WEBVTT - Moving Around in VR

0:00:04.440 --> 0:00:12.360
<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

0:00:12.360 --> 0:00:15.880
<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

0:00:15.880 --> 0:00:19.000
<v Speaker 1>I'm an executive producer with iHeart Podcasts and How the

0:00:19.079 --> 0:00:24.040
<v Speaker 1>tech are You? And as the poets of Stained once said,

0:00:24.760 --> 0:00:28.120
<v Speaker 1>it's been a while since I did an episode dedicated

0:00:28.240 --> 0:00:31.520
<v Speaker 1>to virtual reality, but I thought it would do one

0:00:31.560 --> 0:00:35.040
<v Speaker 1>this week because I actually saw a cool video that

0:00:35.159 --> 0:00:39.800
<v Speaker 1>showed Disney imagineer and now Inventor Hall of Famer Lanny

0:00:39.920 --> 0:00:43.640
<v Speaker 1>Smoot show off an invention called the hollow tile floor,

0:00:43.680 --> 0:00:47.519
<v Speaker 1>which could, among other things, potentially provide a solution for

0:00:47.600 --> 0:00:51.760
<v Speaker 1>folks who want to explore a virtual space while simultaneously

0:00:51.840 --> 0:00:55.800
<v Speaker 1>moving around their very real, you know, physical environments with

0:00:55.880 --> 0:01:00.200
<v Speaker 1>their actual physical bodies here in the real world, you know,

0:01:00.240 --> 0:01:04.240
<v Speaker 1>without bumping into things. And that prompted me to think

0:01:04.280 --> 0:01:07.640
<v Speaker 1>of the challenges that inventors face when designing those kinds

0:01:07.640 --> 0:01:11.200
<v Speaker 1>of systems. But let's lay it out. Even though some

0:01:11.240 --> 0:01:14.160
<v Speaker 1>of this is pretty obvious stuff. As I'm sure all

0:01:14.200 --> 0:01:17.840
<v Speaker 1>of you know, virtual reality is on one end of

0:01:18.000 --> 0:01:22.520
<v Speaker 1>the spectrum of mixed reality. So with virtual reality, you

0:01:22.600 --> 0:01:26.959
<v Speaker 1>have replaced some or maybe even all, sensory input from

0:01:27.040 --> 0:01:31.400
<v Speaker 1>the real world with computer generated material instead. So it's

0:01:31.520 --> 0:01:35.360
<v Speaker 1>possible that with a VR system you could have all

0:01:35.720 --> 0:01:40.160
<v Speaker 1>visual and audio data provided by computers, but you might

0:01:40.240 --> 0:01:42.959
<v Speaker 1>also have other stuff too. A computer might control a

0:01:43.000 --> 0:01:46.080
<v Speaker 1>selection of fans to blow air at you to simulate

0:01:46.160 --> 0:01:49.080
<v Speaker 1>wind or you know, rushing air if you're flying, or

0:01:49.120 --> 0:01:51.520
<v Speaker 1>something like that. You might even have a system that

0:01:51.600 --> 0:01:56.680
<v Speaker 1>releases certain sense, sort of how Disney's soaring over California

0:01:57.000 --> 0:02:00.200
<v Speaker 1>will blast riders with the smell of oranges as you

0:02:00.240 --> 0:02:03.080
<v Speaker 1>appear to fly over a grove of fruit trees. You

0:02:03.120 --> 0:02:06.480
<v Speaker 1>can have haptic feedback systems. These are ones that give

0:02:06.480 --> 0:02:10.120
<v Speaker 1>you some sort of tactile feedback, so you might have

0:02:10.200 --> 0:02:15.800
<v Speaker 1>like a vest that vibrates when you are encountering a

0:02:15.880 --> 0:02:18.919
<v Speaker 1>dangerous situation or something like that. They're all sorts of

0:02:18.919 --> 0:02:23.240
<v Speaker 1>different ways where a computer could provide the sensory input

0:02:23.280 --> 0:02:26.919
<v Speaker 1>that your body normally would get just through navigating through

0:02:26.960 --> 0:02:30.720
<v Speaker 1>a physical space. But the thing to remember is that

0:02:31.360 --> 0:02:34.720
<v Speaker 1>the computer is providing all this input. The computer is

0:02:34.760 --> 0:02:39.280
<v Speaker 1>replacing whatever is actually in your real world environment with

0:02:39.400 --> 0:02:44.799
<v Speaker 1>computer generated alternatives to that, right, and these things can

0:02:44.840 --> 0:02:49.760
<v Speaker 1>be very convincing. People have felt scared or anxious while

0:02:49.840 --> 0:02:53.560
<v Speaker 1>walking up to a virtual cliff side, even though they

0:02:53.639 --> 0:02:57.080
<v Speaker 1>know that in reality they're standing on a solid floor

0:02:57.760 --> 0:03:01.080
<v Speaker 1>in a room. There's no chance of them plummeting off

0:03:01.120 --> 0:03:03.840
<v Speaker 1>the side of a cliff because there's no cliff there.

0:03:04.440 --> 0:03:07.679
<v Speaker 1>But the experience of seeing it in virtual reality can

0:03:07.840 --> 0:03:11.040
<v Speaker 1>still be convincing enough to prompt your body to go

0:03:11.200 --> 0:03:13.880
<v Speaker 1>into a stress response. In fact, it could be so

0:03:14.040 --> 0:03:19.160
<v Speaker 1>convincing that some mental health professionals actually use VR systems

0:03:19.160 --> 0:03:23.639
<v Speaker 1>and scenarios as part of immersion therapy with patients who

0:03:23.880 --> 0:03:29.400
<v Speaker 1>experienced various phobias. I remember interviewing one psychiatrist many years

0:03:29.400 --> 0:03:32.240
<v Speaker 1>ago when I was working on a piece about VR

0:03:32.520 --> 0:03:37.200
<v Speaker 1>in medicine, and this psychiatrist actually used an airport scenario,

0:03:38.040 --> 0:03:41.320
<v Speaker 1>a virtual airport scenario, to help patients who have a

0:03:41.360 --> 0:03:45.720
<v Speaker 1>fear of flying go through a simulated process of going

0:03:45.760 --> 0:03:48.960
<v Speaker 1>to an airport, walking through the airport, making their way

0:03:49.040 --> 0:03:52.280
<v Speaker 1>to the departure gate, all the steps they would actually

0:03:52.280 --> 0:03:54.680
<v Speaker 1>have to do in real life if they were going

0:03:54.720 --> 0:03:57.240
<v Speaker 1>on an airplane trip, and it was all meant to

0:03:57.320 --> 0:04:03.560
<v Speaker 1>kind of gently confess front the experience, and patients would

0:04:03.560 --> 0:04:07.400
<v Speaker 1>report feeling similar sensations of anxiety and fear while they

0:04:07.400 --> 0:04:09.520
<v Speaker 1>were doing so, even though they knew deep down that

0:04:09.560 --> 0:04:12.880
<v Speaker 1>they weren't actually in an airport. But the scenarios gave

0:04:12.920 --> 0:04:16.280
<v Speaker 1>those patients the opportunity to experience these situations in a

