WEBVTT - The Mixed Bag of Mixed Reality

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<v Speaker 1>Technology with Tech Stuff from Hey there, and welcome to

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<v Speaker 1>Tech Stuff. I am your host, Jonathan Strickland. I love technology.

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<v Speaker 1>That's what this show is all about, exploring the world

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<v Speaker 1>of tech, learning how it works, learning how it affects

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<v Speaker 1>our culture and our society, how it changes us, how

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<v Speaker 1>we change it. It's kind of a big old love

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<v Speaker 1>in of tech and squishy feelings. And today it doesn't

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<v Speaker 1>get any squishy here because we're talking about virtual reality

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<v Speaker 1>and augmented reality, a very squishy subject as it turns out,

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<v Speaker 1>because it's a definition that continuously changes. And we've explored

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<v Speaker 1>topics like augmented reality and virtual reality many many times

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<v Speaker 1>over the course of this show. You can find lots

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<v Speaker 1>of different episodes where we've covered the the subject, and

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<v Speaker 1>these days the two techn oologies tend to get categorized

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<v Speaker 1>together in a bigger bucket that is called mixed or

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<v Speaker 1>sometimes merged reality. And you could think of mixed reality

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<v Speaker 1>kind of like a spectrum. So on one end of

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<v Speaker 1>the spectrum you have near total virtual environments, so almost

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<v Speaker 1>everything that you would experience under this area would be

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<v Speaker 1>created by a computer. You would be viewing it, likely

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<v Speaker 1>through some sort of head mounted display. There'd be some

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<v Speaker 1>sort of interface that you would use in order to

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<v Speaker 1>have your physical interactions in the real space translated into

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<v Speaker 1>the virtual space. But everything you are experiencing ideally would

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<v Speaker 1>be created by computer. The ultimate version of this, of course,

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<v Speaker 1>would be the Holia Deck from Star Trek the next generation.

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<v Speaker 1>You would never really want to use the Holia Deck

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<v Speaker 1>because at least once a season that thing goes crazy

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<v Speaker 1>and tries to kill everybody aboard the ship, and yet

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<v Speaker 1>they keep using it. We'll talk more about Star Trek

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<v Speaker 1>technology soon, but not in this episode but in another one.

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<v Speaker 1>But that would be the ultimate representation a world where

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<v Speaker 1>everything is computer generated. Everything you can taste, touch, smell,

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<v Speaker 1>see here, everything comes from a computer. These days, we

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<v Speaker 1>don't really have anything that generates all of that kind

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<v Speaker 1>of sensory data. Typically, the data that does get generated

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<v Speaker 1>involves your vision and your hearing and uh you know.

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<v Speaker 1>You might go to a specialized VR experience that incorporates

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<v Speaker 1>other elements. Let's say that you go to one where

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<v Speaker 1>you are going to uh go through like a virtual

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<v Speaker 1>firefighting experience. They might use heaters to generate enough heat

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<v Speaker 1>to make it feel like you're actually passing close by

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<v Speaker 1>flames that sort of thing, but you know, typically at home,

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<v Speaker 1>you're not gonna do that, and you probably shouldn't for

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<v Speaker 1>fear of burning down your house. Now, on the other

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<v Speaker 1>end of that spectrum, you have almost everything rooted in

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<v Speaker 1>a physical world. You just have some digital information overlaid

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<v Speaker 1>on top of that physical world in some way. It

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<v Speaker 1>may be overlaid visually, so you might be wearing special

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<v Speaker 1>glasses or a headset, and through that headset you're looking

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<v Speaker 1>at the world around you, but there's also like a

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<v Speaker 1>heads up display style overlay on top of it. Or

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<v Speaker 1>it could be audio. It could be that you're looking

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<v Speaker 1>at something and then an audio accused in the system

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<v Speaker 1>you're using that you are interested in that thing, and

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<v Speaker 1>it starts to play audio. It could be all sorts

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<v Speaker 1>of different things. It really just has to be computer

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<v Speaker 1>generated information sent to you to augment your experience, thus

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<v Speaker 1>the augmented reality. Both of these kind of fall in

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<v Speaker 1>that spectrum where on one end you've got mostly the

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<v Speaker 1>physical world with some virtual elements, and on the other

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<v Speaker 1>end you've got mostly virtual world, perhaps with some physical elements.

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<v Speaker 1>All of that falls into mixed reality, which can be

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<v Speaker 1>anywhere along that spectrum, and you might end up having

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<v Speaker 1>a largely virtual world and physical objects that you use

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<v Speaker 1>in the real world that are then mapped to the

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<v Speaker 1>virtual world. So, for example, you might have a real

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<v Speaker 1>set of table and chairs in the room that you

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<v Speaker 1>are currently in. You're wearing a headmounted display, so you

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<v Speaker 1>can see a virtual set of table and chairs in

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<v Speaker 1>front of you, and it turns out that they're mapped

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<v Speaker 1>to the actual physical table and chairs that are in

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<v Speaker 1>the real space, which means that you could actually go

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<v Speaker 1>and sit down at that table because you have a

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<v Speaker 1>real chair and table inside the room that you are

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<v Speaker 1>currently in, your body is currently in, and the experience

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<v Speaker 1>of your physical body and the experience of your virtual

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<v Speaker 1>representation can be analogous. Uh. That obviously doesn't happen with

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<v Speaker 1>most implementations of virtual reality today. There's definitely some research

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<v Speaker 1>and development labs that are doing that sort of thing,

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<v Speaker 1>but typically if you're going out and buying a VR set,

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<v Speaker 1>whatever it may be, you're not getting something quite as

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<v Speaker 1>d as that, generally speaking, but it does fall into

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<v Speaker 1>that category of mixed reality. So it describes not just

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<v Speaker 1>the headset, not just the philosophy, but some of those

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<v Speaker 1>supplemental technologies we've seen rise up since the renewed push

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<v Speaker 1>to make VR and A are a consumer technology. Uh,

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<v Speaker 1>there are lots of different control systems. There's that interactive

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<v Speaker 1>object approach I was talking about, and things along those

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<v Speaker 1>lines that all fall into this category. But the question remains,

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<v Speaker 1>is it actually ready to blossom as a consumer technology?

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<v Speaker 1>Is VR and a R is mixed reality for that matter,

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<v Speaker 1>ready to become something that goes beyond just being interesting

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<v Speaker 1>or gimmicky and become a common piece of of consumer tech,

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<v Speaker 1>something analogous to a computer or a tablet or a smartphone,

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<v Speaker 1>something that a lot of people would end up adopting

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<v Speaker 1>and using a regular basis. Because we've had the same

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<v Speaker 1>question before and the answer has turned out to be no,

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<v Speaker 1>or at least no, not right now. You might remember

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<v Speaker 1>back in the if you're old enough, that virtual reality

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<v Speaker 1>was becoming a really big buzzword around the mid nineties

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<v Speaker 1>and there was this real push toward developing VR experiences.

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<v Speaker 1>Hollywood was taking a stab at imagining what that would mean,

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<v Speaker 1>and often they would create stories in which you had

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<v Speaker 1>characters entering computer generated worlds where everything was so realistic

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<v Speaker 1>that you could actually be directly affected by that computer

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<v Speaker 1>generated world. In other words, that whole idea of if

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<v Speaker 1>you die in the matrix, you die in real life.

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<v Speaker 1>That was a very common theme in those early VR

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<v Speaker 1>movie days. Uh. Of course, the reality of VR was

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<v Speaker 1>a world away from what was being depicted in Hollywood,

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<v Speaker 1>even given the primitive computer generated graphics of Hollywood at

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<v Speaker 1>that time, which are pretty sad. If you go back

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<v Speaker 1>and watch movies from the nineteen nineties that were very

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<v Speaker 1>heavy on computer generated graphics, you start to wonder why

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<v Speaker 1>anyone ever thought it was cool. But that's mostly from retrospect, obviously,

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<v Speaker 1>because things have improved so much in the years since then.

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<v Speaker 1>But as a consumer, it was incredibly disheartening to see

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<v Speaker 1>the reality of virtual reality versus the way it was

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<v Speaker 1>depicted in popular culture. You would go to, perhaps, say,

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<v Speaker 1>a an arcade that would have a VR set up.

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<v Speaker 1>There was one here in Georgia. It was actually at

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<v Speaker 1>Gwynette Place Mall. I'll never forget because I would spend

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<v Speaker 1>five of my hard earned dollars to spend a few

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<v Speaker 1>minutes in this experience, which involved you climbing onto a

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<v Speaker 1>pedestal that had a raised little bar, kind of semicircular

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<v Speaker 1>bar around you that would keep you from falling off

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<v Speaker 1>said pedestal. They would lower an enormous headset onto you,

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<v Speaker 1>and the headset itself was suspended by cables from the

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<v Speaker 1>ceiling because it was too heavy for you to wear

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<v Speaker 1>as an independent headmelon display. This was much much bigger

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<v Speaker 1>and more bulky than anything you would find on the

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<v Speaker 1>market today. And then they would switch it on and

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<v Speaker 1>you would be transported to a wonderful world of primitive polygons.

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<v Speaker 1>The probably the the the big title that everyone encountered

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<v Speaker 1>at some point or another in those days, if you

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<v Speaker 1>were interested in VR, was Dactyl Nightmare. I think it

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<v Speaker 1>was called Dactyal mindmare. Is either Dactyal Nightmare Dactyal terror.

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<v Speaker 1>It's not in my notes, but I do have distinct

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<v Speaker 1>memories of experiencing, or perhaps enduring is a better word,

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<v Speaker 1>this particular program and the way it worked was it

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<v Speaker 1>was a multiplayer game, had various platforms. You can move around,

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<v Speaker 1>and you would use a controller too to move forward

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<v Speaker 1>or backward, or left or right. Your point of view

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<v Speaker 1>was controlled by wherever your head was looking, but you're

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<v Speaker 1>a rule. Movement was controlled by a controller you held

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<v Speaker 1>in your hands, so you didn't walk forward you just

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<v Speaker 1>used your you know, thumbstick or whatever in order to

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<v Speaker 1>move your character forward. And it was a multiplayer game

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<v Speaker 1>where you were pitted against up to three other players.

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<v Speaker 1>I think I think it linked for play, at least

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<v Speaker 1>the version I played, I think it linked four players together.

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<v Speaker 1>And you had a primitive looking little stick in your

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<v Speaker 1>virtual world in front of you. So if you held

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<v Speaker 1>your hands out in front of you, you could see

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<v Speaker 1>this primitive looking little stick with a little cube at

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<v Speaker 1>the end of it that was actually a gun and

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<v Speaker 1>a bullet, and you would fire the gun and the

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<v Speaker 1>little cube would go flying at a less than bullet

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<v Speaker 1>speed velocity toward whatever you're aiming at. And you were

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<v Speaker 1>trying to take out your opponents. You're trying to score

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<v Speaker 1>as many points, essentially a deathmatch, trying to score as

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<v Speaker 1>many points against your opponents as you could. Meanwhile, a

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<v Speaker 1>pterodactyl made out of as many as perhaps six triangles

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<v Speaker 1>would be flying overhead and trying to pick you up

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<v Speaker 1>and drop you, uh them where else on the map,

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<v Speaker 1>presumably to your death. And um. It was an interesting experience.

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<v Speaker 1>It was fun. It was not terribly immersive because the

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<v Speaker 1>graphics were so unrealistic. It was immersive in the sense

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<v Speaker 1>that you got the feeling that wherever you were looking

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<v Speaker 1>really was your point of view. So that was kind

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<v Speaker 1>of cool. But because of the limitations of the technology,

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<v Speaker 1>the limitations of the graphics, the fact that it was

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<v Speaker 1>this very bulky system that you could never completely ignore

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<v Speaker 1>all of those different factors meant that you never could

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<v Speaker 1>really lose yourself in that experience. And it's experiences like

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<v Speaker 1>that that caused people to become disenchanted with the concept

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<v Speaker 1>of virtual reality. And when they realized that it just

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<v Speaker 1>wasn't where they thought it should be based upon what

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<v Speaker 1>they were given to think of, they began to reject

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<v Speaker 1>virtual reality. The buzz really faded pretty quickly from the

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<v Speaker 1>whole concept, and from that point forward, at least for

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<v Speaker 1>the next decade or so, uh, the people who are

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<v Speaker 1>working in the fields of virtual reality as well as

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<v Speaker 1>augmented reality found themselves struggling for funding. It was really

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<v Speaker 1>difficult to get money to continue their research and development

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<v Speaker 1>because there was such a there's the bubble of interest

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<v Speaker 1>had deflated so rapidly. It really collapsed essentially, and the

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<v Speaker 1>disciplines took a really big step backward, and so development

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<v Speaker 1>was proceeding much more slowly, and most of the advances

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<v Speaker 1>were happening in labs where people had very specific use

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<v Speaker 1>cases for virtual reality. So, for example, it's been used

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<v Speaker 1>extensively in immersion therapy to help people deal with various

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<v Speaker 1>types of anxieties and phobias, because it turns out that

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<v Speaker 1>a virtual experience, even one with relatively primitive graphics, can

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<v Speaker 1>inspire the same sort of physical reactions that we experience

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<v Speaker 1>when we encounter something that causes us stress in the

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<v Speaker 1>real world. So let's say you're afraid of heights, and

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<v Speaker 1>you try on a virtual experience that smulates being at

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<v Speaker 1>the edge of a very tall surface, like perhaps at

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<v Speaker 1>the edge of the building, you might actually start to

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<v Speaker 1>feel your body react as if you were really in

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<v Speaker 1>that location, even if the graphics are more cartoony. It

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<v Speaker 1>doesn't have to be photo realistic for this to work.

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<v Speaker 1>So people who would suffer from the fear of falling

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<v Speaker 1>from a great height would actually start to have that

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<v Speaker 1>same physical reaction, and psychologists and psychiatrists could use this

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<v Speaker 1>to help people get more accustomed to the feelings and

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<v Speaker 1>to be able to control them and to be able

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<v Speaker 1>to deal with them in a constructive way as opposed

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<v Speaker 1>to being paralyzed by them with a phobia, and you

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<v Speaker 1>would know ultimately during this process that you were safe.

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<v Speaker 1>You're inside a room, inside a lab, You're nowhere close

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<v Speaker 1>to the edge of anything. You're not going to fall,

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<v Speaker 1>you're not going to get hurt. So rationally you would

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<v Speaker 1>be able to hold that onto that thought and you

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<v Speaker 1>wouldn't go into a full panic, hopefully, But even if

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<v Speaker 1>you did go into a full panic, it was very

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<v Speaker 1>easy to turn the system off, remove it, and then

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<v Speaker 1>to re ground yourself. And it was a way to

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<v Speaker 1>create this therapeutic approach to exposing somebody to the stimuli

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<v Speaker 1>that would set them off and become better at coping

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<v Speaker 1>with that situation so that they could then ultimately move

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<v Speaker 1>about in the real world and not have that affect them. Well,

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<v Speaker 1>it's a very powerful statement to say that virtual reality

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<v Speaker 1>could allow you to do this, even when the graphics

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<v Speaker 1>are not that terribly powerful. So you did see a

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<v Speaker 1>lot of various approaches using technology in that way, whether

0:13:40.679 --> 0:13:44.360
<v Speaker 1>it was with phobias or anxieties or post traumatic stress syndrome.

0:13:44.440 --> 0:13:47.760
<v Speaker 1>That kind of thing really kind of interesting and cool,

0:13:48.160 --> 0:13:53.240
<v Speaker 1>but removed from the mainstream public's consciousness. It wasn't a

0:13:53.240 --> 0:13:57.440
<v Speaker 1>consumer technology anymore. So VR did continue to advance, but

0:13:57.520 --> 0:14:02.320
<v Speaker 1>it was within the specific implementations, and this was more

0:14:02.400 --> 0:14:04.640
<v Speaker 1>or less the way things went for at least ten years.

