1>of like sixteen or so, he got really into virtual

0:26:25.720 --> 0:26:28.960
<v Speaker 1>reality equipment as a hobby and UM decided in to

0:26:29.040 --> 0:26:31.240
<v Speaker 1>launch a Kickstarter for a d I Y kit and

0:26:31.280 --> 0:26:33.240
<v Speaker 1>he was aiming to make like a hundred of these

0:26:33.280 --> 0:26:38.280
<v Speaker 1>things to be sold to other hobbyists. Um, but uh,

0:26:38.359 --> 0:26:41.159
<v Speaker 1>he got the attention through this of John Carmack, who

0:26:41.280 --> 0:26:44.639
<v Speaker 1>you know, who's the co founder of ID software, like

0:26:44.760 --> 0:26:47.240
<v Speaker 1>lead programmer on like Wolfenstein three D and Doom in

0:26:47.280 --> 0:26:49.560
<v Speaker 1>the Quake series, like kind of big important dude and

0:26:49.680 --> 0:26:53.959
<v Speaker 1>video games. Um and and and John Carmack asked for

0:26:53.960 --> 0:26:56.920
<v Speaker 1>a prototype, and Palmer Lucky was like, yes, please take

0:26:56.960 --> 0:26:59.959
<v Speaker 1>a prototype, sir, thank you. Um and Karmack just ran

0:27:00.080 --> 0:27:03.760
<v Speaker 1>with it. He demoed it with Doom three at three

0:27:03.800 --> 0:27:08.080
<v Speaker 1>and um it exploded in the press. Um. Valve got

0:27:08.080 --> 0:27:10.840
<v Speaker 1>ahold of a prototype as well, and Gabe Newell and

0:27:11.080 --> 0:27:14.280
<v Speaker 1>Michael A. Brash agreed to appear in the kickstarter video

0:27:14.280 --> 0:27:16.919
<v Speaker 1>because just everyone was so kind of enchanted and and

0:27:17.680 --> 0:27:21.280
<v Speaker 1>uh odd by the fact that that this kid was

0:27:21.320 --> 0:27:24.720
<v Speaker 1>putting this thing together. Um. So so yeah, you know,

0:27:24.760 --> 0:27:27.280
<v Speaker 1>we've we've talked a little bit about what it does

0:27:27.359 --> 0:27:30.680
<v Speaker 1>to solve some of the classic virtual reality problems. But um,

0:27:30.720 --> 0:27:33.800
<v Speaker 1>but the the headset itself is you know, it's a

0:27:33.800 --> 0:27:35.720
<v Speaker 1>it's a head mounted display. You can wear it. It's

0:27:35.800 --> 0:27:39.280
<v Speaker 1>it's light enough for a person to wear. It's got

0:27:39.320 --> 0:27:42.359
<v Speaker 1>these two LCD screens that that sit an inch or

0:27:42.400 --> 0:27:44.840
<v Speaker 1>so away from the user's eyes, and they render the

0:27:44.880 --> 0:27:48.800
<v Speaker 1>image out from slightly different angles. UM, and also kind

0:27:48.800 --> 0:27:51.240
<v Speaker 1>of put the images through this this warp filter around

0:27:51.240 --> 0:27:53.480
<v Speaker 1>the edges and then correct it partially with lenses that

0:27:53.520 --> 0:27:58.960
<v Speaker 1>are directly in the headset. And furthermore, uh, pack the

0:27:58.960 --> 0:28:02.040
<v Speaker 1>screens pixels more tightly in the center of view than

0:28:02.080 --> 0:28:05.480
<v Speaker 1>on the edges. And all of this really replicates the

0:28:06.280 --> 0:28:10.320
<v Speaker 1>you know, how human eyeballs, how round, imperfect, weird human

0:28:10.359 --> 0:28:14.200
<v Speaker 1>eyeballs see stuff. And and then yeah, and then you've

0:28:14.200 --> 0:28:15.760
<v Speaker 1>you've got the stuff that we were talking about. And

0:28:15.800 --> 0:28:19.199
<v Speaker 1>in these accelerometers that are detecting pitch yawn role and

0:28:19.200 --> 0:28:23.480
<v Speaker 1>they're furthermore and even cooler starting to work on gays tracking. UM,

0:28:23.520 --> 0:28:26.720
<v Speaker 1>so that so that not only the motion of your

0:28:26.760 --> 0:28:28.960
<v Speaker 1>head but also the motion of your eyes will help

0:28:29.440 --> 0:28:31.720
<v Speaker 1>this computer start to figure out where you're going to

0:28:31.760 --> 0:28:35.520
<v Speaker 1>look next and what it needs to render. So it's

0:28:35.520 --> 0:28:37.639
<v Speaker 1>in it's in development right now. UM. A lot of

0:28:37.640 --> 0:28:41.280
<v Speaker 1>people are playing around with it, and and it's it's exciting.