0:04:16.360 --> 0:04:20.039
<v Speaker 1>safe and controlled space and gave them confidence to build

0:04:20.080 --> 0:04:23.320
<v Speaker 1>up their tolerance and understanding of the situation so that

0:04:23.400 --> 0:04:26.160
<v Speaker 1>they could ultimately go and do it in the real

0:04:26.240 --> 0:04:29.719
<v Speaker 1>world further down in their therapy. And it was a

0:04:29.760 --> 0:04:33.680
<v Speaker 1>really cool thing to learn about. In many ways, it

0:04:33.720 --> 0:04:38.960
<v Speaker 1>reminds me of how thrill seekers enjoy things like roller coasters, right,

0:04:39.040 --> 0:04:44.080
<v Speaker 1>because roller coasters, assuming that they are properly designed, simulate

0:04:44.680 --> 0:04:48.279
<v Speaker 1>dangerous situations. Right, That's where the thrill comes from. You're

0:04:48.640 --> 0:04:53.279
<v Speaker 1>not in control, You're going along a track at high speeds,

0:04:53.400 --> 0:04:56.760
<v Speaker 1>up and down, maybe in twists and loops, all this

0:04:56.839 --> 0:05:01.120
<v Speaker 1>sort of stuff. It simulates being in a dangerous situation,

0:05:01.240 --> 0:05:03.200
<v Speaker 1>and thus it is thrilling, but at the same time,

0:05:03.240 --> 0:05:07.320
<v Speaker 1>we ultimately know, or at least we certainly hope that

0:05:07.440 --> 0:05:09.920
<v Speaker 1>the ride is safe and that we're not in any

0:05:10.120 --> 0:05:14.080
<v Speaker 1>real danger. It's very similar in that regard, But there

0:05:14.080 --> 0:05:16.720
<v Speaker 1>are a lot of different challenges that come along with

0:05:16.800 --> 0:05:20.040
<v Speaker 1>virtual reality, and I think That's one of the many

0:05:20.120 --> 0:05:24.240
<v Speaker 1>reasons that virtual reality still isn't as widely adopted as

0:05:24.240 --> 0:05:28.040
<v Speaker 1>you might expect it to be considering how long VR

0:05:28.120 --> 0:05:30.680
<v Speaker 1>has actually been around. For those of you who are

0:05:30.720 --> 0:05:33.120
<v Speaker 1>old enough to remember, you might recall that back in

0:05:33.160 --> 0:05:37.839
<v Speaker 1>the nineteen nineties, when VR was first starting to become

0:05:37.880 --> 0:05:41.599
<v Speaker 1>a big deal, that a lot of money was poured

0:05:41.600 --> 0:05:45.880
<v Speaker 1>into research and development, but ultimately it kind of petered out.

0:05:46.279 --> 0:05:49.880
<v Speaker 1>Some folks even opened up VR arcades that gave the

0:05:49.880 --> 0:05:54.440
<v Speaker 1>general public the opportunity to experience it for themselves. In fact,

0:05:54.480 --> 0:05:57.760
<v Speaker 1>I did this. There was a mall that was, you know,

0:05:57.880 --> 0:06:01.720
<v Speaker 1>not too far from where I lived called Gwinet Play Small,

0:06:02.360 --> 0:06:05.000
<v Speaker 1>and they had a little VR arcade. You could go

0:06:05.040 --> 0:06:07.480
<v Speaker 1>there and I think it was like five or ten

0:06:07.600 --> 0:06:12.000
<v Speaker 1>bucks for like five minutes of playtime and you would

0:06:12.040 --> 0:06:14.760
<v Speaker 1>play the game. I remember. It's one that lots of

0:06:14.800 --> 0:06:17.960
<v Speaker 1>people know about from that time period called Dactyl Nightmare,

0:06:18.560 --> 0:06:23.080
<v Speaker 1>and you were fighting against polygonal pterodactyls as well as

0:06:23.160 --> 0:06:27.880
<v Speaker 1>other players while navigating through a very simple geometric space.

0:06:28.600 --> 0:06:33.320
<v Speaker 1>It wasn't terribly compelling from a graphics standpoint, but it

0:06:33.400 --> 0:06:37.520
<v Speaker 1>was really neat to quote unquote inhabit a game. However,

0:06:38.240 --> 0:06:41.560
<v Speaker 1>the limitations like those graphical limitations and the fact that

0:06:41.600 --> 0:06:43.880
<v Speaker 1>you really couldn't do that much in the games. The

0:06:43.880 --> 0:06:48.160
<v Speaker 1>games were pretty darn simple and limited because of how

0:06:48.240 --> 0:06:52.480
<v Speaker 1>much computational processing power was required for it to actually work.

0:06:53.080 --> 0:06:55.599
<v Speaker 1>It meant that people found out that we had a

0:06:55.680 --> 0:06:59.560
<v Speaker 1>really long way to go to make VR what it

0:06:59.640 --> 0:07:03.080
<v Speaker 1>had been kind of hyped up to be. The expectation

0:07:03.360 --> 0:07:07.480
<v Speaker 1>of what VR could do was at a huge gap

0:07:07.560 --> 0:07:11.880
<v Speaker 1>compared to what it could actually do. And you got

0:07:11.920 --> 0:07:14.120
<v Speaker 1>to remember, like there were a lot of limitations. The

0:07:14.360 --> 0:07:17.320
<v Speaker 1>headsets back then were huge, and they were heavy. In fact,

0:07:17.360 --> 0:07:19.960
<v Speaker 1>they were so heavy that most of the time you

0:07:20.000 --> 0:07:24.080
<v Speaker 1>were talking about a headset that would be suspended from

0:07:24.160 --> 0:07:27.960
<v Speaker 1>a frame in the ceiling. The suspension would let you

0:07:28.640 --> 0:07:31.400
<v Speaker 1>turn left or right, so it's not like you were

0:07:31.400 --> 0:07:33.640
<v Speaker 1>stuck in place. You weren't like in a static position.

0:07:33.960 --> 0:07:36.560
<v Speaker 1>You could turn left or right, but you couldn't really

0:07:37.160 --> 0:07:42.200
<v Speaker 1>move forward or backward because you had this harness essentially

0:07:42.240 --> 0:07:44.920
<v Speaker 1>that was carrying much of the weight of the headset.

0:07:44.960 --> 0:07:46.760
<v Speaker 1>If it weren't, then it would be far too heavy

0:07:46.760 --> 0:07:49.240
<v Speaker 1>for you to wear it comfortably, especially for like five

0:07:49.280 --> 0:07:53.920
<v Speaker 1>minutes so in order to keep you in place, you

0:07:54.000 --> 0:07:57.320
<v Speaker 1>also would end up standing on a pedestal that had

0:07:57.360 --> 0:08:00.240
<v Speaker 1>a rail around it at about waste height, and this

0:08:00.280 --> 0:08:03.000
<v Speaker 1>would keep you from toppling off the side right, so

0:08:03.720 --> 0:08:06.800
<v Speaker 1>you could turn left and right, but you couldn't actually

0:08:06.840 --> 0:08:09.640
<v Speaker 1>step forward or backward or anything like that. There were

0:08:09.680 --> 0:08:13.720
<v Speaker 1>other issues too. Some systems struggled with latency. That's the

0:08:13.760 --> 0:08:16.960
<v Speaker 1>delay between when you take in action and when you

0:08:17.000 --> 0:08:19.640
<v Speaker 1>see it reflected on the screen in front of you.