0:14:05.080 --> 0:14:08.760
<v Speaker 1>Then fairly recently, within the last five or six years,

0:14:08.800 --> 0:14:11.680
<v Speaker 1>you started seeing devices like the Oculus Rift and the

0:14:11.800 --> 0:14:15.400
<v Speaker 1>HTC Vibe come out in an attempt to bring VR

0:14:15.520 --> 0:14:18.000
<v Speaker 1>back to the consumer space. A lot of things had

0:14:18.120 --> 0:14:21.640
<v Speaker 1>changed since the nineteen nineties. Moore's law had continued to

0:14:21.680 --> 0:14:24.480
<v Speaker 1>hold sway, and now we had computers that were much

0:14:24.560 --> 0:14:28.880
<v Speaker 1>more capable of generating and processing graphics at a high level,

0:14:28.880 --> 0:14:33.440
<v Speaker 1>a high refresh rate, high level resolution. UH. The technology

0:14:33.600 --> 0:14:37.640
<v Speaker 1>for tracking had become much cheaper, mostly because of smartphones.

0:14:38.560 --> 0:14:43.720
<v Speaker 1>The smartphone market had created this need for sensors that

0:14:43.760 --> 0:14:47.320
<v Speaker 1>were really small and very versatile. So you know, the

0:14:47.400 --> 0:14:51.280
<v Speaker 1>iPhone has that feature, as do love smartphones today, of

0:14:51.320 --> 0:14:53.920
<v Speaker 1>being able to flip from landscape to portrait mode depending

0:14:54.000 --> 0:14:59.200
<v Speaker 1>upon how you're holding the phone, whether it's horizontal or vertical. Well,

0:14:59.560 --> 0:15:03.400
<v Speaker 1>those same sensors can be used in virtual reality gear

0:15:03.720 --> 0:15:06.360
<v Speaker 1>and they're very small and they're relatively inexpensive because of

0:15:06.400 --> 0:15:11.080
<v Speaker 1>mass production. So we started seeing other industries grow, and

0:15:11.120 --> 0:15:14.280
<v Speaker 1>then the VR world began to repurpose some of the

0:15:14.320 --> 0:15:18.960
<v Speaker 1>technology from those industries and use them specifically in VR hardware,

0:15:19.480 --> 0:15:22.000
<v Speaker 1>and as a result, they meant that they didn't have

0:15:22.080 --> 0:15:24.480
<v Speaker 1>to develop all of that themselves, and it brought the

0:15:24.560 --> 0:15:28.960
<v Speaker 1>cost of of of research and development down and ultimately

0:15:29.040 --> 0:15:32.240
<v Speaker 1>ultimately the cost of the actual products once they were

0:15:32.240 --> 0:15:35.400
<v Speaker 1>ready to ship to the consumer, because if they if

0:15:35.520 --> 0:15:39.880
<v Speaker 1>VR specialists had had to build everything from the ground up,

0:15:40.680 --> 0:15:42.880
<v Speaker 1>VR sets would be way more expensive than they are now.

0:15:42.920 --> 0:15:45.640
<v Speaker 1>They're still expensive, don't get me wrong. We'll talk about

0:15:45.640 --> 0:15:49.680
<v Speaker 1>that problem in just a little bit. So Oculus and

0:15:49.840 --> 0:15:52.560
<v Speaker 1>HDC Vibe they come out. They're trying really hard to

0:15:52.640 --> 0:15:56.000
<v Speaker 1>make VR become a thing like it could have been

0:15:56.040 --> 0:15:57.960
<v Speaker 1>in the nineties if it weren't for the fact that

0:15:58.000 --> 0:16:01.080
<v Speaker 1>the reality was so far behind where our perception was.

0:16:02.920 --> 0:16:07.440
<v Speaker 1>They obviously still have some hurdles. Meanwhile, recently, actually Microsoft

0:16:07.480 --> 0:16:11.040
<v Speaker 1>announced a platform called hollow Lens, and they were looking

0:16:11.080 --> 0:16:14.960
<v Speaker 1>at getting into the augmented reality space, so a headset

0:16:15.040 --> 0:16:18.120
<v Speaker 1>that would actually overlay information on top of the real

0:16:18.160 --> 0:16:20.760
<v Speaker 1>world around you, as opposed to replacing the real world.

0:16:21.200 --> 0:16:24.360
<v Speaker 1>And obviously hollow Lens is just one example. There are

0:16:24.480 --> 0:16:28.680
<v Speaker 1>plenty of augmented reality applications out there for various types

0:16:28.720 --> 0:16:32.240
<v Speaker 1>of devices, but hollow lens was something that Microsoft developed

0:16:32.280 --> 0:16:36.880
<v Speaker 1>that was intended to be an augmented reality headset and

0:16:37.440 --> 0:16:41.160
<v Speaker 1>the UH. Since then, Microsoft has said that it's not

0:16:41.280 --> 0:16:44.720
<v Speaker 1>going to be its own consumer product. It was more

0:16:44.800 --> 0:16:47.960
<v Speaker 1>meant as a platform for developers to use in order

0:16:48.000 --> 0:16:51.440
<v Speaker 1>to develop augmented reality experiences, which then would be incorporated

0:16:51.480 --> 0:16:54.960
<v Speaker 1>into future products. It would not be a hollow lens

0:16:54.960 --> 0:16:56.200
<v Speaker 1>that you would go out and buy. It would be

0:16:56.240 --> 0:16:59.040
<v Speaker 1>something else, UH, which is kind of a shame. I

0:16:59.040 --> 0:17:00.800
<v Speaker 1>never got a chance to try a hollow lens. I

0:17:00.880 --> 0:17:02.560
<v Speaker 1>know they still exist, but I've never been able to

0:17:02.800 --> 0:17:05.520
<v Speaker 1>to try one on. I really hope one day to

0:17:05.680 --> 0:17:08.080
<v Speaker 1>change that and get an experience with a hollow lens.

0:17:09.080 --> 0:17:12.159
<v Speaker 1>So today I want to look at the technologies and

0:17:12.200 --> 0:17:14.919
<v Speaker 1>approaches companies are unleashing in an effort to get VR,

0:17:15.040 --> 0:17:19.040
<v Speaker 1>a R and mixed reality off the ground again, because

0:17:19.160 --> 0:17:22.200
<v Speaker 1>for a while it looked like there was the possibility

0:17:22.200 --> 0:17:25.320
<v Speaker 1>that just like in the nineties when VR died, we

0:17:25.320 --> 0:17:29.119
<v Speaker 1>could see the same thing happened today. And the reason

0:17:29.200 --> 0:17:32.000
<v Speaker 1>for that there's actually several reasons. There's the fact that

0:17:32.520 --> 0:17:35.840
<v Speaker 1>it's expensive, it's a fractured landscape. There are a lot

0:17:35.880 --> 0:17:40.560
<v Speaker 1>of different options out there, and they're not all equal. Uh,

0:17:40.600 --> 0:17:44.359
<v Speaker 1>there's a perceived lack of content. So you could get

0:17:44.480 --> 0:17:46.880
<v Speaker 1>the hardware, but then you wouldn't have a whole lot

0:17:46.920 --> 0:17:50.359
<v Speaker 1>to do with it, because until recently, there just weren't

0:17:50.359 --> 0:17:52.840
<v Speaker 1>as many experiences out there that you could point to

0:17:52.920 --> 0:17:56.120
<v Speaker 1>and say, this is the reason you have to have

0:17:56.240 --> 0:17:59.600
<v Speaker 1>this kind of technology. They're just there weren't enough titles.

0:18:00.080 --> 0:18:02.359
<v Speaker 1>Whether it was an experience or a game or whatever

0:18:02.400 --> 0:18:05.200
<v Speaker 1>you want to call it, there just wasn't enough there.

0:18:06.119 --> 0:18:08.520
<v Speaker 1>Let's get to that cost issue. So the Oculus Rift

0:18:09.280 --> 0:18:14.080
<v Speaker 1>as of the recording of this podcast, retails for four dollars,

0:18:14.119 --> 0:18:17.800
<v Speaker 1>and that includes the headset, some sensors, and the touch

0:18:17.840 --> 0:18:20.520
<v Speaker 1>controls that you would use to move around within a

0:18:20.600 --> 0:18:24.720
<v Speaker 1>virtual experience. The sensors track the movement of infrared LEDs

0:18:24.800 --> 0:18:27.920
<v Speaker 1>that are on the headset itself. This more accurately reflects

0:18:27.920 --> 0:18:30.560
<v Speaker 1>your head movements within a game environment, so as you

0:18:30.600 --> 0:18:33.080
<v Speaker 1>move your head in the real world, it gets reflected

0:18:33.119 --> 0:18:36.240
<v Speaker 1>in the virtual environment. You can use three sensors and

0:18:36.280 --> 0:18:39.080
<v Speaker 1>that will get to three hundred sixty degrees of tracking

0:18:39.080 --> 0:18:42.119
<v Speaker 1>around you. Uh. Though there are some experiences that can

0:18:42.200 --> 0:18:46.320
<v Speaker 1>simulate three D sixty degree tracking using just two sensors,

0:18:46.800 --> 0:18:49.680
<v Speaker 1>but that's not for everything. You would need three sensors

0:18:49.720 --> 0:18:53.800
<v Speaker 1>to achieve that with all the different experiences that Oculus

0:18:53.880 --> 0:18:59.000
<v Speaker 1>works with. The HTC Vive retails for five dollars, so

0:18:59.000 --> 0:19:01.240
<v Speaker 1>it's a hundred dollars more are that includes the headset,

0:19:01.560 --> 0:19:05.040
<v Speaker 1>a couple of base stations, and some controllers. You can

0:19:05.040 --> 0:19:06.720
<v Speaker 1>set up the Vibe to work in a space of

0:19:06.840 --> 0:19:10.240
<v Speaker 1>up to fifteen feet by fifteen feet, and that allows

0:19:10.280 --> 0:19:13.280
<v Speaker 1>you to actually move around inside a physical environment and

0:19:13.359 --> 0:19:16.800
<v Speaker 1>have those movements translate into the virtual world. So whereas

0:19:16.840 --> 0:19:19.280
<v Speaker 1>with the Oculus Rift, you're sitting at a desk typically

0:19:19.520 --> 0:19:22.320
<v Speaker 1>and you're using your point of view. You know, you

0:19:22.359 --> 0:19:23.919
<v Speaker 1>move your head to change your point of view and

0:19:23.960 --> 0:19:26.720
<v Speaker 1>then use controllers to move around and stuff. You might

0:19:26.760 --> 0:19:28.680
<v Speaker 1>stand up for that, but you don't really move around

0:19:28.760 --> 0:19:31.840
<v Speaker 1>very much. HTC Vibe is meant to allow you to

0:19:31.920 --> 0:19:35.920
<v Speaker 1>move within a physical space and actually have that effect

0:19:36.080 --> 0:19:39.959
<v Speaker 1>the way the the experience is playing out that you

0:19:40.000 --> 0:19:43.840
<v Speaker 1>are actually seeing in your headset. Both the Oculus and

0:19:43.840 --> 0:19:47.560
<v Speaker 1>the Vibe also require a fairly decent PC to to run,

0:19:48.080 --> 0:19:51.639
<v Speaker 1>although those requirements have also come down as things have

0:19:51.680 --> 0:19:55.800
<v Speaker 1>become optimized and the technology ends up getting less expensive

0:19:55.840 --> 0:20:00.840
<v Speaker 1>over time. When they first launched the Oculus in the HTC,

0:20:01.680 --> 0:20:04.080
<v Speaker 1>people said that typically you would need to spend around

0:20:04.160 --> 0:20:07.719
<v Speaker 1>a thousand to undred dollars to get a PC that

0:20:07.800 --> 0:20:12.879
<v Speaker 1>was decent enough to run VR experiences and have it

0:20:13.000 --> 0:20:17.359
<v Speaker 1>be a pleasant experience, not something that was frustrating or

0:20:17.920 --> 0:20:21.560
<v Speaker 1>didn't measure up to what your expectations were. Today, it's

0:20:21.880 --> 0:20:24.760
<v Speaker 1>about half that really, according to a lot of sites,

0:20:24.800 --> 0:20:29.080
<v Speaker 1>you could build a basic VR ready computer a gaming

0:20:29.160 --> 0:20:31.600
<v Speaker 1>rig for about six hundred dollars if you wanted to

0:20:31.600 --> 0:20:34.919
<v Speaker 1>make the baseline system. Now. Obviously, the more money you

0:20:34.960 --> 0:20:37.600
<v Speaker 1>can invest in a rig with really good graphics, processing

0:20:37.600 --> 0:20:41.240
<v Speaker 1>and memory, the better your experience will be. But a minimum,

0:20:41.440 --> 0:20:44.240
<v Speaker 1>we're talking about six hundred dollars, and so that means

0:20:44.280 --> 0:20:47.480
<v Speaker 1>your average VR bundle all told. Let's say you don't

0:20:47.520 --> 0:20:49.760
<v Speaker 1>have this computer already, you want to go out and

0:20:49.800 --> 0:20:53.080
<v Speaker 1>buy all this, you're looking at around a thousand dollars

0:20:53.080 --> 0:20:56.040
<v Speaker 1>to maybe twelve hundred dollars just to start off, and

0:20:56.040 --> 0:20:58.760
<v Speaker 1>that's around your base level that's total. That's with the

0:20:58.880 --> 0:21:01.399
<v Speaker 1>VR set and the PC to run it off of,

0:21:01.600 --> 0:21:03.639
<v Speaker 1>and it could be much more expensive if you want

0:21:03.720 --> 0:21:05.720
<v Speaker 1>to run it on a real beast of a gaming rig,

0:21:06.000 --> 0:21:08.160
<v Speaker 1>and at that point we're talking about a few thousand

0:21:08.200 --> 0:21:14.640
<v Speaker 1>dollars easy. Uh. So there are other restrictions with those

0:21:14.640 --> 0:21:17.919
<v Speaker 1>particular implementations. Another big one is that you're tethered to

0:21:18.320 --> 0:21:22.040
<v Speaker 1>a PC. And since you're tethered, meaning that you actually

0:21:22.040 --> 0:21:24.800
<v Speaker 1>have a cable running from your headset to the computer,

0:21:25.119 --> 0:21:27.359
<v Speaker 1>you're limited in how far away you can get. Even

0:21:27.400 --> 0:21:30.080
<v Speaker 1>with the HTC vive, you're limited and how far away

0:21:30.119 --> 0:21:32.960
<v Speaker 1>you can get from that base station and still be

0:21:33.080 --> 0:21:37.280
<v Speaker 1>able to uh to have your experience working. And it

0:21:37.359 --> 0:21:40.920
<v Speaker 1>restricts your movement somewhat, especially if you're walking around a

0:21:41.000 --> 0:21:43.879
<v Speaker 1>fifteen by fifteen foot environment. You could get tangled up

0:21:43.880 --> 0:21:46.359
<v Speaker 1>pretty easily in that cable if you're not careful, and

0:21:46.440 --> 0:21:50.439
<v Speaker 1>that will really literally in some cases, cause your virtual

0:21:50.480 --> 0:21:53.520
<v Speaker 1>experience to come crashing down around you. So there are

0:21:53.560 --> 0:21:56.520
<v Speaker 1>other limitations beyond just the cost. But the cost is

0:21:56.560 --> 0:21:58.399
<v Speaker 1>a big one. It's a big barrier to entry for

0:21:58.440 --> 0:22:00.760
<v Speaker 1>a lot of people. It means a people who have

0:22:00.800 --> 0:22:04.520
<v Speaker 1>a lot of disposable income, and they're big tech enthusiasts,

0:22:05.680 --> 0:22:09.280
<v Speaker 1>tend to be your audience. You just it's too expensive

0:22:09.400 --> 0:22:12.280
<v Speaker 1>for your average consumer who's just curious about it to

0:22:12.320 --> 0:22:16.840
<v Speaker 1>get into it. It's it's too big of a financial commitment. Now.

0:22:16.880 --> 0:22:20.080
<v Speaker 1>Not long after Oculus started drumming up excitement, developers for

0:22:20.119 --> 0:22:23.080
<v Speaker 1>smartphones began to create apps and supplemental products to turn

0:22:23.200 --> 0:22:27.639
<v Speaker 1>phones into simple VR or a R headsets. So Google

0:22:27.760 --> 0:22:30.359
<v Speaker 1>launched Cardboard, for example. On Cardboard was kind of a

0:22:30.359 --> 0:22:35.240
<v Speaker 1>platform for apps to turn Android phones into make shift

0:22:35.440 --> 0:22:41.159
<v Speaker 1>VR headsets. You would actually build or order a cardboard

0:22:41.200 --> 0:22:45.400
<v Speaker 1>headset with some lenses, and the lenses would align properly

0:22:45.440 --> 0:22:47.680
<v Speaker 1>so that you could actually get the three D sort

0:22:47.720 --> 0:22:52.320
<v Speaker 1>of effect of virtual reality, and the phone would act

0:22:52.359 --> 0:22:54.520
<v Speaker 1>as both the processor and the screen. You would slip

0:22:54.560 --> 0:22:58.879
<v Speaker 1>that into this cardboard headset and then you would be

0:22:58.920 --> 0:23:02.640
<v Speaker 1>able to look around and have various virtual reality experiences.