0:28:41.360 --> 0:28:43.240
<v Speaker 1>I'm I'm really you know, they still don't have a

0:28:43.280 --> 0:28:48.120
<v Speaker 1>release date, but uh, I think I think that that

0:28:48.200 --> 0:28:52.480
<v Speaker 1>even beyond video games, that could have some really wonderful applications. Yeah.

0:28:53.080 --> 0:28:55.480
<v Speaker 1>So okay, so the Oculus Rift kind of has a

0:28:55.560 --> 0:28:59.760
<v Speaker 1>lock on the VR headset market these days right now

0:29:00.240 --> 0:29:03.360
<v Speaker 1>there where it's at, and it's pretty from what I've

0:29:03.360 --> 0:29:06.320
<v Speaker 1>never used one, but I've read accounts online and I've

0:29:06.400 --> 0:29:09.920
<v Speaker 1>watched your videos of people using them, and it's hilarious

0:29:09.960 --> 0:29:14.520
<v Speaker 1>because they're just overwhelmed. Yeah, people say this thing is

0:29:14.640 --> 0:29:18.480
<v Speaker 1>really cool. Yeah yeah, I mean everyone, and it works.

0:29:18.520 --> 0:29:20.920
<v Speaker 1>Of course, it works best if you've got stereoscopic vision,

0:29:21.040 --> 0:29:22.840
<v Speaker 1>but um, but you can you can use it if

0:29:22.880 --> 0:29:24.760
<v Speaker 1>you if you only have one eye too. I mean,

0:29:24.760 --> 0:29:27.040
<v Speaker 1>it'll be a little bit flatter, and I've I've heard

0:29:27.040 --> 0:29:31.600
<v Speaker 1>that it's um, perhaps a little bit more potentially nauseating,

0:29:31.880 --> 0:29:34.800
<v Speaker 1>but but but not but not really discernibly, I mean

0:29:34.840 --> 0:29:36.760
<v Speaker 1>not so much that you've that the people who are

0:29:36.760 --> 0:29:40.320
<v Speaker 1>playing with it would have wanted to put it down. Um. Yeah, okay,

0:29:40.360 --> 0:29:44.440
<v Speaker 1>so we're kind of dealing with the first thing there

0:29:44.560 --> 0:29:49.440
<v Speaker 1>is that that sensory control, like total sensory immersion. Um.

0:29:49.520 --> 0:29:51.880
<v Speaker 1>And of course the sound has to be good too. Yeah,

0:29:51.880 --> 0:29:56.240
<v Speaker 1>but it's it's still working within existing game consoles. They're

0:29:56.240 --> 0:29:59.680
<v Speaker 1>they're really planning on releasing this as a peripheral to

0:30:00.000 --> 0:30:02.880
<v Speaker 1>work with any game console and so you know, you'd

0:30:02.920 --> 0:30:06.960
<v Speaker 1>be working with whatever controller that game at any particular

0:30:06.960 --> 0:30:10.800
<v Speaker 1>game has been designed for. So there's less of what's

0:30:10.800 --> 0:30:14.040
<v Speaker 1>called the merging of action and awareness with that, right,

0:30:14.040 --> 0:30:17.479
<v Speaker 1>because if you're still using these tools that you have

0:30:17.520 --> 0:30:20.400
<v Speaker 1>to be aware of as as tools and you're not

0:30:20.560 --> 0:30:24.520
<v Speaker 1>engaging your whole body in the same way, that that's

0:30:24.560 --> 0:30:27.440
<v Speaker 1>not quite that total level of immersion that we would

0:30:27.440 --> 0:30:29.760
<v Speaker 1>like to go for. It's not, although it will get

0:30:29.800 --> 0:30:32.520
<v Speaker 1>better when you start using, um using things like a

0:30:32.720 --> 0:30:34.720
<v Speaker 1>like a like a remote or um, you know what,

0:30:34.800 --> 0:30:37.280
<v Speaker 1>one of those wands or the connect. The connect could

0:30:37.280 --> 0:30:39.880
<v Speaker 1>be a terrific addition for this. Yeah. Or if you

0:30:40.000 --> 0:30:42.280
<v Speaker 1>if you go with like the nineties movies, you've probably

0:30:42.320 --> 0:30:45.280
<v Speaker 1>got like gloves, right, like VR gloves. You just put

0:30:45.320 --> 0:30:48.640
<v Speaker 1>these things on. They look like like chain mail or something,

0:30:48.840 --> 0:30:50.520
<v Speaker 1>and I mean one can only hope that they're like

0:30:50.560 --> 0:30:53.960
<v Speaker 1>covered in like in like fox skeleton bones or something.