0:08:20.120 --> 0:08:24.080
<v Speaker 1>That delay creates this swimmy effect that for lots of people,

0:08:24.080 --> 0:08:27.840
<v Speaker 1>including me, can lead to motion sickness, and it is

0:08:27.920 --> 0:08:32.640
<v Speaker 1>incredibly unpleasant. So the various limitations sapped away a lot

0:08:32.640 --> 0:08:36.199
<v Speaker 1>of the enthusiasm around VR, and so funding dried up

0:08:36.280 --> 0:08:38.880
<v Speaker 1>not long after that. There were still folks who were

0:08:38.920 --> 0:08:42.000
<v Speaker 1>working in the field of virtual reality, but they really

0:08:42.040 --> 0:08:44.839
<v Speaker 1>had to scramble to get funding in order to push

0:08:44.880 --> 0:08:48.360
<v Speaker 1>research forward. So progress slowed way down because there just

0:08:48.440 --> 0:08:51.680
<v Speaker 1>wasn't enough financial support to keep it going at a

0:08:51.679 --> 0:08:55.000
<v Speaker 1>good pace. But some other tech fields ended up doing

0:08:55.080 --> 0:08:58.000
<v Speaker 1>quite well, and the VR industry would end up taking

0:08:58.040 --> 0:09:02.360
<v Speaker 1>notes essentially scavenging, in order to get things that other

0:09:03.000 --> 0:09:06.840
<v Speaker 1>tech fields had developed and repurposing them for the needs

0:09:06.880 --> 0:09:09.640
<v Speaker 1>of VR, and one of the big ones would be

0:09:09.679 --> 0:09:13.640
<v Speaker 1>home video games, specifically home video game consoles that became

0:09:13.720 --> 0:09:18.480
<v Speaker 1>a popular source for innovation and equipment that VR would

0:09:18.559 --> 0:09:23.000
<v Speaker 1>end up repurposing. And those advances were meant to enhance

0:09:23.080 --> 0:09:28.200
<v Speaker 1>console systems and to create competitive advantages against other console systems,

0:09:28.400 --> 0:09:30.880
<v Speaker 1>but the VR space would appropriate the technology to help

0:09:30.920 --> 0:09:35.120
<v Speaker 1>advance their own research, so stuff like motion controls and

0:09:35.240 --> 0:09:38.400
<v Speaker 1>camera systems and light guns and all sorts of other

0:09:38.440 --> 0:09:42.040
<v Speaker 1>peripherals and control systems and functions would find a second

0:09:42.080 --> 0:09:45.600
<v Speaker 1>life over in VR research. We're talking about things like

0:09:45.600 --> 0:09:48.960
<v Speaker 1>even the Nintendo Power Glove, which admittedly was a pretty

0:09:49.040 --> 0:09:53.000
<v Speaker 1>lack luster video game controller, even though it looked cool

0:09:53.000 --> 0:09:55.720
<v Speaker 1>and every kid I knew wanted one because I grew

0:09:55.800 --> 0:09:58.880
<v Speaker 1>up in the era of the Nintendo, and when the

0:09:58.960 --> 0:10:01.320
<v Speaker 1>Nintendo Power Glove came out, everyone thought that was the

0:10:01.360 --> 0:10:05.120
<v Speaker 1>coolest thing ever. Turned out to not be the most

0:10:05.200 --> 0:10:08.880
<v Speaker 1>practical control system, but it was something that ended up

0:10:08.880 --> 0:10:12.760
<v Speaker 1>being useful over with VR research. Now, eventually we get

0:10:12.840 --> 0:10:15.640
<v Speaker 1>up to the twenty tens, when a teenager named Palmer

0:10:15.760 --> 0:10:19.560
<v Speaker 1>Lucky It produced a prototype VR headset that would eventually

0:10:19.600 --> 0:10:23.640
<v Speaker 1>become known as the Oculus Rift. Later on Facebook, Slash

0:10:23.679 --> 0:10:29.120
<v Speaker 1>Meta would acquire Oculus and these days what used to

0:10:29.160 --> 0:10:31.960
<v Speaker 1>be the Oculus Quest is now the Meta Quest. So

0:10:32.679 --> 0:10:36.040
<v Speaker 1>it all dates back to the early twenty tens. Lucky

0:10:36.320 --> 0:10:38.800
<v Speaker 1>was confident that he was onto something, and he even

0:10:38.880 --> 0:10:42.040
<v Speaker 1>dropped out of college in an effort to develop a

0:10:42.160 --> 0:10:47.920
<v Speaker 1>mass produced VR headset that could become a consumer electronics item.

0:10:48.040 --> 0:10:50.079
<v Speaker 1>Like it wouldn't just be something that you would find

0:10:50.120 --> 0:10:54.840
<v Speaker 1>in you a VR arcade or an amusement park or something.

0:10:54.880 --> 0:10:56.840
<v Speaker 1>It could be something that people could actually own and

0:10:56.960 --> 0:11:00.040
<v Speaker 1>use in their own homes and VR could explode. So

0:11:00.120 --> 0:11:03.480
<v Speaker 1>again into the whole Oculus story would require an episode,

0:11:03.559 --> 0:11:06.839
<v Speaker 1>at least one, probably a couple plus. Then we would

0:11:06.840 --> 0:11:09.520
<v Speaker 1>probably have to acknowledge that Palmer Lucky has said and

0:11:09.640 --> 0:11:12.440
<v Speaker 1>done some stuff that has rubbed some people the wrong

0:11:12.480 --> 0:11:15.320
<v Speaker 1>way to put it lightly. But rather than get bogged

0:11:15.360 --> 0:11:17.520
<v Speaker 1>down in all of that, let's just take a little

0:11:17.559 --> 0:11:20.200
<v Speaker 1>side step. Well, just mention that at this point in

0:11:20.240 --> 0:11:22.800
<v Speaker 1>the twenty tens we started to see a real push

0:11:23.160 --> 0:11:27.600
<v Speaker 1>to get VR to the consumer space, and that's still

0:11:27.640 --> 0:11:30.360
<v Speaker 1>where we are today. For certain elements of VR, there

0:11:30.400 --> 0:11:35.040
<v Speaker 1>have been tons of advancements. The headset technology has really

0:11:35.080 --> 0:11:37.840
<v Speaker 1>come a long way to the point where now you

0:11:37.880 --> 0:11:40.679
<v Speaker 1>don't even need to have a tethered headset. So for

0:11:40.720 --> 0:11:43.400
<v Speaker 1>a very long time, if you wanted to have the

0:11:43.559 --> 0:11:47.439
<v Speaker 1>performance capabilities needed to have a good VR experience, your

0:11:47.480 --> 0:11:51.120
<v Speaker 1>headset needed to have a physical connection to a very

0:11:51.160 --> 0:11:55.880
<v Speaker 1>powerful computer. That requirement has kind of faded away over

0:11:55.920 --> 0:11:58.600
<v Speaker 1>the last half a decade, where now you can have

0:11:58.640 --> 0:12:04.040
<v Speaker 1>an untethered headset. That's a huge, huge leap forward, and

0:12:04.800 --> 0:12:08.040
<v Speaker 1>you know, it's possible now to make a headset that

0:12:08.120 --> 0:12:10.800
<v Speaker 1>someone can wear at least for a short gaming session

0:12:11.160 --> 0:12:14.120
<v Speaker 1>without having to mount it to the ceiling right like you.