0:23:02.640 --> 0:23:06.080
<v Speaker 1>There were interesting, they were fairly limited, but pretty cool

0:23:06.359 --> 0:23:09.680
<v Speaker 1>ideas anyway, And the big draw of that approach was

0:23:09.720 --> 0:23:11.680
<v Speaker 1>that you didn't have to spend nearly so much money

0:23:11.720 --> 0:23:13.720
<v Speaker 1>to have a VR experience. So, in fact, if you

0:23:13.840 --> 0:23:18.000
<v Speaker 1>already had an Android phone capable of supporting cardboard, then

0:23:18.200 --> 0:23:21.199
<v Speaker 1>you're really just talking about twenty dollars or less in

0:23:21.280 --> 0:23:23.760
<v Speaker 1>order to get the stuff you need to either make

0:23:23.880 --> 0:23:27.600
<v Speaker 1>or you're buying a cardboard headset, and that's the that's

0:23:27.640 --> 0:23:31.439
<v Speaker 1>the financial uh investment you have to make, assuming you

0:23:31.520 --> 0:23:33.680
<v Speaker 1>already have the phone. Obviously, if you don't have the phone,

0:23:33.720 --> 0:23:35.360
<v Speaker 1>then you have to add the phone's price in there,

0:23:35.359 --> 0:23:36.879
<v Speaker 1>and that ends up getting you back up in that

0:23:36.920 --> 0:23:39.520
<v Speaker 1>six eight hundred dollar arrange, depending up on the phone.

0:23:40.400 --> 0:23:42.560
<v Speaker 1>But the idea being that if you've already got a

0:23:42.600 --> 0:23:44.879
<v Speaker 1>big installation base, in other words, you've got a lot

0:23:44.920 --> 0:23:46.840
<v Speaker 1>of people out there who have phones that meet the

0:23:46.840 --> 0:23:50.439
<v Speaker 1>minimum requirements for cardboard, it makes it pretty easy to

0:23:50.760 --> 0:23:55.040
<v Speaker 1>distribute an augmented reality or virtual reality experience. And in fact,

0:23:55.080 --> 0:23:57.960
<v Speaker 1>the last I checked cardboards user base was somewhere around

0:23:57.960 --> 0:24:02.800
<v Speaker 1>twenty five million people just for decent But how many

0:24:02.840 --> 0:24:05.480
<v Speaker 1>of those people are actually using cardboard on anything other

0:24:05.520 --> 0:24:07.200
<v Speaker 1>than I want to try it out and then I'll

0:24:07.240 --> 0:24:12.000
<v Speaker 1>never use it again level we don't know. The concept

0:24:12.480 --> 0:24:17.399
<v Speaker 1>evolved into slightly more sophisticated implementations based on this same idea. So,

0:24:17.520 --> 0:24:21.040
<v Speaker 1>for example, you've got the Samsung Gear VR which is

0:24:21.040 --> 0:24:23.960
<v Speaker 1>a headset that relies upon a Samsung Galaxy handset to

0:24:24.000 --> 0:24:26.960
<v Speaker 1>be the processor and display, with the headset itself acting

0:24:26.960 --> 0:24:30.080
<v Speaker 1>as the mount and controller for the system. It's basically

0:24:30.119 --> 0:24:34.480
<v Speaker 1>the same idea as Cardboard, but kind of a step further. Now.

0:24:34.800 --> 0:24:38.080
<v Speaker 1>I've got a lot more to say about Cardboard and

0:24:38.160 --> 0:24:42.320
<v Speaker 1>about the next evolution of Google's ARE strategy and VR strategy,

0:24:42.640 --> 0:24:44.920
<v Speaker 1>as well as some other companies and what they're doing.

0:24:45.119 --> 0:24:47.080
<v Speaker 1>Not to mention get into some of the cool stuff

0:24:47.080 --> 0:24:49.879
<v Speaker 1>that's coming out right now. But before I jump into that,

0:24:50.000 --> 0:24:59.679
<v Speaker 1>let's take a quick break to thank our sponsor. Something

0:24:59.680 --> 0:25:03.159
<v Speaker 1>that an update recently that also has helped kind of

0:25:03.240 --> 0:25:07.520
<v Speaker 1>keep VR alive while while it's trying to find an

0:25:07.520 --> 0:25:13.240
<v Speaker 1>audience is the PlayStation VR system. So Sony launched PlayStation

0:25:13.320 --> 0:25:17.200
<v Speaker 1>VR quite some time ago, and it's kind of again,

0:25:17.280 --> 0:25:21.360
<v Speaker 1>sort of an in between system. It's more capable than

0:25:21.440 --> 0:25:26.040
<v Speaker 1>the smartphone based approaches, but it is less robust than

0:25:26.119 --> 0:25:28.600
<v Speaker 1>some of the ones that hook up to PCs, and

0:25:28.640 --> 0:25:31.800
<v Speaker 1>in fact, some people say that the the tracking software,

0:25:31.800 --> 0:25:35.760
<v Speaker 1>in particular when you're using the the PlayStation camera and

0:25:35.800 --> 0:25:39.000
<v Speaker 1>you're using the move controllers, that there's there's a little

0:25:39.000 --> 0:25:41.000
<v Speaker 1>bit of a disconnect there sometimes like it can get

0:25:41.040 --> 0:25:44.719
<v Speaker 1>lost and suddenly, uh, you know, you realize that the

0:25:44.760 --> 0:25:47.359
<v Speaker 1>hands you were using that has a flashlight attached to

0:25:47.400 --> 0:25:50.119
<v Speaker 1>it inside the game is slowly drifting up into the

0:25:50.240 --> 0:25:52.280
<v Speaker 1>right despite the fact that you're holding your hands straight

0:25:52.280 --> 0:25:54.000
<v Speaker 1>out in front of you. And it would be this

0:25:54.119 --> 0:25:59.040
<v Speaker 1>tracking disconnect that would occasionally recorrect itself, but it pulls

0:25:59.040 --> 0:26:01.359
<v Speaker 1>you out of the game because suddenly your body is

0:26:01.400 --> 0:26:03.280
<v Speaker 1>not in the game, your body is not behaving the

0:26:03.280 --> 0:26:05.480
<v Speaker 1>way your body is in real life, and there's that

0:26:06.160 --> 0:26:08.400
<v Speaker 1>part where they just aren't meeting together. It's and it's

0:26:08.520 --> 0:26:11.840
<v Speaker 1>not a great experience. Well Sony has continued to support

0:26:11.880 --> 0:26:16.680
<v Speaker 1>the platform rather than just let it die, which is encouraging.

0:26:16.760 --> 0:26:18.880
<v Speaker 1>It means that the company is really trying to make

0:26:18.880 --> 0:26:23.720
<v Speaker 1>sure that VR gets a good shot. And because so

0:26:23.760 --> 0:26:26.960
<v Speaker 1>many people own a PS four, it's a it's an

0:26:26.960 --> 0:26:29.359
<v Speaker 1>install base that already exists. You don't have to go

0:26:29.400 --> 0:26:33.439
<v Speaker 1>out and buy a new computer to run the PlayStation VR.

0:26:33.720 --> 0:26:36.080
<v Speaker 1>If you have a PS four, you've got the base

0:26:36.160 --> 0:26:40.560
<v Speaker 1>computer necessary to have that experience. So the new version

0:26:40.840 --> 0:26:44.240
<v Speaker 1>of the PlayStation VR, which was announced recently as the

0:26:44.240 --> 0:26:47.760
<v Speaker 1>recording of this podcast UH. It has some minor tweaks

0:26:47.800 --> 0:26:49.800
<v Speaker 1>to the design. One of those is that there are

0:26:49.840 --> 0:26:53.000
<v Speaker 1>headphones that are now integrated directly into the headset. Before

0:26:53.080 --> 0:26:55.040
<v Speaker 1>you had to have separate headphones, but now it's all

0:26:55.040 --> 0:26:58.600
<v Speaker 1>part of the same headset um that simplifies cable management.

0:26:58.600 --> 0:27:01.080
<v Speaker 1>There are fewer cables to on around and so you're

0:27:01.119 --> 0:27:04.560
<v Speaker 1>not gonna get as many tangles that way. Also, there's

0:27:04.600 --> 0:27:07.880
<v Speaker 1>an external processor unit box which allows for HDR pass through,

0:27:07.880 --> 0:27:10.680
<v Speaker 1>which makes it more convenient. HDR being high dynamic range.

0:27:10.680 --> 0:27:13.480
<v Speaker 1>It has to do with the display of colors and

0:27:13.560 --> 0:27:17.320
<v Speaker 1>brightness on a screen, but to get more into that

0:27:17.320 --> 0:27:19.800
<v Speaker 1>would be more technical. The important thing to remember is

0:27:19.840 --> 0:27:23.640
<v Speaker 1>that Sony is working hard to try and make sure

0:27:23.680 --> 0:27:27.600
<v Speaker 1>that they give their VR platform the best chance for success,

0:27:28.400 --> 0:27:32.600
<v Speaker 1>which I think is encouraging. Now. Generally speaking, the experiences

0:27:32.640 --> 0:27:35.760
<v Speaker 1>that you have with the Oculus or HTC VIVE or

0:27:35.920 --> 0:27:40.200
<v Speaker 1>comparable headsets are more robust and impressive than the counterparts

0:27:40.200 --> 0:27:43.600
<v Speaker 1>that are smartphone based. There's just a lot more processing

0:27:43.640 --> 0:27:46.200
<v Speaker 1>power their great air capabilities. There are a lot more

0:27:46.680 --> 0:27:50.160
<v Speaker 1>opportunities to incorporate different types of sensors to get more

0:27:50.160 --> 0:27:53.280
<v Speaker 1>precision with the tracking. UH now that's not to say

0:27:53.320 --> 0:27:56.000
<v Speaker 1>the smartphone approach is bad. It's still compelling. It's just

0:27:56.119 --> 0:27:59.359
<v Speaker 1>a little more limited. It's certainly less expensive if you

0:27:59.400 --> 0:28:02.200
<v Speaker 1>already own a smartphone, because then you can just repurpose

0:28:02.280 --> 0:28:05.560
<v Speaker 1>the technology you already have, or you can think of

0:28:05.600 --> 0:28:08.719
<v Speaker 1>it as added value to the technology you already have

0:28:09.280 --> 0:28:12.080
<v Speaker 1>and a new use case for that technology. So it's

0:28:12.080 --> 0:28:15.920
<v Speaker 1>a smartphone that you use for texting, email, taking photos,

0:28:16.040 --> 0:28:20.000
<v Speaker 1>and also having VR or a R experiences. That's really

0:28:20.000 --> 0:28:22.560
<v Speaker 1>compelling because if you already have it, you don't need

0:28:22.560 --> 0:28:25.640
<v Speaker 1>to invest more money into buying a new thing. Meanwhile,

0:28:25.680 --> 0:28:27.400
<v Speaker 1>on the a R side, you had a few interesting

0:28:27.440 --> 0:28:31.440
<v Speaker 1>implementations apart from Hollowlands, stuff like Google Glass, which I've

0:28:31.440 --> 0:28:34.800
<v Speaker 1>talked about in the previous episode. It's still technically a thing,

0:28:35.440 --> 0:28:38.360
<v Speaker 1>but it never really managed to become a real consumer product.

0:28:38.440 --> 0:28:42.440
<v Speaker 1>Google tried to make that happen and then ultimately made

0:28:42.440 --> 0:28:45.560
<v Speaker 1>the decision that it just wasn't quite ready to be

0:28:45.600 --> 0:28:49.479
<v Speaker 1>a consumer product. So there are some consumers, some crazy

0:28:49.520 --> 0:28:53.520
<v Speaker 1>folks like myself who plopped down the money to buy

0:28:53.560 --> 0:28:55.600
<v Speaker 1>a pair of Google Glass, And yes I did at

0:28:55.640 --> 0:28:58.800
<v Speaker 1>one time own a pair, although technically I didn't own them,

0:28:58.840 --> 0:29:02.640
<v Speaker 1>the company owned them, and I got to use them,

0:29:02.760 --> 0:29:06.440
<v Speaker 1>but the cost of them and the limited use cases,

0:29:06.480 --> 0:29:08.479
<v Speaker 1>I mean, there really weren't a whole lot of things

0:29:08.520 --> 0:29:10.440
<v Speaker 1>you could do with Google Glass when they first came out,

0:29:10.800 --> 0:29:13.120
<v Speaker 1>and meant that it was a tough sell to the

0:29:13.160 --> 0:29:16.000
<v Speaker 1>average person. It became kind of a status symbol among

0:29:16.160 --> 0:29:19.040
<v Speaker 1>tech geeks. But beyond that, you know, I had very

0:29:19.080 --> 0:29:22.240
<v Speaker 1>limited use. The coolest thing you could do with it

0:29:22.320 --> 0:29:25.960
<v Speaker 1>is use your voice to take a photo with your glasses,

0:29:26.280 --> 0:29:29.000
<v Speaker 1>and people thought that was awesome because they felt like

0:29:29.040 --> 0:29:32.240
<v Speaker 1>you were using the future to take their photograph. I

0:29:32.280 --> 0:29:35.120
<v Speaker 1>know because I attended a Dragon Con wearing a set

0:29:35.120 --> 0:29:37.360
<v Speaker 1>of Google Glass and I would ask people in cosplay

0:29:37.360 --> 0:29:39.080
<v Speaker 1>outfits if I could take their photo, and they would

0:29:39.080 --> 0:29:41.600
<v Speaker 1>say yes, And then I would use the phrase, which

0:29:41.600 --> 0:29:43.120
<v Speaker 1>I'm not gonna use because it's the same one that

0:29:43.160 --> 0:29:45.479
<v Speaker 1>will make my phone in my pocket take a picture

0:29:45.600 --> 0:29:48.840
<v Speaker 1>inside my pocket. But I would use that that phrase

0:29:49.080 --> 0:29:51.560
<v Speaker 1>and out loud, just say it out loud, and my

0:29:51.600 --> 0:29:54.320
<v Speaker 1>glasses would take the photo. And so the first image

0:29:54.360 --> 0:29:56.640
<v Speaker 1>I would take of every single cause player was one

0:29:56.680 --> 0:29:59.720
<v Speaker 1>of them looking confused because I had just said out

0:29:59.760 --> 0:30:02.640
<v Speaker 1>loud what I was going to do and then stared

0:30:02.680 --> 0:30:04.960
<v Speaker 1>at them and then they realized what I had done

0:30:04.960 --> 0:30:06.440
<v Speaker 1>and thought it was super cool, and then I would

0:30:06.440 --> 0:30:07.920
<v Speaker 1>have to take a second photo so that there would

0:30:07.920 --> 0:30:10.040
<v Speaker 1>actually be one that was good and not just as

0:30:10.040 --> 0:30:15.560
<v Speaker 1>someone going what uh, fun little tangent, but the point

0:30:15.600 --> 0:30:19.440
<v Speaker 1>being that that a R experience was very limited and

0:30:19.520 --> 0:30:22.320
<v Speaker 1>it just wasn't ready, and so we didn't really ever

0:30:22.360 --> 0:30:25.320
<v Speaker 1>see that become a mature consumer product. There is still

0:30:25.320 --> 0:30:28.479
<v Speaker 1>Google Glass out there. It's being used, uh, mostly in

0:30:28.920 --> 0:30:33.680
<v Speaker 1>manufacturing and other like business to business operations, not so

0:30:33.800 --> 0:30:38.400
<v Speaker 1>much for consumers. Uh. But another limitation of consumer VR

0:30:38.440 --> 0:30:41.480
<v Speaker 1>headsets has been the use case for consumers, they fall

0:30:41.520 --> 0:30:46.720
<v Speaker 1>into what Microsoft refers to as various scales of experiences

0:30:46.760 --> 0:30:49.800
<v Speaker 1>and what what can you do with it? And and

0:30:49.840 --> 0:30:52.960
<v Speaker 1>how limited are you? Like, how restricted are you to

0:30:53.000 --> 0:30:56.960
<v Speaker 1>a specific space? So Microsoft says that you can look

0:30:56.960 --> 0:30:59.600
<v Speaker 1>at VR experiences in terms of the scale they provide.