0:30:54.440 --> 0:30:59.160
<v Speaker 1>They give you a virtual Freddy Krueger hands whatever it is. Um. Yeah, Okay,

0:30:59.160 --> 0:31:00.880
<v Speaker 1>so there's that option, And but I want to talk

0:31:00.880 --> 0:31:03.480
<v Speaker 1>about something that I think is really ambitious and cool,

0:31:03.800 --> 0:31:08.200
<v Speaker 1>which is total body movement virtual reality. Okay, so how

0:31:08.240 --> 0:31:11.240
<v Speaker 1>does how does this work? Well? Uh, the first one

0:31:11.280 --> 0:31:12.520
<v Speaker 1>I want to throw out there, I'm not really going

0:31:12.560 --> 0:31:15.640
<v Speaker 1>to talk about this much, but the Virtue Spear, which

0:31:15.720 --> 0:31:20.240
<v Speaker 1>is essentially a VR hamster ball. It's a big sphere

0:31:20.280 --> 0:31:23.120
<v Speaker 1>you go inside and you run like a hamster and

0:31:23.240 --> 0:31:25.640
<v Speaker 1>there you go, and you're and you're wearing like big

0:31:25.680 --> 0:31:29.440
<v Speaker 1>clunky goggles and and I all of the photos that

0:31:29.480 --> 0:31:31.240
<v Speaker 1>I've seen of this thing, it does not help that

0:31:31.280 --> 0:31:35.440
<v Speaker 1>the that the very nice um uh participant using it was,

0:31:35.720 --> 0:31:39.560
<v Speaker 1>you know, like some nice gentleman from the early eighties

0:31:39.600 --> 0:31:43.719
<v Speaker 1>with like a terrible mustache, and and it's I'm just

0:31:44.280 --> 0:31:46.880
<v Speaker 1>it doesn't really look sexy, is all I'm saying. Okay, Well,

0:31:46.920 --> 0:31:49.640
<v Speaker 1>another option one that actually this is also caught on

0:31:49.640 --> 0:31:54.200
<v Speaker 1>on Kickstarter VR treadmills, like the Virtue x Omni VR

0:31:54.240 --> 0:31:58.760
<v Speaker 1>treadmill VR treadmills. I'm picturing something like a like like

0:31:58.800 --> 0:32:02.360
<v Speaker 1>that run zombies and kind of app except except on

0:32:02.400 --> 0:32:04.440
<v Speaker 1>a treadmill and you can see the zombies. Well it's

0:32:04.440 --> 0:32:08.040
<v Speaker 1>not like a straight treadmill. Actually, these are omnidirectional treadmill.

0:32:08.640 --> 0:32:11.960
<v Speaker 1>So what it is is It's like, imagine you're kind

0:32:12.000 --> 0:32:14.520
<v Speaker 1>of in this weird cylinder thing that's got a rail

0:32:14.600 --> 0:32:16.960
<v Speaker 1>on it to keep you from falling out, and then

0:32:17.000 --> 0:32:20.200
<v Speaker 1>you wear special shoes that interact with the floor of

0:32:20.240 --> 0:32:24.280
<v Speaker 1>the treadmill and basically you walk. You slide as you walk,

0:32:24.400 --> 0:32:27.360
<v Speaker 1>so you're you're walking, You're using your whole body on this,

0:32:27.560 --> 0:32:31.680
<v Speaker 1>but the apparatus keeps you in place as you go. Um,

0:32:31.720 --> 0:32:35.160
<v Speaker 1>and this allows you to use your legs to move

0:32:35.280 --> 0:32:37.520
<v Speaker 1>throughout a game environment. I have some pies of it

0:32:37.520 --> 0:32:39.959
<v Speaker 1>where people are running through playing some first person shooter

0:32:40.480 --> 0:32:42.920
<v Speaker 1>and their movement in the game is based on the running,

0:32:42.920 --> 0:32:46.200
<v Speaker 1>which is amazing to me because, boy, you can get

0:32:46.200 --> 0:32:48.360
<v Speaker 1>some exercise this way. Yeah. I was about to say

0:32:48.400 --> 0:32:51.240
<v Speaker 1>that's a little bit terrifying for me personally, because I'm like,

0:32:51.320 --> 0:32:53.640
<v Speaker 1>I would be really bad at Halo if I had

0:32:53.680 --> 0:32:57.680
<v Speaker 1>to run, or maybe you just be better at running.