0:12:14.360 --> 0:12:18.520
<v Speaker 1>They're no longer these enormous, clunky, heavy things, although they

0:12:18.520 --> 0:12:22.600
<v Speaker 1>are still significant, like you can't just wear one all

0:12:22.679 --> 0:12:26.480
<v Speaker 1>day and not feel it. They will start to wear

0:12:26.520 --> 0:12:29.560
<v Speaker 1>on you after a while, but you can at least

0:12:29.559 --> 0:12:31.920
<v Speaker 1>play for you know, a half hour or an hour

0:12:32.600 --> 0:12:38.000
<v Speaker 1>typically without it being too much of a burden, so

0:12:38.120 --> 0:12:41.800
<v Speaker 1>to speak. Controllers were getting better too. Nintendo and Sony

0:12:41.840 --> 0:12:46.160
<v Speaker 1>had both created control systems that used cameras and gyroscopes

0:12:46.200 --> 0:12:49.640
<v Speaker 1>and sensors and other technology to let players interface with

0:12:49.720 --> 0:12:54.360
<v Speaker 1>games by using gesture controls and waving controllers around rather

0:12:54.400 --> 0:12:57.720
<v Speaker 1>than just manipulating a joystick or a direction pad or

0:12:57.760 --> 0:13:00.880
<v Speaker 1>something like that. And this was seen as an important

0:13:00.880 --> 0:13:03.680
<v Speaker 1>component for VR as well, because anything that lets you

0:13:04.280 --> 0:13:07.400
<v Speaker 1>move closer to the way you would if you were

0:13:07.880 --> 0:13:09.960
<v Speaker 1>actually doing the same sort of stuff in the real

0:13:10.000 --> 0:13:13.760
<v Speaker 1>world really supports immersion when you're in the virtual world.

0:13:14.320 --> 0:13:16.439
<v Speaker 1>If the only way you can interact with the virtual

0:13:16.440 --> 0:13:20.200
<v Speaker 1>world around you is to hold a traditional game pad

0:13:20.240 --> 0:13:24.000
<v Speaker 1>in your hands and use joysticks and buttons, that creates

0:13:24.000 --> 0:13:27.480
<v Speaker 1>a kind of layer of abstraction that interferes with immersion.

0:13:27.600 --> 0:13:31.760
<v Speaker 1>It doesn't necessarily break it entirely, but it's not helpful,

0:13:31.840 --> 0:13:33.840
<v Speaker 1>right because that's not how we interact with the real

0:13:33.840 --> 0:13:37.679
<v Speaker 1>world when we're going around all the time. Plus, controllers

0:13:37.880 --> 0:13:40.680
<v Speaker 1>act as a kind of barrier to entry because for

0:13:40.840 --> 0:13:44.240
<v Speaker 1>non video game players having to use a game controller,

0:13:44.280 --> 0:13:47.840
<v Speaker 1>it can be an obstacle. It's an unfamiliar experience. In fact,

0:13:47.920 --> 0:13:50.760
<v Speaker 1>I would argue that one of the big reasons that

0:13:50.920 --> 0:13:54.760
<v Speaker 1>Nintendo we became so popular when it first came out

0:13:55.160 --> 0:13:58.720
<v Speaker 1>is that Nintendo created a few non traditional motion based

0:13:58.760 --> 0:14:02.360
<v Speaker 1>methods to interact with the game system, and that really

0:14:02.360 --> 0:14:05.079
<v Speaker 1>appealed to people who had never played video games before.

0:14:05.120 --> 0:14:09.320
<v Speaker 1>Because it didn't have this barrier to entry. You could

0:14:09.840 --> 0:14:12.800
<v Speaker 1>move around and that was controlling the game, and I

0:14:12.840 --> 0:14:15.280
<v Speaker 1>think that was a big reason why the we took off,

0:14:15.440 --> 0:14:20.000
<v Speaker 1>and it's one of the reasons why VR companies look

0:14:20.120 --> 0:14:26.080
<v Speaker 1>for ways to kind of reduce that barrier of entry. Well, clearly,

0:14:26.800 --> 0:14:30.160
<v Speaker 1>all those motion controls were very useful for VR, but

0:14:30.200 --> 0:14:33.960
<v Speaker 1>there's another challenge that relates to this. How do you

0:14:34.000 --> 0:14:40.560
<v Speaker 1>actually navigate around a virtual space while inhabiting a physical one.

0:14:41.320 --> 0:14:43.240
<v Speaker 1>That's what we're really going to focus on for the

0:14:43.280 --> 0:14:47.400
<v Speaker 1>rest of this episode. Before we get into all of that, however,

0:14:47.480 --> 0:14:49.400
<v Speaker 1>we need to take a quick break to thank our

0:14:49.440 --> 0:15:02.840
<v Speaker 1>sponsors and we'll be right back. Okay, so you're in

0:15:02.880 --> 0:15:06.160
<v Speaker 1>a physical space, but you want to play a virtual

0:15:06.240 --> 0:15:08.640
<v Speaker 1>experience of some sort. Maybe it's a game, maybe it's

0:15:08.680 --> 0:15:11.800
<v Speaker 1>a virtual tour, whatever it might be. How do you

0:15:11.920 --> 0:15:16.480
<v Speaker 1>move around once you're inside the virtual space? Is there

0:15:16.560 --> 0:15:19.360
<v Speaker 1>a way to make it feel like you're actually moving

0:15:19.400 --> 0:15:22.800
<v Speaker 1>through a real space even though it's all virtual? Can

0:15:22.880 --> 0:15:26.200
<v Speaker 1>you do that? Or are you stuck using video game

0:15:26.240 --> 0:15:30.040
<v Speaker 1>controllers to either virtually walk or as a lot of

0:15:30.040 --> 0:15:34.320
<v Speaker 1>games and experiences do teleport short distances as you navigate

0:15:34.320 --> 0:15:38.360
<v Speaker 1>through the environment, so that instead of physically moving, you

0:15:38.760 --> 0:15:41.160
<v Speaker 1>point a controller at a space that you can see

0:15:41.560 --> 0:15:45.080
<v Speaker 1>on your screen, and you select it and it zaps

0:15:45.120 --> 0:15:47.160
<v Speaker 1>you there, and then you can turn around and look.