0:30:59.600 --> 0:31:02.239
<v Speaker 1>A simple VR headset might allow you to change your

0:31:02.240 --> 0:31:04.440
<v Speaker 1>point of view by moving your head left and right,

0:31:04.480 --> 0:31:05.960
<v Speaker 1>so you turn your head left or you turn your

0:31:05.960 --> 0:31:07.680
<v Speaker 1>head right, or you might tilt it up or down,

0:31:08.160 --> 0:31:12.880
<v Speaker 1>and your perspective would change in accordance with that you're

0:31:12.960 --> 0:31:16.120
<v Speaker 1>essentially changing the camera view that you are seeing with

0:31:16.160 --> 0:31:17.760
<v Speaker 1>the displays that are right in front of your eyes.

0:31:17.800 --> 0:31:20.320
<v Speaker 1>But that's about it. That would be like the head

0:31:20.400 --> 0:31:24.560
<v Speaker 1>scale level of VR, and it's also the least immersive

0:31:24.680 --> 0:31:29.320
<v Speaker 1>of the various scales. Other head orientations would not be

0:31:29.400 --> 0:31:31.960
<v Speaker 1>able to be captured with that type of technology necessarily

0:31:32.440 --> 0:31:35.000
<v Speaker 1>just wouldn't have the capability. So if you were to

0:31:35.080 --> 0:31:37.160
<v Speaker 1>tilt your head, not just turn it, but tilted to

0:31:37.200 --> 0:31:39.840
<v Speaker 1>the side while you're turning it, it may not reflect that,

0:31:39.920 --> 0:31:43.840
<v Speaker 1>it may not change that that that plane of view

0:31:45.040 --> 0:31:48.600
<v Speaker 1>with that particular scale. Now, out of all the headsets

0:31:48.640 --> 0:31:50.320
<v Speaker 1>that are out there on the market, none of them

0:31:50.360 --> 0:31:53.760
<v Speaker 1>really fall into that category, except maybe some of the

0:31:53.800 --> 0:31:58.240
<v Speaker 1>smartphone based technology. But the standalone headsets, or or rather

0:31:58.320 --> 0:32:01.120
<v Speaker 1>the dedicated handsets, they're not and alone because they pair

0:32:01.240 --> 0:32:06.680
<v Speaker 1>with a computer. Those dedicated headsets can do more than that.

0:32:06.680 --> 0:32:10.440
<v Speaker 1>That next scale is called desk scale. Again, this is

0:32:10.440 --> 0:32:13.800
<v Speaker 1>according to Microsoft, and in this implementation of VR, the

0:32:13.880 --> 0:32:17.280
<v Speaker 1>headset has other sensors that can track movement and head orientation,

0:32:17.320 --> 0:32:19.600
<v Speaker 1>so that if you tilt your head, your perspective will

0:32:19.680 --> 0:32:22.640
<v Speaker 1>change accordingly. And at that scale you can even lean forward,

0:32:22.800 --> 0:32:25.000
<v Speaker 1>or you can lean back and your point of view

0:32:25.040 --> 0:32:28.080
<v Speaker 1>will change. You'll you'll appear to get closer or further

0:32:28.120 --> 0:32:30.280
<v Speaker 1>away from whatever it is you are looking at within

0:32:30.320 --> 0:32:33.160
<v Speaker 1>the virtual environment. Or you can even bend over and

0:32:33.200 --> 0:32:36.920
<v Speaker 1>look under a virtual object and actually see, Like imagine

0:32:36.920 --> 0:32:39.440
<v Speaker 1>that there's a table in front of you. You could

0:32:39.680 --> 0:32:42.320
<v Speaker 1>squat down and your point of view would go below

0:32:42.360 --> 0:32:44.760
<v Speaker 1>the table. You can even lean forward and look up

0:32:44.800 --> 0:32:47.240
<v Speaker 1>and look under the underside of the table. Maybe you

0:32:47.240 --> 0:32:50.160
<v Speaker 1>see that someone's written something down there, such as tech

0:32:50.240 --> 0:32:52.800
<v Speaker 1>stuff rocks, and you think, wow, that's kind of cool.

0:32:52.800 --> 0:32:54.720
<v Speaker 1>What an easter egg. Everyone should know that. I don't

0:32:54.760 --> 0:32:56.080
<v Speaker 1>know why they didn't carve it on the top of

0:32:56.120 --> 0:32:58.280
<v Speaker 1>the table. Carve it on the top of the table.

0:32:58.680 --> 0:33:03.840
<v Speaker 1>Don't don't car unreal tables, only virtual tables, all right,

0:33:04.320 --> 0:33:07.120
<v Speaker 1>But that would be what the basic Oculus Rift could do.

0:33:07.200 --> 0:33:12.160
<v Speaker 1>When it first launched. It had this level of UH interactivity,

0:33:12.200 --> 0:33:13.760
<v Speaker 1>but that was that was the extent of it. That's

0:33:13.800 --> 0:33:15.880
<v Speaker 1>as far as you could go. The next scale up

0:33:15.920 --> 0:33:18.560
<v Speaker 1>would be the room scale, and that's what Microsoft would

0:33:18.560 --> 0:33:21.640
<v Speaker 1>say the HTC Vibe would fall into. So the Vibe

0:33:21.640 --> 0:33:26.360
<v Speaker 1>has those supplemental base camp sensors that often you would

0:33:26.360 --> 0:33:28.600
<v Speaker 1>hear them just called lighthouses, and you would set these

0:33:28.680 --> 0:33:30.760
<v Speaker 1>up to map out the dimensions of a room. You

0:33:30.760 --> 0:33:33.600
<v Speaker 1>would typically put them in opposite corners of a room,

0:33:33.600 --> 0:33:35.840
<v Speaker 1>and they could map out a room as large as

0:33:35.880 --> 0:33:40.400
<v Speaker 1>fifteen feet by fifteen feet or anything smaller than that

0:33:40.520 --> 0:33:44.400
<v Speaker 1>up to a certain amount. And these base camps, they

0:33:44.440 --> 0:33:47.920
<v Speaker 1>were sensors that could detect where the headset was in

0:33:48.000 --> 0:33:51.120
<v Speaker 1>relation to, say, the walls of the room, and it

0:33:51.160 --> 0:33:53.760
<v Speaker 1>meant that you could move around in your physical space,

0:33:54.120 --> 0:33:58.080
<v Speaker 1>and the base camp would allow you to see how

0:33:58.120 --> 0:34:00.800
<v Speaker 1>that movement is translated into the virtual brands. And if

0:34:00.840 --> 0:34:03.760
<v Speaker 1>you got too close to an actual physical wall, it

0:34:03.760 --> 0:34:06.360
<v Speaker 1>would alert you in the virtual experience by having the

0:34:06.360 --> 0:34:09.000
<v Speaker 1>wall in front of you shimmer, or you would see

0:34:09.080 --> 0:34:11.800
<v Speaker 1>something that would indicate, hey, you're getting kind of close

0:34:12.120 --> 0:34:15.000
<v Speaker 1>to the edge. You need to change direction or else

0:34:15.040 --> 0:34:17.360
<v Speaker 1>you're gonna slam face first into this wall that you

0:34:17.400 --> 0:34:20.080
<v Speaker 1>cannot see because you're looking at a display, You're not

0:34:20.120 --> 0:34:23.560
<v Speaker 1>looking at the physical world around you. So it was

0:34:23.600 --> 0:34:25.799
<v Speaker 1>kind of like the Holia deck. If you've ever watched

0:34:25.800 --> 0:34:28.480
<v Speaker 1>Star Trek and you saw whenever the the image was

0:34:28.560 --> 0:34:31.560
<v Speaker 1>flickering and you get that grid pattern of the actual

0:34:31.600 --> 0:34:34.879
<v Speaker 1>Holi deck without any program running. It's kind of like that.

0:34:35.000 --> 0:34:37.480
<v Speaker 1>Typically you get this little display that lets you know, hey,

0:34:37.480 --> 0:34:39.279
<v Speaker 1>you're getting a little too close to the wall. You

0:34:39.320 --> 0:34:41.359
<v Speaker 1>may want to stop this before you end up hurting

0:34:41.360 --> 0:34:46.480
<v Speaker 1>yourself or causing any damage. Now, Microsoft envisions a new scale.

0:34:46.520 --> 0:34:48.759
<v Speaker 1>They call it the world scale. This would allow you

0:34:48.840 --> 0:34:51.080
<v Speaker 1>to move through various physical spaces. You would not be

0:34:51.160 --> 0:34:54.880
<v Speaker 1>limited to a single room necessarily. Uh. You wouldn't have

0:34:54.920 --> 0:34:57.920
<v Speaker 1>to designate a specific room in your house for VR

0:34:58.080 --> 0:34:59.680
<v Speaker 1>because the heads that you wear would be able to

0:34:59.760 --> 0:35:02.560
<v Speaker 1>send your environment from the inside out. They call it

0:35:02.600 --> 0:35:05.920
<v Speaker 1>inside out tracking, So it frees you of the need

0:35:06.000 --> 0:35:08.480
<v Speaker 1>for supplemental sensors. You don't need any base camps or

0:35:08.480 --> 0:35:11.239
<v Speaker 1>anything like that. Everything is built into the headset, at

0:35:11.280 --> 0:35:14.359
<v Speaker 1>least for the sensing part of it. It's the philosophy

0:35:14.400 --> 0:35:17.120
<v Speaker 1>that they decided to follow when they launched the mixed

0:35:17.120 --> 0:35:23.359
<v Speaker 1>Reality headset program now uh now. In November, Google then

0:35:23.440 --> 0:35:27.880
<v Speaker 1>unveiled the new initiative called Daydream. Daydream represents a shift

0:35:27.920 --> 0:35:31.200
<v Speaker 1>in Google support of augmented reality and virtual reality functionality.

0:35:31.280 --> 0:35:34.400
<v Speaker 1>So instead of making those features an app level function

0:35:34.760 --> 0:35:36.839
<v Speaker 1>where you would build an app, and the app then

0:35:36.880 --> 0:35:40.960
<v Speaker 1>communicates with the operating system stack and gets the processing

0:35:41.000 --> 0:35:44.040
<v Speaker 1>information it needs and thus translates it into the experience

0:35:44.040 --> 0:35:46.799
<v Speaker 1>that you have. Google said, how about we build some

0:35:46.840 --> 0:35:49.960
<v Speaker 1>of that capability directly into the operating system. That was

0:35:50.040 --> 0:35:54.279
<v Speaker 1>what Daydream does, and it's available on Android builds from

0:35:54.360 --> 0:35:58.120
<v Speaker 1>newgat which is seven point one and later. And that

0:35:58.200 --> 0:36:01.560
<v Speaker 1>means that if you have a Daydream capable phone, it

0:36:01.760 --> 0:36:05.279
<v Speaker 1>has this capability built into the operating system itself. It

0:36:05.360 --> 0:36:09.120
<v Speaker 1>gives deeper or the capability of building deeper, more rich

0:36:09.440 --> 0:36:16.040
<v Speaker 1>augmented reality and virtual reality experiences. They also launched several cases. Essentially,

0:36:16.040 --> 0:36:18.440
<v Speaker 1>they are headsets that are phone cases that you wear,

0:36:18.920 --> 0:36:23.600
<v Speaker 1>and very recently they announced updates to that, and the

0:36:23.680 --> 0:36:28.319
<v Speaker 1>updates I think cost twenty dollars more prepare on the

0:36:28.400 --> 0:36:30.240
<v Speaker 1>low end, so it used to be seventy nine dollars

0:36:30.320 --> 0:36:33.480
<v Speaker 1>now it's for one of these things. But they also

0:36:33.600 --> 0:36:35.319
<v Speaker 1>come in different colors, so if you want to hot

0:36:35.320 --> 0:36:41.120
<v Speaker 1>pink one, you can get one. They're pretty So I'm

0:36:41.160 --> 0:36:45.600
<v Speaker 1>recording this particular episode in early October, and not long

0:36:45.640 --> 0:36:49.680
<v Speaker 1>before I went into the recording booth, Google launched some

0:36:49.760 --> 0:36:52.480
<v Speaker 1>new day dream products, and that includes those headsets I

0:36:52.520 --> 0:36:56.319
<v Speaker 1>was talking about. And Google has consistently earned itself a

0:36:56.360 --> 0:36:59.120
<v Speaker 1>reputation over the past for creating products that were designed

0:36:59.120 --> 0:37:04.719
<v Speaker 1>by and four engineers, which sometimes, at least on casual glance,

0:37:05.120 --> 0:37:08.400
<v Speaker 1>seems to go hand in hand with a certain lack

0:37:08.440 --> 0:37:12.040
<v Speaker 1>of aesthetic appeal. If you compare that to a company

0:37:12.080 --> 0:37:16.000
<v Speaker 1>like Apple, which really puts aesthetics very high up on

0:37:16.080 --> 0:37:19.279
<v Speaker 1>the list of important features, higher up than including the

0:37:19.360 --> 0:37:22.359
<v Speaker 1>latest technologies. In fact, you see that, you know that

0:37:22.520 --> 0:37:27.600
<v Speaker 1>has a more immediate appeal to the consumer than Android

0:37:27.640 --> 0:37:30.880
<v Speaker 1>ones do. But now we're starting to see some updates

0:37:30.880 --> 0:37:32.680
<v Speaker 1>to that, which is kind of nice. Also, I'll touch

0:37:32.719 --> 0:37:35.239
<v Speaker 1>back on Apple a little bit later in this episode.

0:37:35.719 --> 0:37:37.960
<v Speaker 1>Now we know that Google has brought over people from

0:37:38.080 --> 0:37:42.080
<v Speaker 1>HTC to work on hardware. HTC makes mobile devices. They

0:37:42.120 --> 0:37:44.880
<v Speaker 1>also make the HTC Vibe, which I've talked about already

0:37:44.880 --> 0:37:47.560
<v Speaker 1>in this podcast. We also know the HTC is hard

0:37:47.560 --> 0:37:50.360
<v Speaker 1>at work on a standalone device in its Vivee line.

0:37:50.680 --> 0:37:53.920
<v Speaker 1>And this standalone device is truly stand alone, uh the

0:37:54.120 --> 0:37:57.120
<v Speaker 1>Oculus and the HTC Vibe. Like I said, they require

0:37:57.160 --> 0:38:00.080
<v Speaker 1>a PC to do all the processing. The ht C

0:38:00.280 --> 0:38:04.680
<v Speaker 1>Vibe standalone would be its own independent piece of machinery.

0:38:04.719 --> 0:38:06.840
<v Speaker 1>You wear it on your head. It does not connect

0:38:06.840 --> 0:38:09.560
<v Speaker 1>to a phone or a computer. It does all the

0:38:09.560 --> 0:38:14.920
<v Speaker 1>processing right there on the unit itself, and there's no

0:38:15.000 --> 0:38:16.759
<v Speaker 1>real word on what the specs are going to be

0:38:16.960 --> 0:38:19.919
<v Speaker 1>or what sort of experiences it will deliver. Uh, if

0:38:19.960 --> 0:38:23.239
<v Speaker 1>you actually were to visit the HTC website, you would

0:38:23.239 --> 0:38:25.839
<v Speaker 1>see a futuristic representation of the headset, but you would

0:38:25.840 --> 0:38:28.000
<v Speaker 1>not actually see the hardware itself. It would be kind

0:38:28.040 --> 0:38:32.160
<v Speaker 1>of this illustration over actual real people. So you see

0:38:32.200 --> 0:38:36.600
<v Speaker 1>like this virtual glowing green headset that is transparent and

0:38:36.680 --> 0:38:40.520
<v Speaker 1>clearly it's computer generated on top of actual people. You know,

0:38:40.640 --> 0:38:42.640
<v Speaker 1>that's not what it's gonna really look like when it launches.