0:32:57.800 --> 0:32:59.600
<v Speaker 1>Maybe I would be better at running, but it probably

0:32:59.640 --> 0:33:02.360
<v Speaker 1>wouldn't be exactly the same as like actual running, but

0:33:02.400 --> 0:33:04.840
<v Speaker 1>you'd still be like engaging your muscles in one way

0:33:04.920 --> 0:33:07.960
<v Speaker 1>or another, even if it's kind of a natural. But um,

0:33:08.000 --> 0:33:10.760
<v Speaker 1>obviously what you'd be going for is the most fluid

0:33:10.880 --> 0:33:14.200
<v Speaker 1>and natural experience possible to try to get this thing

0:33:14.320 --> 0:33:16.520
<v Speaker 1>yet again, to to make you less aware of the

0:33:16.520 --> 0:33:19.560
<v Speaker 1>tools you're using, to sort of engage your body naturally,

0:33:19.920 --> 0:33:24.080
<v Speaker 1>to make you feel at one with the task you're doing. Sure, okay,

0:33:24.240 --> 0:33:27.480
<v Speaker 1>do they have anything that's approaching that that star trek

0:33:27.480 --> 0:33:29.800
<v Speaker 1>holidect of of just being able to move around in

0:33:29.840 --> 0:33:33.040
<v Speaker 1>a free space. Well, there is the Oh, there's the

0:33:33.560 --> 0:33:36.560
<v Speaker 1>Cave thing, the Cave program, right right, Yeah, okay, So

0:33:36.560 --> 0:33:40.320
<v Speaker 1>so the University of Illinois and Chicago designed this UM.

0:33:40.440 --> 0:33:44.880
<v Speaker 1>This it's a CAVE stands for Cave Automatic Virtual Environments UM,

0:33:44.920 --> 0:33:47.200
<v Speaker 1>which is also abbreviated to CAVE. I'm not really sure

0:33:47.200 --> 0:33:49.840
<v Speaker 1>why cave isn't the title, and that's the anyway, UM,

0:33:49.880 --> 0:33:53.320
<v Speaker 1>it's a it's it's a room that uses rear projection

0:33:53.560 --> 0:33:57.960
<v Speaker 1>tech to project on on all six surfaces that the

0:33:58.120 --> 0:34:00.239
<v Speaker 1>floor of the ceiling, in the four walls, and so

0:34:00.280 --> 0:34:02.680
<v Speaker 1>you can hypothetically, i mean, especially now that we've got

0:34:02.920 --> 0:34:08.439
<v Speaker 1>fancy um uh, you know, infrared motion tracking kind of

0:34:08.680 --> 0:34:10.719
<v Speaker 1>connect sort of stuff. You can you can track a

0:34:10.760 --> 0:34:13.359
<v Speaker 1>person's motion in the room, and if you've got really

0:34:13.360 --> 0:34:16.400
<v Speaker 1>good computers hooked up to it, let them look around

0:34:16.400 --> 0:34:19.279
<v Speaker 1>a virtual environment. But that's still I mean that's not

0:34:19.360 --> 0:34:21.759
<v Speaker 1>really immersive. I mean it's on a wall. I think

0:34:21.800 --> 0:34:24.839
<v Speaker 1>that probably at a certain point it's not fooling you

0:34:25.360 --> 0:34:28.239
<v Speaker 1>a whole lot. Yeah it sounds cool. Oh yeah, no,

0:34:28.320 --> 0:34:30.360
<v Speaker 1>totally cool. I mean, if anyone wants to invite me

0:34:30.400 --> 0:34:33.880
<v Speaker 1>to come over and play with their incredibly expensive your

0:34:33.880 --> 0:34:36.960
<v Speaker 1>projection room, then I'll do that. Yeah. How about Project

0:34:37.040 --> 0:34:39.400
<v Speaker 1>holid Deck. Have you heard about that? I have not.

0:34:39.680 --> 0:34:43.120
<v Speaker 1>What's that about? Well? Okay, so Project Holidayck is Uh,

0:34:43.160 --> 0:34:45.920
<v Speaker 1>it's this virtual reality project set up out of the

0:34:46.000 --> 0:34:49.640
<v Speaker 1>USC Games program. Okay, and basically what they're going for

0:34:49.760 --> 0:34:53.680
<v Speaker 1>is three D full body virtual reality. Alright. UM, so

0:34:53.800 --> 0:34:56.240
<v Speaker 1>imagine to set up like this, You've got this place

0:34:56.440 --> 0:35:01.839
<v Speaker 1>space area, so it's a flat floor area, and you've

0:35:01.840 --> 0:35:04.400
<v Speaker 1>got players within it, and what they wear is a

0:35:04.480 --> 0:35:06.680
<v Speaker 1>headset and that would be an Oculus Rift that's what

0:35:06.719 --> 0:35:10.000
<v Speaker 1>they use. Um. They also use a PlayStation move to

0:35:10.160 --> 0:35:13.839
<v Speaker 1>provide head tracking data to interface with the headset. Uh.