0:15:47.200 --> 0:15:49.840
<v Speaker 1>Maybe you interact a little bit, and then when you

0:15:49.880 --> 0:15:52.200
<v Speaker 1>want to move, you do it again. Like that's obviously

0:15:52.200 --> 0:15:54.200
<v Speaker 1>not how we really move. I wish it were. I

0:15:54.200 --> 0:15:57.280
<v Speaker 1>would love to be able to teleport, even if it's

0:15:57.360 --> 0:16:00.160
<v Speaker 1>just line of sight. It would be super cool. That's

0:16:00.200 --> 0:16:02.760
<v Speaker 1>not how the real world works, and so it is

0:16:02.800 --> 0:16:06.680
<v Speaker 1>a bit of an immersion breaking experience. So creating an

0:16:06.720 --> 0:16:10.920
<v Speaker 1>alternative to a controller based system is a non trivial problem.

0:16:11.320 --> 0:16:17.240
<v Speaker 1>People are experiencing these virtual reality scenarios inside real physical spaces,

0:16:17.320 --> 0:16:21.400
<v Speaker 1>and these spaces have real obstacles in them, like furniture

0:16:21.840 --> 0:16:26.520
<v Speaker 1>or walls. Meanwhile, the person in VR can't see these

0:16:26.520 --> 0:16:30.960
<v Speaker 1>real obstacles right because everything they're seeing is coming courtesy

0:16:30.960 --> 0:16:33.560
<v Speaker 1>of a computer system. It's not reflective of the real

0:16:33.600 --> 0:16:36.200
<v Speaker 1>world at all. It's all what the computer has generated,

0:16:36.400 --> 0:16:38.440
<v Speaker 1>and the computer might not be generating the fact that

0:16:38.440 --> 0:16:40.720
<v Speaker 1>there's a coffee table in front of you or a

0:16:40.840 --> 0:16:44.360
<v Speaker 1>wall immediately to your left. So while in VR it

0:16:44.440 --> 0:16:47.200
<v Speaker 1>might seem like you're in a meadow of flowers, in reality,

0:16:47.240 --> 0:16:48.920
<v Speaker 1>you could be a step and a half away from

0:16:48.920 --> 0:16:52.080
<v Speaker 1>a footstool that's just waiting to ruin your whole afternoon.

0:16:52.760 --> 0:16:57.000
<v Speaker 1>So moving physically through a space while you appear to

0:16:57.000 --> 0:17:01.880
<v Speaker 1>be in a virtual environment is dangerous. This danger becomes

0:17:01.960 --> 0:17:05.920
<v Speaker 1>compounded if you want more than one person moving around

0:17:06.000 --> 0:17:09.879
<v Speaker 1>within that same physical environment at the same time. So

0:17:10.119 --> 0:17:13.359
<v Speaker 1>for a VR experience involving multiple people, you have to

0:17:13.359 --> 0:17:15.840
<v Speaker 1>actually figure out how can you have all of these

0:17:15.880 --> 0:17:20.200
<v Speaker 1>people come together safely within that virtual environment. Now, one

0:17:20.240 --> 0:17:23.200
<v Speaker 1>option is to only allow people to join over a

0:17:23.240 --> 0:17:27.000
<v Speaker 1>network connection, so they're not actually in the same physical

0:17:27.040 --> 0:17:30.040
<v Speaker 1>space at all, right, like you could each be in say,

0:17:30.040 --> 0:17:33.720
<v Speaker 1>your own homes or in adjoining rooms or whatever. But

0:17:33.800 --> 0:17:37.600
<v Speaker 1>what if you actually want to have people grouped together physically,

0:17:37.960 --> 0:17:40.639
<v Speaker 1>because there are times when you might want that. Imagine

0:17:40.640 --> 0:17:44.760
<v Speaker 1>that you're doing a military training simulation and you're moving

0:17:44.800 --> 0:17:47.919
<v Speaker 1>with a squad of soldiers, or maybe you're playing a

0:17:47.960 --> 0:17:51.760
<v Speaker 1>fantasy RPG style computer game and you're with a party

0:17:51.800 --> 0:17:54.080
<v Speaker 1>of adventurers and you're all in the same space and

0:17:54.080 --> 0:17:57.320
<v Speaker 1>you're all working together. You can even reach over and

0:17:57.400 --> 0:18:01.320
<v Speaker 1>tap your friend's shoulders silently to indicate it's time for

0:18:01.359 --> 0:18:04.320
<v Speaker 1>them to move forward. That would be pretty cool, but

0:18:04.400 --> 0:18:06.520
<v Speaker 1>you would have to have a way to orient everyone

0:18:06.560 --> 0:18:09.280
<v Speaker 1>together and to keep them from running into each other.

0:18:09.720 --> 0:18:12.880
<v Speaker 1>This is a non trivial problem. For one thing you'd

0:18:12.880 --> 0:18:16.159
<v Speaker 1>have to build in the orientation feature. I'll explain this

0:18:16.240 --> 0:18:18.159
<v Speaker 1>in an example. So let's say that you and I

0:18:18.160 --> 0:18:21.160
<v Speaker 1>are together and we want to play a cooperative VR game,

0:18:21.520 --> 0:18:23.640
<v Speaker 1>which sounds awesome. I would love to play a game

0:18:23.640 --> 0:18:25.960
<v Speaker 1>with you, and so we each put on our headsets.

0:18:26.000 --> 0:18:28.560
<v Speaker 1>We're in the same physical space. But let's say just

0:18:28.560 --> 0:18:31.280
<v Speaker 1>because the way we're standing and putting on our headsets,

0:18:31.280 --> 0:18:34.800
<v Speaker 1>we're not really paying attention. You're facing the north wall

0:18:35.040 --> 0:18:38.000
<v Speaker 1>of this physical room, and I happen to be facing

0:18:38.080 --> 0:18:41.520
<v Speaker 1>the east wall of this physical space, this physical room,

0:18:41.720 --> 0:18:44.960
<v Speaker 1>and we put our headsets on, but the game just

0:18:45.400 --> 0:18:48.520
<v Speaker 1>establishes that we're both facing the same direction within the

0:18:48.600 --> 0:18:52.119
<v Speaker 1>virtual world, even though physically we're at right angles to

0:18:52.160 --> 0:18:55.600
<v Speaker 1>each other. So the game thinks that the north wall

0:18:55.760 --> 0:18:59.800
<v Speaker 1>is your current version of forward, the east wall is

0:19:00.119 --> 0:19:03.440
<v Speaker 1>my current version of forward, and unfortunately, it thinks we're

0:19:03.480 --> 0:19:08.560
<v Speaker 1>both facing the same forward. So within the game, if

0:19:08.600 --> 0:19:10.720
<v Speaker 1>I were to look over to my side, I would

0:19:10.760 --> 0:19:12.439
<v Speaker 1>see you and it would look like you were facing

0:19:12.440 --> 0:19:14.879
<v Speaker 1>the same direction. I am same for you. If you

0:19:14.920 --> 0:19:16.879
<v Speaker 1>were to look over, you would see me, and it

0:19:16.880 --> 0:19:19.320
<v Speaker 1>looks like we're both facing the same direction. If I

0:19:19.359 --> 0:19:21.600
<v Speaker 1>stepped toward the east wall to you, it would look

0:19:21.640 --> 0:19:23.879
<v Speaker 1>like I took a step forward. If you took a

0:19:23.920 --> 0:19:26.040
<v Speaker 1>step toward the north wall, to me, it would look

0:19:26.080 --> 0:19:28.640
<v Speaker 1>like you took a step forward, even though we're now

0:19:28.680 --> 0:19:32.080
<v Speaker 1>moving within right angles to each other in the real world.