0:38:42.760 --> 0:38:45.000
<v Speaker 1>That's kind of a cool video. It's likely to be

0:38:45.040 --> 0:38:47.640
<v Speaker 1>somewhere in between the existing smartphone based headsets and the

0:38:47.680 --> 0:38:50.920
<v Speaker 1>dedicated tethered headsets like Oculus and HTC Vibe as far

0:38:50.960 --> 0:38:53.000
<v Speaker 1>as the experience as it can deliver. But it does

0:38:53.040 --> 0:38:57.040
<v Speaker 1>mean it's completely untethered, which is very attractive piece of

0:38:57.040 --> 0:39:00.120
<v Speaker 1>of of our very attractive feature. I should say, You're

0:39:00.120 --> 0:39:03.600
<v Speaker 1>not going to be tied down with any cables. Google

0:39:03.640 --> 0:39:06.160
<v Speaker 1>strategy for this device is to incorporate a technology for

0:39:06.320 --> 0:39:08.960
<v Speaker 1>the company is calling up World Sense, and it sounds

0:39:08.960 --> 0:39:10.319
<v Speaker 1>to me like World Sense is a lot like that

0:39:10.400 --> 0:39:13.920
<v Speaker 1>Microsoft approach I talked about earlier, the idea that inside

0:39:13.920 --> 0:39:17.000
<v Speaker 1>out tracking. So in this implementation, the headsets would contain

0:39:17.080 --> 0:39:21.000
<v Speaker 1>multiple sensors and they would not rely just on those

0:39:21.000 --> 0:39:25.520
<v Speaker 1>sensors for orientation but also environment tracking. And Microsoft the

0:39:25.560 --> 0:39:30.360
<v Speaker 1>inside out tracking strategy relies largely on optical sensors, in

0:39:30.400 --> 0:39:34.560
<v Speaker 1>other words, cameras, So you're not using base sensors like

0:39:34.600 --> 0:39:37.160
<v Speaker 1>you would with HTC vive. Everything is built into the

0:39:37.200 --> 0:39:41.359
<v Speaker 1>headset itself, and so the headset is gathering all the

0:39:41.400 --> 0:39:46.080
<v Speaker 1>information it needs to feed into your virtual experience. Uh

0:39:46.320 --> 0:39:49.279
<v Speaker 1>they face outward the cameras, they can detect walls or

0:39:49.320 --> 0:39:52.520
<v Speaker 1>other surfaces or obstacles, and then as they detect them,

0:39:52.560 --> 0:39:55.680
<v Speaker 1>it can incorporate that information into whatever your experiences, depending

0:39:55.760 --> 0:39:59.480
<v Speaker 1>upon how people have programmed the experience. So it may

0:39:59.560 --> 0:40:01.520
<v Speaker 1>again be kind of like that Holio deck thing where

0:40:01.560 --> 0:40:03.280
<v Speaker 1>if you get too close to the wall, it starts

0:40:03.320 --> 0:40:08.480
<v Speaker 1>to shimmer and tell you, hey, don't hurt yourself. Now,

0:40:08.520 --> 0:40:12.759
<v Speaker 1>Microsoft isn't necessarily developing its own hardware. They do have

0:40:12.840 --> 0:40:15.440
<v Speaker 1>kind of a developer kit that you can order if

0:40:15.480 --> 0:40:18.120
<v Speaker 1>you're a developer, but they're not really interested in making

0:40:18.120 --> 0:40:20.759
<v Speaker 1>the hardware themselves. Instead, the company has developed a set

0:40:20.800 --> 0:40:25.440
<v Speaker 1>of specifications that headsets must meet at minimum to qualify

0:40:25.600 --> 0:40:28.640
<v Speaker 1>as one of the immersive headsets that falls under Microsoft

0:40:28.680 --> 0:40:33.279
<v Speaker 1>Mixed Reality. Other companies like acer A, Sous, Samsung, and

0:40:33.360 --> 0:40:37.200
<v Speaker 1>things like that are actually developing the headsets themselves. So

0:40:37.320 --> 0:40:39.879
<v Speaker 1>this is sort of like just looking at the world

0:40:39.920 --> 0:40:45.000
<v Speaker 1>of PCs. Microsoft doesn't make computers. Microsoft makes the operating

0:40:45.040 --> 0:40:48.719
<v Speaker 1>system that PCs use, so or at least Windows based

0:40:48.719 --> 0:40:53.240
<v Speaker 1>PCs obviously, so it's similar to that Microsoft has created

0:40:53.239 --> 0:40:56.600
<v Speaker 1>the bare minimum specs that a system must meet in

0:40:56.680 --> 0:41:01.400
<v Speaker 1>order to be part of this mixed reality platform. Typically,

0:41:01.920 --> 0:41:05.640
<v Speaker 1>these headsets have a display that consists of two high

0:41:05.680 --> 0:41:09.160
<v Speaker 1>resolution displays, so one for each eye. Typically they're liquid

0:41:09.160 --> 0:41:12.200
<v Speaker 1>crystal displays for your base models l c d s.

0:41:12.239 --> 0:41:14.760
<v Speaker 1>In other words, that style display will not as crisp

0:41:14.840 --> 0:41:17.560
<v Speaker 1>as something like an oh LED screen can provide a

0:41:17.640 --> 0:41:20.719
<v Speaker 1>high resolution experience at a reduced costs. So the HP

0:41:20.880 --> 0:41:24.080
<v Speaker 1>Windows Mixed Reality development addition, so there's kind of like

0:41:24.120 --> 0:41:26.719
<v Speaker 1>the base level for if you want to develop a

0:41:26.920 --> 0:41:30.839
<v Speaker 1>R experiences or VR experiences using this It has two

0:41:30.920 --> 0:41:33.600
<v Speaker 1>high res l c D displays at fourteen forty by

0:41:33.640 --> 0:41:37.600
<v Speaker 1>fourteen forty resolutions, so fourteen forty pixels across fourteen forty

0:41:37.640 --> 0:41:42.680
<v Speaker 1>pixels down per PERV display. The displays refresh at ninety hurts,

0:41:42.719 --> 0:41:46.280
<v Speaker 1>which means the image in those displays regenerates ninety times

0:41:46.280 --> 0:41:48.440
<v Speaker 1>a second. Refresh rate is one of the factors that

0:41:48.480 --> 0:41:51.400
<v Speaker 1>really helps create a smooth and seamless experience, and a

0:41:51.480 --> 0:41:54.440
<v Speaker 1>bad refresh rate can have a similar effect as that

0:41:54.520 --> 0:41:57.920
<v Speaker 1>of latency. Latency is that delay between when you send

0:41:57.960 --> 0:42:01.239
<v Speaker 1>a command to a system and when that command is executed.

0:42:01.560 --> 0:42:04.640
<v Speaker 1>So in a traditional video game, you might notice that

0:42:04.680 --> 0:42:08.000
<v Speaker 1>if you press a jump button, your character might take

0:42:08.040 --> 0:42:10.720
<v Speaker 1>a moment before it actually jumps. There's a delay between

0:42:10.719 --> 0:42:12.640
<v Speaker 1>when you hit the button and when something happens, which

0:42:12.680 --> 0:42:16.319
<v Speaker 1>makes those kind of games incredibly frustrating because getting the

0:42:16.320 --> 0:42:19.480
<v Speaker 1>timing down for jumping when you want it to is

0:42:19.520 --> 0:42:23.800
<v Speaker 1>really really tricky. The latency and VR is typically way

0:42:23.800 --> 0:42:26.640
<v Speaker 1>worse than that, because if you notice a delay between

0:42:26.680 --> 0:42:29.640
<v Speaker 1>when you say turn your head and when your point

0:42:29.640 --> 0:42:32.480
<v Speaker 1>of view shifts. As a result, you start getting this

0:42:32.760 --> 0:42:35.799
<v Speaker 1>unpleasant swimmy feeling, and if you do it long enough,

0:42:36.160 --> 0:42:38.880
<v Speaker 1>you can end up getting motion sickness or VR sickness

0:42:38.960 --> 0:42:42.000
<v Speaker 1>as your brain tries to suss out what's going on

0:42:42.120 --> 0:42:44.800
<v Speaker 1>because it can tell you're moving, but your point of

0:42:44.840 --> 0:42:47.480
<v Speaker 1>view doesn't move, and then your point of view starts

0:42:47.520 --> 0:42:50.480
<v Speaker 1>to move and doesn't stop until after you've stopped moving.

0:42:50.480 --> 0:42:52.680
<v Speaker 1>This disconnect is enough to make your brain say, hey,

0:42:52.719 --> 0:42:54.400
<v Speaker 1>you know what we need to do. Just get rid

0:42:54.440 --> 0:42:57.919
<v Speaker 1>of everything you've eaten for the day, so get out

0:42:57.920 --> 0:43:01.360
<v Speaker 1>of here, guys, And you start feeling really nauseated. It

0:43:01.480 --> 0:43:03.600
<v Speaker 1>is not a fun experience, and it can take a

0:43:03.640 --> 0:43:06.200
<v Speaker 1>couple of hours for you to start feeling normal again.

0:43:07.080 --> 0:43:11.839
<v Speaker 1>A slower refresh rate can also create a similar situation.

0:43:12.040 --> 0:43:15.240
<v Speaker 1>For one thing, you can get dropped frames. Dropped frames

0:43:15.280 --> 0:43:17.719
<v Speaker 1>being like if you were imagine you're watching a movie

0:43:17.840 --> 0:43:21.400
<v Speaker 1>and somehow some of the frames between one moment and

0:43:21.560 --> 0:43:23.640
<v Speaker 1>another moment are gone, so you're starting to see the

0:43:23.640 --> 0:43:27.160
<v Speaker 1>movie move in these really herky jerky motions where things

0:43:27.160 --> 0:43:30.440
<v Speaker 1>are jumping across the screen instead of moving smoothly. The

0:43:30.480 --> 0:43:33.239
<v Speaker 1>same thing can happen if you've got a poor refresh

0:43:33.320 --> 0:43:37.800
<v Speaker 1>rate with your various equipment, and that can also create

0:43:37.840 --> 0:43:40.440
<v Speaker 1>this jagged, inconsistent experience. It's like living in one of

0:43:40.440 --> 0:43:42.839
<v Speaker 1>those awful horror movies where everyone's moving in really quick

0:43:42.880 --> 0:43:46.680
<v Speaker 1>starts and stops. The developer kit has a three and

0:43:46.680 --> 0:43:50.680
<v Speaker 1>a half millimeter jack or for headphones or microphone support,

0:43:51.160 --> 0:43:53.239
<v Speaker 1>so you can actually pair headphones with a mic to

0:43:53.400 --> 0:43:57.080
<v Speaker 1>the headset itself, but it's not incorporated directly into the headset.

0:43:57.160 --> 0:43:59.840
<v Speaker 1>Other manufacturers can choose to incorporate the speakers so that

0:43:59.880 --> 0:44:02.960
<v Speaker 1>they are part of the headset itself if they want to.

0:44:03.600 --> 0:44:05.680
<v Speaker 1>H The headset has to connect to a computer station

0:44:05.680 --> 0:44:08.400
<v Speaker 1>through an HDM two point O and USB three point

0:44:08.400 --> 0:44:11.160
<v Speaker 1>oh cable, which are packaged together as a single cable.

0:44:11.239 --> 0:44:14.919
<v Speaker 1>They have outlets or plugs to go in both, but uh,

0:44:14.960 --> 0:44:16.719
<v Speaker 1>they end up being one cable, so you don't have

0:44:16.760 --> 0:44:19.480
<v Speaker 1>to have two cables dangling from this headset. It does

0:44:19.520 --> 0:44:22.520
<v Speaker 1>mean you're tethered to a machine. So technically, yeah, you

0:44:22.520 --> 0:44:25.920
<v Speaker 1>could move around different rooms because the headset has got

0:44:25.920 --> 0:44:28.839
<v Speaker 1>all the equipment to sense the environment, but you're still

0:44:28.920 --> 0:44:32.120
<v Speaker 1>limited by distance to your computer because you have to

0:44:32.120 --> 0:44:35.160
<v Speaker 1>be wired to a machine that's doing all the processing.

0:44:36.160 --> 0:44:38.960
<v Speaker 1>The latest headset in this mixed reality lineup as of

0:44:38.960 --> 0:44:41.400
<v Speaker 1>the recording of this podcast, and the rate is the

0:44:41.520 --> 0:44:45.560
<v Speaker 1>Samsung Odyssey, and several outlets like The Verge, c net

0:44:45.640 --> 0:44:48.759
<v Speaker 1>and Digital Trends have had very positive things to say

0:44:48.760 --> 0:44:52.480
<v Speaker 1>about their experiences. They've named it as the best Microsoft

0:44:52.520 --> 0:44:56.440
<v Speaker 1>mixed reality headset so far. About probably about half a

0:44:56.520 --> 0:44:59.160
<v Speaker 1>dozen different headsets have launched already, and this one appears

0:44:59.160 --> 0:45:02.200
<v Speaker 1>to be the front runner. It sports some oh LED screens,

0:45:02.239 --> 0:45:04.560
<v Speaker 1>so it's not using l c D, and it has

0:45:04.600 --> 0:45:07.920
<v Speaker 1>a larger field of view than the other headsets that

0:45:07.960 --> 0:45:10.640
<v Speaker 1>have come out so far. It also includes built in speakers.

0:45:10.880 --> 0:45:13.320
<v Speaker 1>The resolution on those oh LEDs is also a little

0:45:13.360 --> 0:45:15.560
<v Speaker 1>bit better than the l c D ones. It's at

0:45:15.600 --> 0:45:19.600
<v Speaker 1>fourteen forty by six hundred. It's priced at five hundred dollars,

0:45:19.600 --> 0:45:21.800
<v Speaker 1>which puts it right in line with the Oculus Rift

0:45:22.120 --> 0:45:24.960
<v Speaker 1>and other mixed reality headsets have launched at price points

0:45:24.960 --> 0:45:29.239
<v Speaker 1>between three and four d fifty dollars. The reviews make

0:45:29.280 --> 0:45:31.480
<v Speaker 1>it sound like the Samsung device is the one to

0:45:31.600 --> 0:45:35.920
<v Speaker 1>go for if you're interested in this Microsoft mixed reality platform.

0:45:35.960 --> 0:45:38.320
<v Speaker 1>I have to point out, however, I have not personally

0:45:38.360 --> 0:45:41.839
<v Speaker 1>tried out any of these headsets. I have no personal experience,

0:45:42.280 --> 0:45:44.600
<v Speaker 1>so what do I know. I just read some reviews

0:45:44.640 --> 0:45:47.840
<v Speaker 1>that seemed really really positive on it. So do your research.

0:45:47.880 --> 0:45:50.279
<v Speaker 1>If you're going to get into VR in any way,

0:45:50.800 --> 0:45:53.239
<v Speaker 1>make sure you research all the different options before you

0:45:53.280 --> 0:45:55.880
<v Speaker 1>make your choice. I think an informed opinion is the

0:45:55.920 --> 0:45:59.040
<v Speaker 1>most important thing from a consumer standpoint. I do want

0:45:59.040 --> 0:46:00.520
<v Speaker 1>to try all of these at some point, just to

0:46:00.600 --> 0:46:04.120
<v Speaker 1>kind of see what the gamut of experiences really happens

0:46:04.160 --> 0:46:07.080
<v Speaker 1>to be. And another part of the Microsoft approach involves

0:46:07.120 --> 0:46:10.359
<v Speaker 1>these interesting controllers. Typically you would hold one in each hand,

0:46:10.640 --> 0:46:12.919
<v Speaker 1>and they look like little sticks with like a ring

0:46:13.040 --> 0:46:15.920
<v Speaker 1>shaped extension at one end of them. That same end

0:46:16.000 --> 0:46:18.520
<v Speaker 1>also has an analog thumbstick and a touchpad that you

0:46:18.520 --> 0:46:20.200
<v Speaker 1>can use with your thumbs, and the body of the

0:46:20.200 --> 0:46:22.680
<v Speaker 1>controller features a button and a trigger, which gives you

0:46:22.719 --> 0:46:25.440
<v Speaker 1>a lot more options to interact with your virtual environment.