0:35:13.880 --> 0:35:18.279
<v Speaker 1>They use PlayStation eye cameras to track movement of the

0:35:18.320 --> 0:35:21.960
<v Speaker 1>PlayStation move wand within the play space. Uh. And then

0:35:22.000 --> 0:35:25.000
<v Speaker 1>they've got hand controllers, which are the six sense razor

0:35:25.120 --> 0:35:31.080
<v Speaker 1>Hydras and then what you do is you become an autonomous,

0:35:31.160 --> 0:35:34.879
<v Speaker 1>free moving agent within a virtual space while you move

0:35:34.960 --> 0:35:39.080
<v Speaker 1>about in an actual space. Alright, So so depending on

0:35:39.120 --> 0:35:41.560
<v Speaker 1>the size of the room, that's going to limit the

0:35:42.040 --> 0:35:45.280
<v Speaker 1>type of game that you can play. Yeah, well it's

0:35:45.320 --> 0:35:48.560
<v Speaker 1>mostly it's going to be limited by the field of

0:35:48.640 --> 0:35:52.319
<v Speaker 1>the tracking cameras that you're using to keep track of

0:35:52.360 --> 0:35:55.440
<v Speaker 1>your position. But so the way I saw this working

0:35:55.520 --> 0:35:57.520
<v Speaker 1>was it was a couple of guys and they were

0:35:57.680 --> 0:36:01.799
<v Speaker 1>um playing a game in this space, but what was

0:36:01.840 --> 0:36:03.799
<v Speaker 1>going on in the screen was they were playing game

0:36:03.920 --> 0:36:09.839
<v Speaker 1>where they were manning the battle stations of a virtual airship. Yeah,

0:36:09.880 --> 0:36:12.560
<v Speaker 1>so they're on this airship and to say they're like cannons,

0:36:12.680 --> 0:36:14.839
<v Speaker 1>and then you've got to run over here and say,

0:36:15.080 --> 0:36:17.160
<v Speaker 1>you've got like a you're sort of like a swashbuckler.

0:36:17.200 --> 0:36:19.160
<v Speaker 1>So you've got maybe like a pistol and a sword,

0:36:19.239 --> 0:36:22.200
<v Speaker 1>and you use these wands to control those things. But

0:36:22.280 --> 0:36:24.880
<v Speaker 1>you also moved to the stations and you are moving

0:36:24.960 --> 0:36:28.360
<v Speaker 1>about freely. And what it and the game actually the

0:36:28.400 --> 0:36:31.840
<v Speaker 1>hardware tracks your movement in the real world and takes

0:36:31.840 --> 0:36:34.520
<v Speaker 1>you from station to station wherever you go, and so

0:36:34.600 --> 0:36:37.160
<v Speaker 1>your movement in the real world is mirrored by your

0:36:37.160 --> 0:36:40.040
<v Speaker 1>movement in the game, So that's pretty cool. But the

0:36:40.080 --> 0:36:42.520
<v Speaker 1>point you bring up is a good one. The space

0:36:42.640 --> 0:36:45.600
<v Speaker 1>is limited, so it doesn't mean you can run around anywhere.

0:36:45.600 --> 0:36:48.800
<v Speaker 1>You'll notice, like the the way that game is structured,

0:36:48.880 --> 0:36:50.920
<v Speaker 1>it's like you're on the deck of an airship, so

0:36:50.920 --> 0:36:53.160
<v Speaker 1>it sort of limits. Like it's sort of like those

0:36:53.200 --> 0:36:58.000
<v Speaker 1>old rail shooter games. Kids. Yeah, you're you're not gonna

0:36:58.040 --> 0:36:59.880
<v Speaker 1>you're not gonna be able to set a game up

0:37:00.040 --> 0:37:02.799
<v Speaker 1>like that and and have um, you know, you can't

0:37:02.800 --> 0:37:05.400
<v Speaker 1>play Madden and that experience or I mean it or

0:37:05.400 --> 0:37:09.239
<v Speaker 1>it would be a really short game of can't keep running, right,

0:37:09.680 --> 0:37:12.799
<v Speaker 1>But you know, if if you're exploring a house, um,

0:37:12.880 --> 0:37:15.360
<v Speaker 1>then you could totally do that in that kind of environment.