0:19:32.400 --> 0:19:34.639
<v Speaker 1>Now you can correct for this, this is not like

0:19:35.160 --> 0:19:39.000
<v Speaker 1>an unsolvable issue. You can build in what is essentially

0:19:39.040 --> 0:19:43.160
<v Speaker 1>a compass within the equipment so that it knows what

0:19:43.320 --> 0:19:46.680
<v Speaker 1>physical direction you're facing, and that compass can feed the

0:19:46.760 --> 0:19:49.960
<v Speaker 1>VR system information, letting it know that the two players

0:19:49.960 --> 0:19:53.199
<v Speaker 1>are actually facing different directions in the physical world, so

0:19:53.280 --> 0:19:56.439
<v Speaker 1>the game can feed each of us a different view,

0:19:56.880 --> 0:19:59.680
<v Speaker 1>so that in the game, we would be facing different

0:19:59.720 --> 0:20:01.680
<v Speaker 1>directions and I would see, oh, I'm at a right

0:20:01.720 --> 0:20:04.040
<v Speaker 1>angle to you, I need to switch. I need to

0:20:04.040 --> 0:20:07.200
<v Speaker 1>turn ninety degrees so that we're facing the same way,

0:20:07.320 --> 0:20:10.680
<v Speaker 1>and then that solves the issue. Right The hardware could

0:20:10.720 --> 0:20:12.879
<v Speaker 1>also instead of using a compass, it could use some

0:20:12.920 --> 0:20:15.760
<v Speaker 1>other method like cameras. Right, you could have a camera

0:20:15.800 --> 0:20:20.000
<v Speaker 1>system both externally like on the system itself, and you

0:20:20.000 --> 0:20:23.440
<v Speaker 1>could also have cameras built into the headsets, and together

0:20:23.640 --> 0:20:26.879
<v Speaker 1>these can establish which way we're facing within the real world,

0:20:27.119 --> 0:20:30.200
<v Speaker 1>and that can feed into our experience in the virtual one,

0:20:30.440 --> 0:20:33.439
<v Speaker 1>so that we don't have this issue. So it is

0:20:33.720 --> 0:20:36.320
<v Speaker 1>possible to work around it, but the point is you

0:20:36.600 --> 0:20:40.359
<v Speaker 1>have to build it in. It's not just naturally there.

0:20:40.760 --> 0:20:43.159
<v Speaker 1>Otherwise you end up with like an mcsher kind of

0:20:43.160 --> 0:20:46.199
<v Speaker 1>situation as people are moving in different directions in the

0:20:46.240 --> 0:20:48.560
<v Speaker 1>real world in order to move in the same direction

0:20:48.640 --> 0:20:52.320
<v Speaker 1>in the virtual one. The old VR arcades had a

0:20:52.320 --> 0:20:55.080
<v Speaker 1>real elegant solution for all this because the players were

0:20:55.119 --> 0:20:58.639
<v Speaker 1>held captive on those pedestals. Right. You were standing on

0:20:58.680 --> 0:21:01.639
<v Speaker 1>a little platform and you had to rail around you,

0:21:01.720 --> 0:21:05.160
<v Speaker 1>so you couldn't go anywhere. The headsets were all tethered

0:21:05.520 --> 0:21:08.240
<v Speaker 1>to the VR system. You had these huge cables that

0:21:08.320 --> 0:21:12.080
<v Speaker 1>would descend connecting to the headsets, but that also provided

0:21:12.119 --> 0:21:17.040
<v Speaker 1>a solution for orientation. You physically couldn't move around the room,

0:21:17.400 --> 0:21:19.359
<v Speaker 1>and the headsets were wired in such a way that

0:21:19.400 --> 0:21:21.680
<v Speaker 1>they could show a specific point of view depending upon

0:21:21.720 --> 0:21:24.680
<v Speaker 1>which way your head was pointed. But that doesn't work

0:21:24.720 --> 0:21:27.160
<v Speaker 1>so well if you want a more flexible and free experience,

0:21:27.200 --> 0:21:30.239
<v Speaker 1>if you want a bunch of untethered systems that are

0:21:30.240 --> 0:21:34.040
<v Speaker 1>all connected together in the same physical space. Now, there

0:21:34.080 --> 0:21:39.600
<v Speaker 1>have been numerous attempts to translate physical movement into virtual commands,

0:21:39.920 --> 0:21:41.879
<v Speaker 1>and one of them relies largely on the fact that

0:21:41.880 --> 0:21:44.879
<v Speaker 1>we human beings are not terribly good at walking in

0:21:44.920 --> 0:21:48.320
<v Speaker 1>a straight line. When we're blindfolded, we have a tendency

0:21:48.840 --> 0:21:52.800
<v Speaker 1>to veer off. We don't walk in a straight line. Typically,

0:21:53.000 --> 0:21:57.080
<v Speaker 1>when we're blindfolded, we walk in a more curved path. Now,

0:21:57.119 --> 0:21:59.240
<v Speaker 1>you can overcome this with a lot of practice. I'm

0:21:59.240 --> 0:22:02.720
<v Speaker 1>not saying that there's no way to walk a straight line,

0:22:02.800 --> 0:22:06.800
<v Speaker 1>it's just not how we typically move. If we aren't

0:22:07.119 --> 0:22:09.800
<v Speaker 1>using our eyes to give virtual cues so that we

0:22:09.840 --> 0:22:13.920
<v Speaker 1>stay on track, Generally speaking, we're prone to walk in circles.

0:22:14.600 --> 0:22:17.120
<v Speaker 1>But with the right approach in VR, it's actually possible

0:22:17.160 --> 0:22:20.640
<v Speaker 1>to take advantage of this and turn it into a feature,

0:22:20.920 --> 0:22:24.879
<v Speaker 1>not a bug. By presenting subtle visual cues within the

0:22:24.960 --> 0:22:29.840
<v Speaker 1>virtual environment, you can influence how a person perceives their

0:22:29.880 --> 0:22:34.600
<v Speaker 1>surroundings and by extension, how they move through those surroundings

0:22:34.880 --> 0:22:39.560
<v Speaker 1>by changing visual distances between points by small amounts, or

0:22:39.640 --> 0:22:42.000
<v Speaker 1>by adjusting the arc of how much your point of

0:22:42.040 --> 0:22:45.280
<v Speaker 1>view changes as you turn your head. These tweaks can

0:22:45.320 --> 0:22:48.480
<v Speaker 1>be subtle enough so that they don't seem strange to us,

0:22:48.720 --> 0:22:51.760
<v Speaker 1>and yet they can affect how we move through the space.