0:46:25.640 --> 0:46:27.640
<v Speaker 1>The rings at the end of the controllers have l

0:46:27.680 --> 0:46:30.200
<v Speaker 1>e d s on them, so the cameras that are

0:46:30.239 --> 0:46:33.719
<v Speaker 1>mounted on your headset can view the l e d s.

0:46:33.719 --> 0:46:37.720
<v Speaker 1>It actually tracks the movement of the controllers by keeping

0:46:37.760 --> 0:46:40.040
<v Speaker 1>an optical view of where those l e d s

0:46:40.080 --> 0:46:43.000
<v Speaker 1>are and how they're aligned. So by tilting your hand,

0:46:43.239 --> 0:46:45.520
<v Speaker 1>it can actually detect that tilt by the way those

0:46:45.600 --> 0:46:48.239
<v Speaker 1>L e D s are displayed and reflect that in

0:46:48.280 --> 0:46:50.359
<v Speaker 1>the virtual world. It's supposed to give you much more

0:46:50.400 --> 0:46:54.359
<v Speaker 1>precision for the way you move your hands in real

0:46:54.400 --> 0:46:57.280
<v Speaker 1>life and how that is translated in the virtual environment.

0:46:57.840 --> 0:47:00.879
<v Speaker 1>And uh, you don't again have worry about any sort

0:47:00.880 --> 0:47:03.160
<v Speaker 1>of external sensors because it's all built into the headset.

0:47:04.440 --> 0:47:06.120
<v Speaker 1>I really do want to give it a try and

0:47:06.160 --> 0:47:09.399
<v Speaker 1>see what that experience is like. Now, there are other

0:47:09.440 --> 0:47:12.200
<v Speaker 1>interfaces that people are looking at. Uh. We you know,

0:47:12.200 --> 0:47:14.440
<v Speaker 1>I just talked about controllers, and all of these different

0:47:14.480 --> 0:47:19.239
<v Speaker 1>headsets have various controller systems that are similar. Some of

0:47:19.239 --> 0:47:22.280
<v Speaker 1>them have controllers that have a lot of those sensors

0:47:22.280 --> 0:47:25.880
<v Speaker 1>built into the controllers themselves, so you've got like gyroscopes, accelerometers,

0:47:25.880 --> 0:47:28.800
<v Speaker 1>that kind of thing. A lot of them also include

0:47:29.000 --> 0:47:32.360
<v Speaker 1>some other form of tracking. So with the oculus you

0:47:32.440 --> 0:47:36.640
<v Speaker 1>might be able to use L e ed uh l

0:47:36.640 --> 0:47:39.920
<v Speaker 1>E ed um that are led that are are projecting

0:47:39.920 --> 0:47:42.439
<v Speaker 1>an infrared which means that we can't see the light,

0:47:42.840 --> 0:47:46.040
<v Speaker 1>but a computer can see it with the right camera

0:47:46.560 --> 0:47:50.040
<v Speaker 1>and track the movements of those controls that way. But

0:47:50.120 --> 0:47:53.560
<v Speaker 1>we also are seeing people work with other forms of interfaces,

0:47:53.600 --> 0:47:57.000
<v Speaker 1>things like voice commands or just your controls, or if

0:47:57.000 --> 0:48:00.000
<v Speaker 1>you listen to the recent episodes about eye tracking techno

0:48:00.000 --> 0:48:03.640
<v Speaker 1>oology and gaming, you realize that eye tracking technology is

0:48:03.680 --> 0:48:07.160
<v Speaker 1>also a potential interface with virtual reality. Where you are

0:48:07.200 --> 0:48:10.040
<v Speaker 1>looking and where you're paying attention could end up becoming

0:48:10.080 --> 0:48:14.120
<v Speaker 1>a way to actually interact with your environment, either directly

0:48:14.360 --> 0:48:18.000
<v Speaker 1>or in concert with some other interface like a controller.

0:48:18.480 --> 0:48:20.880
<v Speaker 1>So we are seeing some other innovation in the space,

0:48:20.960 --> 0:48:25.040
<v Speaker 1>although that's rolling out a little more gradually than this

0:48:25.400 --> 0:48:28.480
<v Speaker 1>basic approach, which is to be expected. You know, every evolution,

0:48:28.520 --> 0:48:32.200
<v Speaker 1>we're going to see more of these different interfaces built

0:48:32.239 --> 0:48:37.200
<v Speaker 1>into the system itself. Now, before I go into the

0:48:37.239 --> 0:48:39.520
<v Speaker 1>next break, I do want to talk about one thing

0:48:39.560 --> 0:48:42.600
<v Speaker 1>that isn't going to happen as well as one thing

0:48:42.640 --> 0:48:45.040
<v Speaker 1>that is still continuing, and that both of these things

0:48:45.080 --> 0:48:50.520
<v Speaker 1>come from Intel. So in tween, Intel had been working

0:48:50.640 --> 0:48:55.160
<v Speaker 1>on a project called code named Alloy Project Alloy, and

0:48:55.200 --> 0:48:58.600
<v Speaker 1>this was supposed to be a standalone headset. It was

0:48:58.719 --> 0:49:02.560
<v Speaker 1>not going to require a an additional PC or phone

0:49:02.680 --> 0:49:04.520
<v Speaker 1>or anything of those lines. It was gonna do all

0:49:04.520 --> 0:49:07.920
<v Speaker 1>the processing itself. It was gonna be a VR or

0:49:08.000 --> 0:49:11.000
<v Speaker 1>mixed reality headset. It was going to have the cameras

0:49:11.040 --> 0:49:13.840
<v Speaker 1>sort of this inside out tracking that that Microsoft is

0:49:13.880 --> 0:49:18.960
<v Speaker 1>also using. UH. It was to include all sorts of

0:49:19.040 --> 0:49:24.759
<v Speaker 1>interesting technologies and strategies for dealing with mixed reality. It

0:49:24.800 --> 0:49:27.719
<v Speaker 1>looked really, really cool, but it's now dead in the

0:49:27.760 --> 0:49:31.480
<v Speaker 1>water Until has discontinued the project. And the stated reason,

0:49:31.680 --> 0:49:34.960
<v Speaker 1>and I have no reason to dispute this, is that

0:49:35.160 --> 0:49:38.360
<v Speaker 1>Intel was finding it very difficult to find partners to

0:49:38.480 --> 0:49:42.280
<v Speaker 1>actually build the parts that would be used to create

0:49:42.800 --> 0:49:46.600
<v Speaker 1>the project Alloy headsets. They were not finding people interested

0:49:46.640 --> 0:49:49.319
<v Speaker 1>in that, partly because the Microsoft Mixed Reality headsets were

0:49:49.320 --> 0:49:51.840
<v Speaker 1>coming out, and so people were kind of migrating towards

0:49:51.880 --> 0:49:55.120
<v Speaker 1>that platform instead of wanting to divide their attention to

0:49:55.280 --> 0:50:00.279
<v Speaker 1>two different but similar platforms. So Intel eventually he said,

0:50:00.320 --> 0:50:03.960
<v Speaker 1>you know what, we'd be better served going a slightly

0:50:03.960 --> 0:50:06.279
<v Speaker 1>different route. That it's not going to pay off in

0:50:06.280 --> 0:50:08.000
<v Speaker 1>the long run if we stick with this. There's too

0:50:08.120 --> 0:50:11.239
<v Speaker 1>much UH competition in the market space. Even if you

0:50:11.360 --> 0:50:14.640
<v Speaker 1>just look at Microsoft Mixed Reality. Like I said, about

0:50:14.719 --> 0:50:18.439
<v Speaker 1>a half dozen different headsets have already launched, so there's

0:50:18.480 --> 0:50:22.600
<v Speaker 1>already gonna be crazy competition. Just in that category than

0:50:22.680 --> 0:50:25.520
<v Speaker 1>to launch something that is similar but in a different category,

0:50:25.800 --> 0:50:28.480
<v Speaker 1>it would be even more difficult to get a dedicaid

0:50:28.480 --> 0:50:32.080
<v Speaker 1>consumer base. So what they have pivoted towards doing is

0:50:32.120 --> 0:50:35.280
<v Speaker 1>working on a technology that would be very beneficial toward

0:50:35.320 --> 0:50:39.200
<v Speaker 1>people who are making headsets for virtual reality that would

0:50:39.280 --> 0:50:42.600
<v Speaker 1>pair with a PC, but they would not need a

0:50:42.640 --> 0:50:46.640
<v Speaker 1>cable between the two. And that is why gig as

0:50:46.640 --> 0:50:51.560
<v Speaker 1>in WiFi, but why gig like in the the gigabit

0:50:53.000 --> 0:50:57.680
<v Speaker 1>spectrum for data transfer, so it has a lot more throughput. Like,

0:50:57.760 --> 0:51:00.239
<v Speaker 1>it's not it's not that the information is going fast, suster.

0:51:00.560 --> 0:51:03.359
<v Speaker 1>Keep in mind informations traveling at the speed of light.

0:51:03.440 --> 0:51:05.360
<v Speaker 1>You can't make it go faster. You can just send

0:51:05.440 --> 0:51:08.399
<v Speaker 1>more information at a time so it gets to its

0:51:08.400 --> 0:51:13.960
<v Speaker 1>destination and can return faster because you're sending bigger groups,

0:51:14.200 --> 0:51:17.040
<v Speaker 1>bigger chunks of data. Not that it's going faster, but

0:51:17.040 --> 0:51:19.920
<v Speaker 1>you're seeing the bigger chunks. Well, that's what Intel is

0:51:19.960 --> 0:51:22.640
<v Speaker 1>working on. They're working on this y gig technology so

0:51:22.680 --> 0:51:27.279
<v Speaker 1>that future implementations of these headsets will be able to

0:51:27.280 --> 0:51:32.160
<v Speaker 1>work with properly equipped PCs and have this wireless data

0:51:32.239 --> 0:51:35.920
<v Speaker 1>transfer at very high throughputs. So that you can have

0:51:36.000 --> 0:51:40.520
<v Speaker 1>that virtual reality experience without being tied down to the machine.

0:51:41.160 --> 0:51:44.840
<v Speaker 1>As long as you are within range of the transmission

0:51:44.880 --> 0:51:48.000
<v Speaker 1>of that data, you would be able to continue this experience.

0:51:48.280 --> 0:51:52.120
<v Speaker 1>Then you would really have that inside out tracking experience

0:51:52.120 --> 0:51:56.960
<v Speaker 1>where you're you're not you're not tethered physically to a device.

0:51:57.040 --> 0:51:59.040
<v Speaker 1>You can move from room to room and you don't

0:51:59.080 --> 0:52:00.920
<v Speaker 1>have to worry about tripping. Oh, we're at least not

0:52:00.960 --> 0:52:03.440
<v Speaker 1>tripping over a cable. You can trip over, say a

0:52:03.560 --> 0:52:06.120
<v Speaker 1>pet or something else that you cannot see that the

0:52:06.160 --> 0:52:08.840
<v Speaker 1>system has not picked up on, but you wouldn't be

0:52:09.040 --> 0:52:12.120
<v Speaker 1>tangled up in cables this way. So while I'm sad

0:52:12.160 --> 0:52:16.200
<v Speaker 1>to see Project Alloy go away or really never materialize,

0:52:16.680 --> 0:52:19.080
<v Speaker 1>I am really pleased to hear about the y gig

0:52:19.080 --> 0:52:21.960
<v Speaker 1>initiative and hope that that ends up turning into something special.

0:52:22.600 --> 0:52:24.319
<v Speaker 1>Now I'm gonna take another quick break, but when we

0:52:24.400 --> 0:52:27.640
<v Speaker 1>come back, I'm gonna tell you about how Apple, the

0:52:27.680 --> 0:52:32.200
<v Speaker 1>company I infamously apparently despise according to some of you

0:52:32.239 --> 0:52:34.239
<v Speaker 1>out there, I don't despise Apple, but a lot of

0:52:34.239 --> 0:52:36.839
<v Speaker 1>people say I've gotten anti mac bias. We're gonna talk

0:52:36.840 --> 0:52:40.960
<v Speaker 1>about how Apple is making a really big impact in

0:52:41.000 --> 0:52:43.239
<v Speaker 1>the world of a R. But first let's take another

0:52:43.320 --> 0:52:53.120
<v Speaker 1>quick break to thank our sponsor. Now let's talk a

0:52:53.120 --> 0:52:57.880
<v Speaker 1>little bit about Apple and Apple's recent approach to augmented reality,

0:52:57.920 --> 0:53:00.920
<v Speaker 1>because I think it's actually a really important step for

0:53:01.040 --> 0:53:03.279
<v Speaker 1>a R as a whole. And you guys, if you've

0:53:03.320 --> 0:53:05.520
<v Speaker 1>listened to tech stuff for a while, you know I'm

0:53:05.560 --> 0:53:08.760
<v Speaker 1>not someone who owns an iPhone. I own Android devices,

0:53:08.840 --> 0:53:11.719
<v Speaker 1>I don't have a Mac, I own PCs, but I

0:53:11.760 --> 0:53:15.200
<v Speaker 1>recognize the important contributions Apple has made to the field

0:53:15.200 --> 0:53:17.680
<v Speaker 1>of technology, and when it comes to a R, I

0:53:17.680 --> 0:53:20.319
<v Speaker 1>think it's one of the most important steps so far.

0:53:20.480 --> 0:53:22.600
<v Speaker 1>And I'll explain why it's actually not so much from

0:53:22.600 --> 0:53:27.279
<v Speaker 1>a technology perspective as it is a market perspective. So

0:53:27.600 --> 0:53:31.359
<v Speaker 1>in September of Apple made augmented reality a really big

0:53:31.360 --> 0:53:33.400
<v Speaker 1>part of its launch of the iPhone eight and iPhone

0:53:33.440 --> 0:53:38.040
<v Speaker 1>ten handsets or iPhone X if you were like me

0:53:38.080 --> 0:53:39.160
<v Speaker 1>and not sure if they were going to call it

0:53:39.200 --> 0:53:42.160
<v Speaker 1>the iPhone ten or not. Also a side note, whatever

0:53:42.200 --> 0:53:45.880
<v Speaker 1>happened to the number nine? Windows skipped it and iPhone

0:53:45.960 --> 0:53:49.719
<v Speaker 1>skipped it, So that's kind of sad, right, So this

0:53:49.800 --> 0:53:54.840
<v Speaker 1>particular pair of handsets they introduced upon the launch the

0:53:54.840 --> 0:53:58.600
<v Speaker 1>the creation of the A R Kit platform directly incorporating

0:53:58.640 --> 0:54:02.920
<v Speaker 1>a R functionality in to the Apple operating system. So again,

0:54:03.200 --> 0:54:07.080
<v Speaker 1>kind of like Daydream, it's no longer a layer that's

0:54:07.080 --> 0:54:10.319
<v Speaker 1>excluded only or reserved only for apps. It actually goes

0:54:10.400 --> 0:54:14.319
<v Speaker 1>deeper into the operating system stack itself. There's there's fundamental

0:54:14.400 --> 0:54:19.600
<v Speaker 1>support for augmented reality features inside iOS at this point,

0:54:20.120 --> 0:54:22.759
<v Speaker 1>and that's a big deal. So when you pair it

0:54:22.800 --> 0:54:25.520
<v Speaker 1>with something like the A eleven bionic chip that was

0:54:25.680 --> 0:54:28.040
<v Speaker 1>being used in processing power for the iPhone eight and

0:54:28.040 --> 0:54:31.759
<v Speaker 1>iPhone tent, it creates the opportunity for really powerful are experiences.