0:37:15.560 --> 0:37:17.919
<v Speaker 1>Oh yeah, now I could. I imagine you could move

0:37:18.040 --> 0:37:20.480
<v Speaker 1>sort of room to room with this if you just

0:37:20.840 --> 0:37:23.319
<v Speaker 1>suspend disbelief for a moment, like you moved to the

0:37:23.440 --> 0:37:26.640
<v Speaker 1>edge and it's like you're in this room. Yeah, and

0:37:26.680 --> 0:37:29.359
<v Speaker 1>then you'd have freedom of movement within that room. Still,

0:37:29.440 --> 0:37:31.680
<v Speaker 1>I think that's really cool. What they're going for is

0:37:31.760 --> 0:37:34.760
<v Speaker 1>that you know, you are a self contained, moving entity

0:37:34.840 --> 0:37:38.160
<v Speaker 1>in this virtual world. And you're really moving. Yeah. I

0:37:38.200 --> 0:37:41.000
<v Speaker 1>like it. I like the idea, and I like where

0:37:41.000 --> 0:37:44.279
<v Speaker 1>they're going with it. Um. So, so where where else

0:37:44.320 --> 0:37:47.319
<v Speaker 1>do we think this is going? I mean, well, I

0:37:47.360 --> 0:37:50.520
<v Speaker 1>have a question about so. Obviously, I think the cool

0:37:50.560 --> 0:37:53.640
<v Speaker 1>thing is that virtual reality is actually getting good now,

0:37:53.960 --> 0:37:56.800
<v Speaker 1>right that we have the computer processing power and furthermore,

0:37:56.880 --> 0:38:00.799
<v Speaker 1>just the like the clear public interest. Yeah. Um, and

0:38:00.840 --> 0:38:04.000
<v Speaker 1>so that's novel, you know, it's not just type. It's

0:38:04.000 --> 0:38:06.279
<v Speaker 1>actually I think now like the media sort of under

0:38:06.360 --> 0:38:11.440
<v Speaker 1>hyping it because they've been burned, but the horrible VR

0:38:11.520 --> 0:38:14.040
<v Speaker 1>hype of the nineties. Uh, and they might not even

0:38:14.040 --> 0:38:16.960
<v Speaker 1>be realizing how cool the oculus rift is and and

0:38:17.000 --> 0:38:20.520
<v Speaker 1>all this stuff like that and all its potential. Um.

0:38:20.520 --> 0:38:23.319
<v Speaker 1>But I do have a question like is this sort

0:38:23.360 --> 0:38:25.160
<v Speaker 1>of thing really going to show up in the average

0:38:25.160 --> 0:38:27.200
<v Speaker 1>gamers home. I mean, you might go out and buy

0:38:27.200 --> 0:38:30.279
<v Speaker 1>a PlayStation or an Xbox or a we um, but

0:38:30.400 --> 0:38:35.040
<v Speaker 1>are you really going to buy VR hardware for your house? Especially?

0:38:35.160 --> 0:38:38.160
<v Speaker 1>I wonder that if if you're you're trying to incorporate

0:38:38.200 --> 0:38:41.560
<v Speaker 1>full body movement, say with like an omnidirectional treadmill or

0:38:41.920 --> 0:38:45.200
<v Speaker 1>an open space sort of three D free play zone,

0:38:45.320 --> 0:38:47.720
<v Speaker 1>I don't know how that's going to fit in most

0:38:47.719 --> 0:38:51.920
<v Speaker 1>people's houses or within their budget. Sure, yeah, well, I mean,

0:38:51.920 --> 0:38:54.759
<v Speaker 1>you know, they're they're talking about the Oculus Rift being

0:38:54.920 --> 0:38:58.120
<v Speaker 1>a three piece of hardware, but that's not taking into

0:38:58.120 --> 0:39:00.560
<v Speaker 1>consideration that, um, the game develop it meant for that

0:39:00.680 --> 0:39:02.640
<v Speaker 1>kind of thing is probably going to knock the price

0:39:02.680 --> 0:39:05.439
<v Speaker 1>of games up. Um. So you know, and and games

0:39:05.440 --> 0:39:08.880
<v Speaker 1>are already what like six seventy bucks a pop. Uh,

0:39:08.920 --> 0:39:11.320
<v Speaker 1>And so I would say that that's probably going to

0:39:11.400 --> 0:39:15.120
<v Speaker 1>be something for more hardcore gamers and the hobbyists who

0:39:15.120 --> 0:39:18.399
<v Speaker 1>are particularly interested in it, not for the common player yet.