0:22:52.160 --> 0:22:55.520
<v Speaker 1>So we would perceive that we're moving in a straight line,

0:22:55.560 --> 0:22:59.040
<v Speaker 1>but in fact the system is very subtly moving us

0:22:59.040 --> 0:23:03.119
<v Speaker 1>in a curve so that we are able to continue

0:23:03.160 --> 0:23:07.840
<v Speaker 1>forward progression, but we're not in danger of walking so

0:23:07.960 --> 0:23:11.640
<v Speaker 1>far that we slam into the wall. And this method

0:23:11.800 --> 0:23:15.159
<v Speaker 1>is called redirected walking, which makes sense right, and it

0:23:15.200 --> 0:23:18.760
<v Speaker 1>does work, but only up to a point. You can't

0:23:18.800 --> 0:23:22.800
<v Speaker 1>design a VR experience that moves people in a really

0:23:23.000 --> 0:23:26.040
<v Speaker 1>tight curve and then convince them that they're walking on

0:23:26.080 --> 0:23:29.760
<v Speaker 1>a straight tightrope. That just doesn't work. So there's a

0:23:29.880 --> 0:23:33.440
<v Speaker 1>limit to how much you can redirect someone before they

0:23:33.480 --> 0:23:35.440
<v Speaker 1>no longer feel like they're walking in a straight line.

0:23:35.480 --> 0:23:37.600
<v Speaker 1>There's going to be a disconnect from what they see

0:23:37.760 --> 0:23:41.359
<v Speaker 1>and what they're feeling. So redirected walking actually requires a

0:23:41.400 --> 0:23:45.560
<v Speaker 1>pretty large physical space to allow for that kind of movement, right,

0:23:45.560 --> 0:23:48.400
<v Speaker 1>because you need to have enough space where a gentle

0:23:48.480 --> 0:23:51.760
<v Speaker 1>curve is still enough to keep someone from being in

0:23:51.760 --> 0:23:55.040
<v Speaker 1>a collision course with a wall. Most of us don't

0:23:55.040 --> 0:23:58.359
<v Speaker 1>live in palatial estates, and so if you do have

0:23:58.440 --> 0:24:01.080
<v Speaker 1>a room that you have set as for VR, or

0:24:01.119 --> 0:24:04.080
<v Speaker 1>one that you can use for VR, chances are it's

0:24:04.119 --> 0:24:07.720
<v Speaker 1>not so big that it would allow for redirected walking

0:24:07.760 --> 0:24:12.680
<v Speaker 1>in any meaningful way. Also, I imagine that redirected walking

0:24:12.840 --> 0:24:15.960
<v Speaker 1>is much easier to implement if you've built out an

0:24:16.000 --> 0:24:21.639
<v Speaker 1>experience that's intended for a specific physical space. That is

0:24:21.960 --> 0:24:25.760
<v Speaker 1>that the VR system quote unquote knows how large the

0:24:25.760 --> 0:24:29.280
<v Speaker 1>physical room is, and so it can adjust the virtual

0:24:29.400 --> 0:24:34.080
<v Speaker 1>cues accordingly, and everything is hunky dory. I imagine it

0:24:34.080 --> 0:24:36.520
<v Speaker 1>would be a lot more challenging to have a system

0:24:36.600 --> 0:24:40.560
<v Speaker 1>that could adapt to any given physical space and thus

0:24:40.640 --> 0:24:43.840
<v Speaker 1>make appropriate adjustments to those visual cues with regard to

0:24:43.840 --> 0:24:46.680
<v Speaker 1>how much room is available. That's a lot of complicated math, right,

0:24:47.080 --> 0:24:51.080
<v Speaker 1>Like if you were to port an experience from a

0:24:51.160 --> 0:24:54.760
<v Speaker 1>room that's maybe let's say twenty feet to a side,

0:24:54.840 --> 0:24:57.240
<v Speaker 1>it's a big, big room. It's twenty feet to a side,

0:24:57.320 --> 0:24:59.479
<v Speaker 1>but then you move it into one that's you know,

0:24:59.760 --> 0:25:03.480
<v Speaker 1>made be fifteen feet to a side. I don't know

0:25:03.560 --> 0:25:05.600
<v Speaker 1>how easy it would be to have a system that

0:25:05.680 --> 0:25:11.760
<v Speaker 1>could readjust for that reduced amount of physical space and

0:25:12.359 --> 0:25:15.919
<v Speaker 1>plan out new versions of visual cues to keep you

0:25:15.960 --> 0:25:18.640
<v Speaker 1>from running into walls. I'm sure it's possible, and I'm

0:25:18.680 --> 0:25:22.479
<v Speaker 1>sure it's been done, but I bet it's hard, and

0:25:22.640 --> 0:25:24.800
<v Speaker 1>it's got to be even harder if you're talking about

0:25:24.840 --> 0:25:27.800
<v Speaker 1>your typical consumer space, because again, most of us don't

0:25:27.800 --> 0:25:31.440
<v Speaker 1>have access to these really big rooms that would be

0:25:31.960 --> 0:25:35.560
<v Speaker 1>very useful for redirected walking. It is possible. It's something

0:25:35.560 --> 0:25:37.520
<v Speaker 1>that's been going on and I'm just not aware of it.

0:25:38.720 --> 0:25:42.199
<v Speaker 1>One common strategy in VR is to make use of

0:25:42.320 --> 0:25:45.240
<v Speaker 1>cameras to keep an eye on people within a physical

0:25:45.359 --> 0:25:50.000
<v Speaker 1>environment as they move through the virtual environment. And the

0:25:50.080 --> 0:25:53.240
<v Speaker 1>cameras could include some that are mounted in static positions

0:25:53.240 --> 0:25:55.479
<v Speaker 1>around the room, right like you might have some that

0:25:55.920 --> 0:25:59.159
<v Speaker 1>you have mounted on shelves, on the walls or close

0:25:59.200 --> 0:26:05.280
<v Speaker 1>to a one specific location. And then you typically also,

0:26:05.480 --> 0:26:07.560
<v Speaker 1>like I said, have a camera like a forward facing

0:26:07.600 --> 0:26:12.000
<v Speaker 1>camera in a headset itself, and collectively these cameras can

0:26:12.040 --> 0:26:14.359
<v Speaker 1>keep an eye on where a person is in relation

0:26:14.560 --> 0:26:18.520
<v Speaker 1>to their physical walls or other obstacles around them, and

0:26:18.560 --> 0:26:22.320
<v Speaker 1>these systems typically will give the user a visual queue

0:26:22.880 --> 0:26:27.040
<v Speaker 1>within the virtual experience if they start getting a little

0:26:27.040 --> 0:26:30.119
<v Speaker 1>too close to these barriers. So you might be walking

0:26:30.160 --> 0:26:35.399
<v Speaker 1>through a space and then in this like virtual space

0:26:35.440 --> 0:26:39.160
<v Speaker 1>that you're walking through, you'll see suddenly a grid outline

0:26:39.200 --> 0:26:42.960
<v Speaker 1>of a wall, and that could break the immersion right

0:26:43.440 --> 0:26:45.280
<v Speaker 1>like now you're suddenly seeing It's kind of like in

0:26:45.320 --> 0:26:47.320
<v Speaker 1>Star Trek you see the wall of the hola deck

0:26:47.440 --> 0:26:50.359
<v Speaker 1>or something. It breaks the immersion, but it also helps

0:26:50.359 --> 0:26:54.040
<v Speaker 1>you avoid breaking your nose on a wall or something else.