0:54:31.800 --> 0:54:35.160
<v Speaker 1>And if you watched that demonstration, you've got to see

0:54:35.200 --> 0:54:38.120
<v Speaker 1>some of those A R demos that were really kind

0:54:38.120 --> 0:54:41.080
<v Speaker 1>of cool. It showed you what you could potentially do

0:54:41.320 --> 0:54:44.200
<v Speaker 1>with one of these apps, especially the games. I love

0:54:44.320 --> 0:54:46.640
<v Speaker 1>the various games you could play where you can turn

0:54:46.920 --> 0:54:53.200
<v Speaker 1>a blank tabletop into a massive gaming virtual gaming uh

0:54:53.320 --> 0:54:57.279
<v Speaker 1>board if you want. The The possibilities there are really

0:54:57.320 --> 0:55:00.600
<v Speaker 1>limitless when you think about it's kind of cool. Well,

0:55:00.880 --> 0:55:02.560
<v Speaker 1>the thing that I think is really important here is

0:55:02.560 --> 0:55:05.239
<v Speaker 1>not necessarily the technology side, but as I said, the

0:55:05.280 --> 0:55:08.239
<v Speaker 1>market side. And by that I mean if you look

0:55:08.239 --> 0:55:11.759
<v Speaker 1>at market share for the mobile operating systems that are

0:55:11.800 --> 0:55:14.680
<v Speaker 1>on the market. If you look at most sources, they

0:55:14.680 --> 0:55:18.080
<v Speaker 1>tell you that Android handsets make up somewhere in the

0:55:18.160 --> 0:55:22.920
<v Speaker 1>seventy percentile range, typically in the mid seventies, somewhere around there,

0:55:22.960 --> 0:55:26.520
<v Speaker 1>sometimes as high as eight depending upon the source. If

0:55:26.520 --> 0:55:28.800
<v Speaker 1>you look at iOS, they tend to be in the twenties,

0:55:28.960 --> 0:55:32.760
<v Speaker 1>the low twenties. So averaging that all out, it means

0:55:32.840 --> 0:55:36.359
<v Speaker 1>that there are three times as many Android devices as

0:55:36.400 --> 0:55:39.239
<v Speaker 1>there are Apple devices out in the wild for the

0:55:39.280 --> 0:55:43.399
<v Speaker 1>mobile side. Uh, that's just rough math. So you've got

0:55:43.400 --> 0:55:47.080
<v Speaker 1>way more Android phones than you have iOS phones. However,

0:55:48.239 --> 0:55:51.279
<v Speaker 1>it has only been this year, that is twenty seventeen,

0:55:51.960 --> 0:55:55.880
<v Speaker 1>that we've seen the Google Android app store make as

0:55:55.960 --> 0:56:00.640
<v Speaker 1>much revenue as the Apple iOS store. So there are

0:56:00.680 --> 0:56:04.359
<v Speaker 1>fewer Apple devices out there in the wild, but they

0:56:04.360 --> 0:56:08.799
<v Speaker 1>were making more money on the apps side than Google was.

0:56:09.640 --> 0:56:13.000
<v Speaker 1>This tells you that people who buy iPhones are more

0:56:13.080 --> 0:56:16.399
<v Speaker 1>likely to pay money for the apps than people who

0:56:16.440 --> 0:56:20.760
<v Speaker 1>buy Android phones. So when Apple starts to natively support

0:56:20.840 --> 0:56:26.120
<v Speaker 1>augmented reality, that creates a business opportunity for developers who

0:56:26.160 --> 0:56:28.920
<v Speaker 1>want to make a r experiences, but they also want

0:56:28.920 --> 0:56:31.520
<v Speaker 1>to make money from it. They they can't just make

0:56:31.560 --> 0:56:33.959
<v Speaker 1>it just to make it. They they got to cover

0:56:34.000 --> 0:56:36.040
<v Speaker 1>their costs. They've got to make a profit. They have

0:56:36.080 --> 0:56:40.440
<v Speaker 1>to run a business. So by having a very popular

0:56:40.960 --> 0:56:44.680
<v Speaker 1>mobile platform, one that has a proven track record for

0:56:44.760 --> 0:56:49.080
<v Speaker 1>having an audience of engaged, passionate users who are willing

0:56:49.160 --> 0:56:52.680
<v Speaker 1>to spend money on apps, that's a very powerful use

0:56:52.719 --> 0:56:56.319
<v Speaker 1>case scenario from the developer side. Now, as consumers, you

0:56:56.360 --> 0:56:59.040
<v Speaker 1>don't necessarily care about that right away, unless you're an

0:56:59.040 --> 0:57:01.080
<v Speaker 1>iPhone user, in which case you care about it because

0:57:01.120 --> 0:57:03.239
<v Speaker 1>it means you get to benefit from it. But if

0:57:03.239 --> 0:57:06.360
<v Speaker 1>you're an Android user, or you use some other operating

0:57:06.400 --> 0:57:09.640
<v Speaker 1>system for your mobile device for whatever reason, you might say, well,

0:57:09.640 --> 0:57:12.360
<v Speaker 1>why do I care if Apple does this, It's because

0:57:12.400 --> 0:57:15.800
<v Speaker 1>it drives that research and development. And because it drives

0:57:15.800 --> 0:57:18.960
<v Speaker 1>that research and development, you're going to see similar activity

0:57:19.400 --> 0:57:22.680
<v Speaker 1>on other platforms. So even if you don't have an iPhone,

0:57:22.920 --> 0:57:25.880
<v Speaker 1>you'll start to see more and more work done in

0:57:25.920 --> 0:57:28.640
<v Speaker 1>the augmented reality space, with people coming up with new

0:57:28.680 --> 0:57:32.240
<v Speaker 1>ideas for using augmented reality in ways that actually add

0:57:32.360 --> 0:57:34.840
<v Speaker 1>value to an experience. So it's not just a gimmick.

0:57:35.120 --> 0:57:37.640
<v Speaker 1>It's not just you hold your phone up to a

0:57:37.680 --> 0:57:40.800
<v Speaker 1>movie poster and you see a trailer play out of

0:57:40.840 --> 0:57:45.600
<v Speaker 1>that movie. It's not something so transitional as that, or

0:57:45.720 --> 0:57:49.240
<v Speaker 1>or just you know, just just this this light experience

0:57:49.280 --> 0:57:51.800
<v Speaker 1>that doesn't really mean anything. It could actually be something

0:57:51.880 --> 0:57:55.800
<v Speaker 1>much more powerful. For example, the the implementation I saw

0:57:55.840 --> 0:57:59.400
<v Speaker 1>most recently that I love is a NASA augmented reality

0:57:59.440 --> 0:58:02.800
<v Speaker 1>app where you can take a globe and you hold

0:58:02.800 --> 0:58:05.200
<v Speaker 1>your phone up so that you're looking at the globe

0:58:05.200 --> 0:58:08.720
<v Speaker 1>through your phone, and it projects over the globe the

0:58:08.800 --> 0:58:12.280
<v Speaker 1>position of various satellites in real time, so you can

0:58:12.320 --> 0:58:16.080
<v Speaker 1>see where the International Space Station is in orbit around

0:58:16.120 --> 0:58:18.320
<v Speaker 1>the Earth in relation to the globe, and you can

0:58:18.320 --> 0:58:21.360
<v Speaker 1>actually see its pathway in which way it's going, And

0:58:21.640 --> 0:58:23.800
<v Speaker 1>so anytime you hold your phone up, it will show

0:58:23.840 --> 0:58:28.120
<v Speaker 1>you the current location of that particular satellite. I think

0:58:28.160 --> 0:58:31.240
<v Speaker 1>that's amazing to be able to actually visualize where something

0:58:31.400 --> 0:58:35.440
<v Speaker 1>is by using a physical object in combination with digital

0:58:35.480 --> 0:58:38.680
<v Speaker 1>information that you're able to access through some device like

0:58:38.720 --> 0:58:41.520
<v Speaker 1>a phone. To me, that's a very powerful statement. There's

0:58:41.560 --> 0:58:44.840
<v Speaker 1>also an exhibit going on at the Franklin Institute in

0:58:44.920 --> 0:58:49.400
<v Speaker 1>Philadelphia where they have terra cotta warriors, the statues that

0:58:49.400 --> 0:58:53.080
<v Speaker 1>were dug up in China. These warriors, the statues have

0:58:53.120 --> 0:58:56.760
<v Speaker 1>remained pretty resilient over hundreds of years, but they used

0:58:56.800 --> 0:59:00.760
<v Speaker 1>to hold weapons and tools that have since rotted away.

0:59:00.960 --> 0:59:04.400
<v Speaker 1>There's nothing left of them. They've disintegrated. There have been

0:59:04.400 --> 0:59:07.320
<v Speaker 1>a lot of archaeologists, art historians, people on those lines,

0:59:07.360 --> 0:59:12.120
<v Speaker 1>along with designers, artists, computer scientists who have worked together

0:59:12.160 --> 0:59:15.720
<v Speaker 1>to create an augmented reality application where you can see

0:59:15.760 --> 0:59:19.640
<v Speaker 1>this exhibit at the Franklin Institute. You can download this app,

0:59:20.040 --> 0:59:23.000
<v Speaker 1>You hold your phone up and it will project onto

0:59:23.200 --> 0:59:27.680
<v Speaker 1>the the image of the statue. Whatever the tools were,

0:59:27.880 --> 0:59:31.320
<v Speaker 1>or weapons or whatever that the statue should be holding,

0:59:31.640 --> 0:59:35.240
<v Speaker 1>but they're now gone. So if the statue was supposed

0:59:35.280 --> 0:59:38.040
<v Speaker 1>to have its hands resting on a sword, you will

0:59:38.080 --> 0:59:42.360
<v Speaker 1>see the sword in the augmented reality application, and you

0:59:42.400 --> 0:59:44.800
<v Speaker 1>can actually see what the statue look like just after

0:59:44.840 --> 0:59:46.760
<v Speaker 1>it was built, as opposed to what it just looks

0:59:46.760 --> 0:59:50.160
<v Speaker 1>like now. Those are just two little examples of how

0:59:50.200 --> 0:59:55.360
<v Speaker 1>augmented reality can really truly augment your experience. It's doing

0:59:55.400 --> 0:59:59.400
<v Speaker 1>what the name implies, it's actually adding to your experience

0:59:59.440 --> 1:00:02.960
<v Speaker 1>of whatever that moment is, and to me, that's incredibly

1:00:03.000 --> 1:00:06.400
<v Speaker 1>powerful because you can imagine all sorts of implementations of

1:00:06.440 --> 1:00:11.960
<v Speaker 1>augmented reality that could make a learning experience much more

1:00:12.120 --> 1:00:15.320
<v Speaker 1>rich and impactful, and it will stay with you. It's

1:00:15.360 --> 1:00:17.520
<v Speaker 1>something that you walk away from and you have a

1:00:17.560 --> 1:00:22.040
<v Speaker 1>greater understanding of whatever it was you were witnessing, as

1:00:22.040 --> 1:00:24.760
<v Speaker 1>opposed to just that was cool. I saw a little

1:00:24.800 --> 1:00:28.840
<v Speaker 1>cartoon elephant run by on a poster, which ad italy

1:00:28.920 --> 1:00:31.960
<v Speaker 1>is cool, but again, isn't really going to stick with

1:00:32.000 --> 1:00:36.080
<v Speaker 1>you the way a learning experience will. So I think

1:00:36.080 --> 1:00:39.760
<v Speaker 1>that Apple incorporating this into their operating system is going

1:00:39.800 --> 1:00:44.560
<v Speaker 1>to add a lot more omph behind the industry. We're

1:00:44.600 --> 1:00:46.439
<v Speaker 1>gonna see a lot more development. We're going to see

1:00:46.480 --> 1:00:50.120
<v Speaker 1>people thinking about augmented reality in new ways, and that's

1:00:50.120 --> 1:00:52.640
<v Speaker 1>going to benefit everybody Further down the line. It's going

1:00:52.680 --> 1:00:56.320
<v Speaker 1>to benefit iPhone users first, which is unfortunate for me

1:00:56.400 --> 1:01:01.680
<v Speaker 1>because I don't own an iPhone, but I'm very optimistic

1:01:01.680 --> 1:01:04.360
<v Speaker 1>about how that's going to affect the industry overall in

1:01:04.360 --> 1:01:06.840
<v Speaker 1>the long term. So I would say that Apple getting

1:01:06.840 --> 1:01:10.240
<v Speaker 1>into that game is one of the best shots in

1:01:10.240 --> 1:01:14.080
<v Speaker 1>the arm for augmented reality in a long time. It's

1:01:14.120 --> 1:01:18.120
<v Speaker 1>something that can actually have a demonstrable positive effect on

1:01:18.160 --> 1:01:21.520
<v Speaker 1>the industry as a whole that otherwise we would have

1:01:21.560 --> 1:01:26.600
<v Speaker 1>been possibly watching this fade away or be reduced to

1:01:26.720 --> 1:01:31.800
<v Speaker 1>a much more niche market, things like research and development, manufacturing,

1:01:32.520 --> 1:01:37.880
<v Speaker 1>um you know, uh, various types of assemblies where you

1:01:37.920 --> 1:01:39.840
<v Speaker 1>need to be able to see where things are going

1:01:39.880 --> 1:01:42.440
<v Speaker 1>to go together, so you use augmented reality so that

1:01:42.480 --> 1:01:45.280
<v Speaker 1>way you know where to place various components. Actually, that's

1:01:45.320 --> 1:01:49.560
<v Speaker 1>how augmented reality got started. Someone created a really clever

1:01:49.680 --> 1:01:52.040
<v Speaker 1>program that would show you where the wires, where the

1:01:52.080 --> 1:01:57.720
<v Speaker 1>cabling needed to go inside of an aircraft's infrastructure, so

1:01:57.760 --> 1:02:02.120
<v Speaker 1>that you would actually have the proper ablingh and that

1:02:02.200 --> 1:02:04.120
<v Speaker 1>way you knew exactly where you need to lay the

1:02:04.120 --> 1:02:08.440
<v Speaker 1>cables in order for it to fit within the construction

1:02:08.560 --> 1:02:12.200
<v Speaker 1>of that that airplane. Same sort of thing. We might

1:02:12.320 --> 1:02:15.200
<v Speaker 1>have only seen a R used in those areas if

1:02:15.240 --> 1:02:18.240
<v Speaker 1>we didn't get companies like Apple behind it. Now, that

1:02:18.320 --> 1:02:21.000
<v Speaker 1>doesn't guarantee that augmented reality is going to take off.

1:02:21.040 --> 1:02:24.720
<v Speaker 1>It doesn't guarantee that virtual reality is going to emerge

1:02:24.760 --> 1:02:29.840
<v Speaker 1>and become its own, fully fleshed consumer technology, but it

1:02:30.040 --> 1:02:34.680
<v Speaker 1>definitely improves the odds. It's giving it every chance of success.

1:02:35.600 --> 1:02:37.280
<v Speaker 1>There's some other things I want to chat about, just

1:02:37.440 --> 1:02:41.040
<v Speaker 1>very briefly. We've got some upcoming technology that has not

1:02:41.160 --> 1:02:43.960
<v Speaker 1>yet come out. There's an HTC vibe standalone I mentioned

1:02:43.960 --> 1:02:46.200
<v Speaker 1>earlier that hasn't yet come out, but should be out

1:02:46.240 --> 1:02:48.720
<v Speaker 1>any month now by the time you listen to this podcast.

1:02:48.920 --> 1:02:52.160
<v Speaker 1>Maybe it is out. I don't know. But then there's

1:02:52.160 --> 1:02:54.280
<v Speaker 1>something that I wanted to chat about because we've been

1:02:54.320 --> 1:02:56.560
<v Speaker 1>hearing about it for a couple of years and it's

1:02:56.600 --> 1:03:00.840
<v Speaker 1>become one of those legendary almost mythical beasts in the

1:03:00.880 --> 1:03:03.360
<v Speaker 1>technology world. You might argue that it is the Duke

1:03:03.520 --> 1:03:08.080
<v Speaker 1>Nukem Forever a VR, and that is Magic Leap. Magic

1:03:08.160 --> 1:03:11.760
<v Speaker 1>Leap is a company that people have been really paying

1:03:11.800 --> 1:03:13.880
<v Speaker 1>attention to for, like I said, a couple of years.

1:03:14.000 --> 1:03:18.040
<v Speaker 1>They've raised millions, hundreds of millions of dollars in fundraising

1:03:18.440 --> 1:03:21.600
<v Speaker 1>and there's no product out there to speak of yet.

1:03:22.520 --> 1:03:26.440
<v Speaker 1>Magic Leap refresh their website in September. They raised half

1:03:26.480 --> 1:03:31.680
<v Speaker 1>a billion dollars in funding, so five million dollars in funding.

1:03:32.720 --> 1:03:35.520
<v Speaker 1>They may have a project to launch in six months.