0:39:18.960 --> 0:39:22.200
<v Speaker 1>Or I had another interesting idea this may well you

0:39:22.239 --> 0:39:26.160
<v Speaker 1>will judge if it's interesting. I can't say. Um and

0:39:26.719 --> 0:39:31.040
<v Speaker 1>interesting to me? What if we saw a revival in

0:39:31.080 --> 0:39:34.920
<v Speaker 1>the arcade culture because of virtual reality. I mean, arcades

0:39:35.040 --> 0:39:37.280
<v Speaker 1>used to be a cool You'd go there, you'd play

0:39:37.320 --> 0:39:41.319
<v Speaker 1>the big, you know, huge sure sure games that you

0:39:41.320 --> 0:39:43.520
<v Speaker 1>couldn't get a hold of or couldn't afford. You know,

0:39:43.560 --> 0:39:45.279
<v Speaker 1>you could put up a quarter on the machine, but

0:39:45.560 --> 0:39:48.080
<v Speaker 1>you weren't gonna be able to to go get your own.

0:39:48.239 --> 0:39:51.160
<v Speaker 1>Yeah whatever, there's not really much of that left today.

0:39:51.200 --> 0:39:53.360
<v Speaker 1>If there is it's it's mostly a kind of I

0:39:53.400 --> 0:39:57.759
<v Speaker 1>think nostalgic or retro or or something so so outlandish,

0:39:57.800 --> 0:40:00.480
<v Speaker 1>like a like they never really got Dance Dance Revolution

0:40:00.560 --> 0:40:03.399
<v Speaker 1>up to a point where it was very playable at home,

0:40:03.560 --> 0:40:07.680
<v Speaker 1>so right, so something niche like that. Yeah, I can

0:40:07.719 --> 0:40:11.359
<v Speaker 1>imagine VR arcades becoming a thing. Like you and your

0:40:11.360 --> 0:40:13.759
<v Speaker 1>friends go out, you pay, you split the tab for

0:40:13.800 --> 0:40:17.480
<v Speaker 1>two hours of VR space time, and you do something

0:40:17.520 --> 0:40:19.880
<v Speaker 1>like this. You you say, you play with the group

0:40:19.920 --> 0:40:23.200
<v Speaker 1>in a free play zone with total body movement, or

0:40:23.280 --> 0:40:25.879
<v Speaker 1>you each get to use your your VR treadmills, and

0:40:25.960 --> 0:40:29.120
<v Speaker 1>you know, you like you combine your your exercise time

0:40:29.160 --> 0:40:32.120
<v Speaker 1>with your friends, you know, with your shoot him up

0:40:32.120 --> 0:40:34.640
<v Speaker 1>time with whatever it is you're playing. I mean, I

0:40:34.680 --> 0:40:36.920
<v Speaker 1>still very occasionally go out to laser tags, So I

0:40:36.960 --> 0:40:40.719
<v Speaker 1>can totally see that, see that becoming a thing. Um So,

0:40:41.160 --> 0:40:42.879
<v Speaker 1>I don't know, I think that that actually be kind

0:40:42.880 --> 0:40:45.240
<v Speaker 1>of cool, that that idea seems fun to me. Yeah.

0:40:45.440 --> 0:40:48.040
<v Speaker 1>And and either way, you know, whether whether this really

0:40:48.080 --> 0:40:51.239
<v Speaker 1>picks up as as a video game movement or not,

0:40:51.680 --> 0:40:55.120
<v Speaker 1>the fact that I mean this this has tremendous applications

0:40:55.239 --> 0:40:58.480
<v Speaker 1>and in medicine and industry. Um, Yeah, we haven't even

0:40:58.480 --> 0:41:01.759
<v Speaker 1>talked about like the real stuff you can do with

0:41:01.880 --> 0:41:04.480
<v Speaker 1>VR that's not just games. Yeah, because I mean, this

0:41:04.560 --> 0:41:07.160
<v Speaker 1>is a terrific toy, but I mean, you know, it's

0:41:07.239 --> 0:41:10.080
<v Speaker 1>it's like we're talking about earlier. NASA has been using

0:41:10.160 --> 0:41:14.120
<v Speaker 1>virtual reality to train its astronauts on space walks for

0:41:14.120 --> 0:41:16.560
<v Speaker 1>for a couple of decades, because I mean, as much

0:41:16.600 --> 0:41:18.600
<v Speaker 1>as you can put someone in a space suit underwater,

0:41:18.920 --> 0:41:21.200
<v Speaker 1>there's really only so much of of of the realism

0:41:21.280 --> 0:41:24.000
<v Speaker 1>of space that you can transmit through that kind of experience.