1:03:35.560 --> 1:03:41.920
<v Speaker 1>We don't know. Supposedly, this device will require a secondary

1:03:42.160 --> 1:03:45.040
<v Speaker 1>device to run off of, so it'll it'll depend upon

1:03:45.120 --> 1:03:49.000
<v Speaker 1>processing power from something else like a PC or maybe

1:03:49.080 --> 1:03:54.360
<v Speaker 1>a smartphone. It's supposed to be an experience that's going

1:03:54.360 --> 1:03:57.160
<v Speaker 1>to be bigger than something like Google Glass, but maybe

1:03:57.360 --> 1:04:03.320
<v Speaker 1>less inclusive than a full VR headset um and some

1:04:03.360 --> 1:04:05.480
<v Speaker 1>people are saying that the cost of it maybe anywhere

1:04:05.480 --> 1:04:10.360
<v Speaker 1>between fills. And the question is is will the technology

1:04:10.440 --> 1:04:15.120
<v Speaker 1>be so compelling, will the experience be so phenomenal, Will

1:04:15.160 --> 1:04:19.240
<v Speaker 1>the implementation be so effective that people will find that

1:04:19.240 --> 1:04:22.560
<v Speaker 1>that important enough to actually spend more than a thousand

1:04:22.640 --> 1:04:26.480
<v Speaker 1>dollars on the product? Or are we going to see

1:04:26.600 --> 1:04:30.280
<v Speaker 1>enough devices that are at the few hundred dollar level

1:04:31.200 --> 1:04:34.280
<v Speaker 1>that don't have all of those features, that they don't

1:04:34.320 --> 1:04:38.960
<v Speaker 1>have all the capabilities of this this seemingly magical device

1:04:39.000 --> 1:04:43.160
<v Speaker 1>that we have not yet seen. Will they be seen

1:04:43.200 --> 1:04:46.040
<v Speaker 1>as being valuable enough that no one will bother with

1:04:46.120 --> 1:04:48.800
<v Speaker 1>Magic Leap because there are cheaper alternatives on the market

1:04:48.800 --> 1:04:51.360
<v Speaker 1>that yes, they're not going to deliver the same experience,

1:04:51.520 --> 1:04:53.840
<v Speaker 1>but the experience they do deliver will be quote unquote

1:04:53.920 --> 1:04:58.120
<v Speaker 1>good enough. Uh, it's too early to say. Some people,

1:04:58.600 --> 1:05:01.760
<v Speaker 1>like including myself, would say, are a little skeptical. They

1:05:01.800 --> 1:05:05.800
<v Speaker 1>think that magically perhaps has taken too long from the

1:05:05.880 --> 1:05:10.840
<v Speaker 1>point where people knew something was in development, too launching anything.

1:05:11.640 --> 1:05:13.600
<v Speaker 1>But that doesn't mean that they can't turn around and

1:05:13.680 --> 1:05:16.840
<v Speaker 1>completely blow us all away. It just makes that barrier

1:05:17.600 --> 1:05:21.640
<v Speaker 1>more challenging to overcome. So magic leap is something that

1:05:21.680 --> 1:05:24.400
<v Speaker 1>everyone's really taking a close look at and hoping that

1:05:24.440 --> 1:05:27.080
<v Speaker 1>they learn more about it. The last thing I want

1:05:27.080 --> 1:05:30.160
<v Speaker 1>to talk about is a little bit on the philosophy

1:05:30.240 --> 1:05:34.560
<v Speaker 1>of virtual reality and augmented reality and the concept of

1:05:34.600 --> 1:05:38.120
<v Speaker 1>reality itself, which starts to get a little philosophical. Now,

1:05:38.120 --> 1:05:40.640
<v Speaker 1>before I get into this discussion, I gotta admit I'm

1:05:40.680 --> 1:05:44.280
<v Speaker 1>a pragmatic son of a gun. I tend to be

1:05:44.400 --> 1:05:48.040
<v Speaker 1>very practical. I have very little use for most philosophical

1:05:48.160 --> 1:05:51.800
<v Speaker 1>arguments because when you boil it down, if you if

1:05:51.840 --> 1:05:54.080
<v Speaker 1>the answer at the end of the day is there's

1:05:54.120 --> 1:05:56.840
<v Speaker 1>no possible way of knowing, I just find it useless

1:05:56.880 --> 1:05:59.960
<v Speaker 1>to talk about. Uh So, I'm I'm a terrible full

1:06:00.000 --> 1:06:02.880
<v Speaker 1>bosophy student. You don't want me in your class. I am.

1:06:03.040 --> 1:06:06.000
<v Speaker 1>I am very much like why does this matter? And

1:06:06.040 --> 1:06:07.840
<v Speaker 1>you know, eventually are like, could you just go somewhere

1:06:07.840 --> 1:06:09.680
<v Speaker 1>else and do something else, and I'll say thank you.

1:06:10.680 --> 1:06:13.640
<v Speaker 1>But there is something about philosophy that I need to

1:06:13.640 --> 1:06:17.120
<v Speaker 1>talk about, and that is our ability to experience reality.

1:06:17.560 --> 1:06:21.240
<v Speaker 1>So I would consider myself kind of an objectivist. I

1:06:21.280 --> 1:06:26.480
<v Speaker 1>think there is an objective reality that exists. However, our

1:06:26.560 --> 1:06:31.160
<v Speaker 1>experience of reality is by definition subjective. It is subject

1:06:31.400 --> 1:06:37.040
<v Speaker 1>to the information our senses bring in to our ourselves,

1:06:37.040 --> 1:06:41.200
<v Speaker 1>to our brains. That we experience reality based upon how

1:06:41.280 --> 1:06:44.160
<v Speaker 1>our senses pick up the information around us, whether it's

1:06:44.160 --> 1:06:47.360
<v Speaker 1>site or whether it's our sense of hearing or touch

1:06:47.480 --> 1:06:49.920
<v Speaker 1>or taste, whatever it may be. But that's how we

1:06:50.080 --> 1:06:55.120
<v Speaker 1>filter reality our brains constructed. We experience the senses. Our

1:06:55.160 --> 1:06:59.040
<v Speaker 1>brains take the information create the construct that is reality.

1:06:59.360 --> 1:07:03.360
<v Speaker 1>So every and has their own subjective experience of reality.

1:07:03.440 --> 1:07:05.840
<v Speaker 1>There's no way to know if your subjective experience of

1:07:05.920 --> 1:07:08.600
<v Speaker 1>reality is exactly the same as mine, and maybe that

1:07:08.640 --> 1:07:11.560
<v Speaker 1>there's some things that are different. We can tell with

1:07:11.600 --> 1:07:14.920
<v Speaker 1>some people obviously that their experiences are different. Perhaps uh,

1:07:14.960 --> 1:07:18.280
<v Speaker 1>they are not able to experience colors on the same

1:07:18.480 --> 1:07:22.840
<v Speaker 1>way that the the mean person can the average person.

1:07:23.120 --> 1:07:26.520
<v Speaker 1>So people who have color blindness, they obviously have and

1:07:26.720 --> 1:07:30.920
<v Speaker 1>they cannot detect certain colors they cannot differentiate them. There

1:07:30.920 --> 1:07:33.919
<v Speaker 1>are some people who are able to recognize a much

1:07:34.120 --> 1:07:38.320
<v Speaker 1>wider array of colors at at tinier gradations, much better

1:07:38.560 --> 1:07:40.800
<v Speaker 1>than the average person is, so we know the scale

1:07:40.840 --> 1:07:43.320
<v Speaker 1>goes the other way too well. You could argue that

1:07:43.360 --> 1:07:46.520
<v Speaker 1>they are actually experiencing reality slightly differently than the rest

1:07:46.520 --> 1:07:48.760
<v Speaker 1>of us are. We're not able to perceive that, and

1:07:48.800 --> 1:07:50.840
<v Speaker 1>we know that there are things going on in reality

1:07:50.880 --> 1:07:53.840
<v Speaker 1>that we cannot perceive. For example, we call it the

1:07:53.920 --> 1:07:57.760
<v Speaker 1>visible spectrum of light because by definition, it's the spectrum

1:07:57.760 --> 1:08:00.760
<v Speaker 1>of light that we ourselves can perceive, but things like

1:08:00.880 --> 1:08:04.360
<v Speaker 1>ultra violet light and infrared light without the aid of electronics,

1:08:04.480 --> 1:08:08.360
<v Speaker 1>we can't see those. So there are definitely things that

1:08:08.400 --> 1:08:11.720
<v Speaker 1>are happening around us all the time that are imperceptible

1:08:11.760 --> 1:08:14.560
<v Speaker 1>to us. It doesn't mean they don't exist. They do.

1:08:15.160 --> 1:08:19.840
<v Speaker 1>We just cannot experience them consciously, and so to our

1:08:19.920 --> 1:08:23.400
<v Speaker 1>day to day existence, it's almost as if that stuff

1:08:23.439 --> 1:08:28.200
<v Speaker 1>doesn't exist. However, with virtual reality and augmented reality, we

1:08:28.280 --> 1:08:32.040
<v Speaker 1>can take some of that stuff and convert it into

1:08:32.080 --> 1:08:37.599
<v Speaker 1>experiences that we can consciously understand. A very simple example

1:08:37.600 --> 1:08:39.719
<v Speaker 1>of this, you could argue that one type of augmented

1:08:39.760 --> 1:08:43.439
<v Speaker 1>reality would be night vision goggles, which end up picking

1:08:43.520 --> 1:08:48.240
<v Speaker 1>up things like infrared wavelengths and then translating that into

1:08:48.880 --> 1:08:52.080
<v Speaker 1>visible light that we can actually see. So it's taking

1:08:52.080 --> 1:08:54.960
<v Speaker 1>something that is invisible to us and converting it into

1:08:55.040 --> 1:08:58.960
<v Speaker 1>a format that is visible. Augmented in virtual reality could

1:08:59.000 --> 1:09:02.160
<v Speaker 1>do the same thing. Beyond that, you could construct whatever

1:09:02.520 --> 1:09:06.760
<v Speaker 1>stimuli you like in the virtual environment and people could

1:09:06.760 --> 1:09:10.120
<v Speaker 1>experience it that way. And because our sense of reality

1:09:10.439 --> 1:09:14.479
<v Speaker 1>is shaped by the data our senses bring in, it

1:09:14.520 --> 1:09:18.600
<v Speaker 1>means we could literally reshape reality, at least on a

1:09:18.640 --> 1:09:23.280
<v Speaker 1>subjective level, on an individual basis, for a temporary amount

1:09:23.280 --> 1:09:25.960
<v Speaker 1>of time. And that sounds like a lot of qualifiers,

1:09:26.000 --> 1:09:30.040
<v Speaker 1>but it is an incredibly powerful idea. We've already seen

1:09:30.120 --> 1:09:32.479
<v Speaker 1>that you can use this sort of approach to treat

1:09:32.520 --> 1:09:36.799
<v Speaker 1>people who are having anxieties or phobias about different subjects,

1:09:36.960 --> 1:09:39.840
<v Speaker 1>but you could use it for all sorts of different applications.

1:09:40.200 --> 1:09:45.080
<v Speaker 1>You could have your reality shifted in very subtle ways

1:09:45.200 --> 1:09:50.120
<v Speaker 1>or dramatic ways. And because our our brains are synthesizing

1:09:50.120 --> 1:09:52.840
<v Speaker 1>our sense of reality based upon all of this information,

1:09:53.800 --> 1:09:57.200
<v Speaker 1>our reality changes as a result. I think that's pretty

1:09:57.200 --> 1:10:00.479
<v Speaker 1>cool idea, even if it's just a temporary thing, and

1:10:00.560 --> 1:10:03.760
<v Speaker 1>even if it never really sinks in on a deeper level,

1:10:03.840 --> 1:10:08.120
<v Speaker 1>it's just a really fascinating concept to me. It's one

1:10:08.160 --> 1:10:12.400
<v Speaker 1>of those potentials for technology that I find simultaneously exciting

1:10:12.880 --> 1:10:16.240
<v Speaker 1>and potentially terrifying, depending upon the implementation. If I'm being

1:10:16.240 --> 1:10:19.960
<v Speaker 1>perfectly honest, But when do you have the opportunity to

1:10:19.960 --> 1:10:24.840
<v Speaker 1>talk about something so kind of brainy and cool like that. Now,

1:10:24.840 --> 1:10:26.960
<v Speaker 1>maybe you don't agree, Maybe you think, God, most of

1:10:27.000 --> 1:10:30.960
<v Speaker 1>this is a passing entertainment and there's nothing really deep

1:10:31.120 --> 1:10:34.160
<v Speaker 1>or meaningful about it beyond the fact that it's a

1:10:34.200 --> 1:10:36.880
<v Speaker 1>new way to accept information. And I'm not really going

1:10:36.920 --> 1:10:40.559
<v Speaker 1>to argue with you, because I might just be reading

1:10:40.560 --> 1:10:42.880
<v Speaker 1>too much into this and I might just have stars

1:10:42.880 --> 1:10:45.639
<v Speaker 1>in my eyes, largely because of the head mounted display

1:10:45.680 --> 1:10:48.439
<v Speaker 1>I'm currently wearing. And if you're not watching this live,

1:10:48.520 --> 1:10:50.080
<v Speaker 1>you don't know if I'm telling the truth or not,

1:10:50.120 --> 1:10:54.000
<v Speaker 1>So don't test me, guys. That wraps up this episode

1:10:54.000 --> 1:10:56.320
<v Speaker 1>of tech Stuff. If you want to know more about

1:10:56.360 --> 1:11:00.240
<v Speaker 1>augmented reality or virtual reality, I've got other episod szades

1:11:00.280 --> 1:11:02.599
<v Speaker 1>of tech stuff that I published on the subject. There's

1:11:02.680 --> 1:11:05.479
<v Speaker 1>also some great articles on how stuff works dot com.

1:11:05.520 --> 1:11:08.080
<v Speaker 1>That's the website I I used to work for how

1:11:08.080 --> 1:11:10.320
<v Speaker 1>stuff works dot com as a writer. Now I'm a

1:11:10.360 --> 1:11:14.040
<v Speaker 1>podcaster and video host extraordinaire. But if you guys want

1:11:14.040 --> 1:11:17.040
<v Speaker 1>to check out that, you'll see tons more information about

1:11:17.080 --> 1:11:20.679
<v Speaker 1>the subject, really fascinating research as well. And of course,

1:11:20.680 --> 1:11:23.040
<v Speaker 1>if you want to reach out to me, you wanna Hey,

1:11:23.160 --> 1:11:25.280
<v Speaker 1>maybe you have some comments or some questions. Maybe you're

1:11:25.320 --> 1:11:26.840
<v Speaker 1>someone who works in the field and you want to

1:11:26.840 --> 1:11:30.559
<v Speaker 1>talk to me more about either mixed reality or one

1:11:30.600 --> 1:11:34.000
<v Speaker 1>of the specific implementations I've chatted about. Please reach out.

1:11:34.200 --> 1:11:37.519
<v Speaker 1>Let me know. My email address is tech stuff at

1:11:37.640 --> 1:11:39.960
<v Speaker 1>how stuff works dot com, or you can drop me

1:11:39.960 --> 1:11:42.519
<v Speaker 1>a line on Facebook or Twitter. I use the same

1:11:42.560 --> 1:11:44.839
<v Speaker 1>handle at both of those for this show. The handle

1:11:44.960 --> 1:11:48.040
<v Speaker 1>is text stuff h s W. If you would like

1:11:48.080 --> 1:11:51.360
<v Speaker 1>to watch me record shows live, go to twitch dot

1:11:51.400 --> 1:11:54.120
<v Speaker 1>tv slash tech Stuff. I've got the schedule there. I

1:11:54.200 --> 1:11:57.599
<v Speaker 1>typically record on Wednesdays and Fridays, and you can watch

1:11:58.000 --> 1:12:01.320
<v Speaker 1>as I ramble about technology and occasionally chat with the

1:12:01.400 --> 1:12:05.599
<v Speaker 1>chat room and uh frequently make mistakes and make Ramsey

1:12:05.600 --> 1:12:08.599
<v Speaker 1>have to record me again. Anyway, I hope to see

1:12:08.640 --> 1:12:11.240
<v Speaker 1>you guys there and I will talk to you again

1:12:11.840 --> 1:12:20.280
<v Speaker 1>really soon for more on this and thousands of other topics.

1:12:20.320 --> 1:12:31.680
<v Speaker 1>Because it hostaff works dot com