0:41:24.120 --> 0:41:27.719
<v Speaker 1>Um And also on the I talked about UM that

0:41:27.760 --> 0:41:32.319
<v Speaker 1>psychological therapy UH center that that Palmer Lucky you worked in,

0:41:32.520 --> 0:41:35.200
<v Speaker 1>where you know you can you can genuinely help people

0:41:35.239 --> 0:41:38.800
<v Speaker 1>who've got um you know, some some kind of major

0:41:38.920 --> 0:41:41.719
<v Speaker 1>fear about something get over that. And that's that's wonderful.

0:41:42.080 --> 0:41:46.359
<v Speaker 1>Um Or training training doctors for for surgery something like that,

0:41:46.400 --> 0:41:48.560
<v Speaker 1>if if they can, if they feel like they're working

0:41:48.600 --> 0:41:51.400
<v Speaker 1>on a patient, but they don't have to actually experiment

0:41:51.440 --> 0:41:55.400
<v Speaker 1>on a patient, then that's pretty cool. Um Or. You know,

0:41:55.880 --> 0:41:59.920
<v Speaker 1>I've been reading some things about some industrial applications, like

0:42:00.040 --> 0:42:02.680
<v Speaker 1>you know, if you if you create a virtual model

0:42:02.920 --> 0:42:06.759
<v Speaker 1>of a car or a building. Then you can you

0:42:06.800 --> 0:42:10.040
<v Speaker 1>can walk around and it see how it's functioning. See um,

0:42:10.680 --> 0:42:14.280
<v Speaker 1>see whether it's working or not without having to actually

0:42:14.320 --> 0:42:17.839
<v Speaker 1>build something really expensive and potentially full of fail Yeah

0:42:17.880 --> 0:42:22.280
<v Speaker 1>in architecture, I guess sure. Yeah yeah or um. Cannon

0:42:22.400 --> 0:42:27.080
<v Speaker 1>actually put out a industry level virtual reality augmented reality

0:42:27.120 --> 0:42:31.400
<v Speaker 1>headset this year that has like a hundred dollar price tag,

0:42:31.960 --> 0:42:34.840
<v Speaker 1>but is pretty useful for for people who want to

0:42:34.880 --> 0:42:37.520
<v Speaker 1>get that that sense of how an object works in

0:42:37.600 --> 0:42:40.080
<v Speaker 1>virtual space without having to you know, so that so

0:42:40.120 --> 0:42:42.279
<v Speaker 1>that you can just create the computer model of it

0:42:42.320 --> 0:42:44.520
<v Speaker 1>and get a really good look at it without having

0:42:44.600 --> 0:42:49.080
<v Speaker 1>to to build it first. That's awesome. Yeah, okay, yeah,

0:42:49.080 --> 0:42:51.759
<v Speaker 1>well I think that just about wraps us up for today. Uh.

0:42:52.320 --> 0:42:55.560
<v Speaker 1>I have enjoyed talking about virtual reality number one because

0:42:55.719 --> 0:42:59.000
<v Speaker 1>of how horrible it was, and number two, how big

0:42:59.040 --> 0:43:01.840
<v Speaker 1>of an upset this is that it's finally cool. Yeah

0:43:01.960 --> 0:43:04.600
<v Speaker 1>that that that's when something has been that far down,

0:43:04.719 --> 0:43:07.560
<v Speaker 1>it's it's even more beautiful when it comes this far up.

0:43:08.120 --> 0:43:11.160
<v Speaker 1>I really want to use an Oculus rift. I haven't

0:43:11.239 --> 0:43:14.120
<v Speaker 1>an I would love to get that opportunity. So hey,

0:43:14.160 --> 0:43:16.839
<v Speaker 1>if y'all are listening, hook me up. Find me put

0:43:17.640 --> 0:43:19.960
<v Speaker 1>face any out there, anyone out there who's a developer,

0:43:20.200 --> 0:43:23.360
<v Speaker 1>let us know. Okay, well that does it for today. UM.

0:43:23.400 --> 0:43:26.120
<v Speaker 1>If you all want to read more, you can go

0:43:26.200 --> 0:43:30.040
<v Speaker 1>to f w thinking dot com where we've got videos, podcasts,

0:43:30.120 --> 0:43:32.600
<v Speaker 1>blog posts. You can also check us out on social

0:43:32.640 --> 0:43:36.160
<v Speaker 1>media on Facebook and Twitter. UM. We look forward to

0:43:36.200 --> 0:43:38.280
<v Speaker 1>hearing from you and we will talk to you again

0:43:38.680 --> 0:43:45.319
<v Speaker 1>in the future. For more on this topic in the

0:43:45.320 --> 0:43:59.400
<v Speaker 1>future of technology, visit forward thinking dot Com, brought to

0:43:59.440 --> 0:44:02.320
<v Speaker 1>you by two Toyota Let's Go Places