0:26:54.520 --> 0:26:57.440
<v Speaker 1>This is not an ideal solution, because in a perfect

0:26:57.520 --> 0:27:00.560
<v Speaker 1>world you would avoid anything that would take you out

0:27:00.560 --> 0:27:04.840
<v Speaker 1>of the virtual experience, but it's certainly preferable to an injury.

0:27:05.480 --> 0:27:10.080
<v Speaker 1>For example, the Meta Quest formerly known as the Oculus Quest,

0:27:10.320 --> 0:27:13.439
<v Speaker 1>allows users to set up boundaries and they call the

0:27:13.440 --> 0:27:16.879
<v Speaker 1>system guardian. The system gives the user the freedom to

0:27:16.960 --> 0:27:20.560
<v Speaker 1>define a play area within a physical room, and Meta

0:27:20.600 --> 0:27:23.240
<v Speaker 1>stresses that you really need six and a half feet

0:27:23.280 --> 0:27:26.480
<v Speaker 1>by six and a half feet or larger to have

0:27:26.600 --> 0:27:30.520
<v Speaker 1>this workout well. Otherwise you should probably play VR in

0:27:30.600 --> 0:27:34.520
<v Speaker 1>a stationary position, either seated or standing up, so smaller

0:27:34.520 --> 0:27:36.120
<v Speaker 1>than six and a half feet to a side, you're

0:27:36.119 --> 0:27:39.359
<v Speaker 1>going to encounter some frustration. The setup includes something that

0:27:39.400 --> 0:27:41.359
<v Speaker 1>you might not have thought about. You actually have to

0:27:41.440 --> 0:27:44.480
<v Speaker 1>establish the height of the floor. Now, the way meta

0:27:44.480 --> 0:27:47.520
<v Speaker 1>handles this is that you put on the headset and

0:27:47.600 --> 0:27:50.600
<v Speaker 1>you lower a controller down to the floor, and you

0:27:50.640 --> 0:27:53.760
<v Speaker 1>look at the controller, and this lets the system establish

0:27:53.920 --> 0:27:56.199
<v Speaker 1>where the floor is with relation to the rest of

0:27:56.240 --> 0:27:59.680
<v Speaker 1>the environment. Metaquest then lets you define the play area

0:27:59.760 --> 0:28:02.840
<v Speaker 1>by showing you pass through video in the headset. So

0:28:02.840 --> 0:28:05.840
<v Speaker 1>this is sort of like turning the Metaquest into an

0:28:05.920 --> 0:28:11.920
<v Speaker 1>augmented reality headset rather than a virtual reality headset. Augmented reality,

0:28:12.080 --> 0:28:15.239
<v Speaker 1>or AR, is when you have a view of the

0:28:15.240 --> 0:28:19.720
<v Speaker 1>real world around you over which digital information can be laid.

0:28:20.160 --> 0:28:22.919
<v Speaker 1>It doesn't necessarily have to involve a display. That is

0:28:23.000 --> 0:28:27.320
<v Speaker 1>the typical way we think of AR, but it's a

0:28:27.760 --> 0:28:31.800
<v Speaker 1>pretty common to do the display version now. In many ways,

0:28:32.600 --> 0:28:35.200
<v Speaker 1>AR gets around a lot of the challenges that you've

0:28:35.560 --> 0:28:38.320
<v Speaker 1>come across in VR when it comes to movement, because

0:28:38.640 --> 0:28:41.840
<v Speaker 1>the person who's using an AR system can still actually

0:28:41.880 --> 0:28:45.000
<v Speaker 1>see the real world around them, including the people who

0:28:45.040 --> 0:28:47.719
<v Speaker 1>are in it, it's just that the extra digital stuff

0:28:47.760 --> 0:28:51.240
<v Speaker 1>gets thrown in there too. Anyway, Using pass through video,

0:28:51.760 --> 0:28:54.920
<v Speaker 1>the player uses a controller and they use that to

0:28:55.440 --> 0:28:58.280
<v Speaker 1>kind of shoot a beam to trace the outline of

0:28:58.320 --> 0:29:02.360
<v Speaker 1>their intended play area within the physical room where they'll

0:29:02.400 --> 0:29:06.040
<v Speaker 1>be playing their VR stuff. So to an outside observer,

0:29:06.120 --> 0:29:07.760
<v Speaker 1>it would just look like the player is pointing a

0:29:07.800 --> 0:29:11.200
<v Speaker 1>controller and moving in a slow circle. But to the player,

0:29:11.560 --> 0:29:14.240
<v Speaker 1>they would see they were generating an outline which ultimately

0:29:14.280 --> 0:29:17.760
<v Speaker 1>would form into a box, and this becomes the defined

0:29:17.800 --> 0:29:20.440
<v Speaker 1>play area. So if the player were to walk close

0:29:20.480 --> 0:29:23.000
<v Speaker 1>to one of the boundaries of that play area, that's

0:29:23.040 --> 0:29:25.160
<v Speaker 1>when they would see the warning indicator, letting them know

0:29:25.200 --> 0:29:27.440
<v Speaker 1>they're getting a little too close to being out of bounds.

0:29:27.760 --> 0:29:31.400
<v Speaker 1>The boundary solution is functional for smaller spaces, but it's

0:29:31.400 --> 0:29:36.120
<v Speaker 1>not necessarily ideal for multiplayer implementations. For those, you still

0:29:36.160 --> 0:29:38.600
<v Speaker 1>need a way to keep people safely in their own

0:29:38.640 --> 0:29:42.560
<v Speaker 1>little physical bubble where they're not likely to slam into

0:29:42.640 --> 0:29:45.960
<v Speaker 1>each other blindly at full speed. And that will bring

0:29:46.040 --> 0:29:50.400
<v Speaker 1>us to another method, the treadmill. Before we get into that,

0:29:50.920 --> 0:29:54.440
<v Speaker 1>we need to take another quick break to thank our sponsors.

0:30:03.800 --> 0:30:08.440
<v Speaker 1>We're back, so treadmills in many ways, are a little

0:30:08.440 --> 0:30:11.840
<v Speaker 1>similar to those old pedestal solutions of the VR arcades

0:30:11.840 --> 0:30:14.000
<v Speaker 1>I've talked about a couple of times in this episode.

0:30:14.240 --> 0:30:18.400
<v Speaker 1>They keep each individual player confined to a physical space

0:30:18.600 --> 0:30:22.440
<v Speaker 1>within the environment, But unlike those pedestals I talked about,

0:30:22.560 --> 0:30:26.560
<v Speaker 1>the treadmills allow players to physically walk and to have

0:30:26.680 --> 0:30:32.440
<v Speaker 1>that physical motion translate into the VR experience as VR locomotion.

0:30:33.400 --> 0:30:36.480
<v Speaker 1>Some of the treadmills allow players to turn and change

0:30:36.520 --> 0:30:40.080
<v Speaker 1>direction while walking. In fact, some of them allow players

0:30:40.160 --> 0:30:45.000
<v Speaker 1>to even run. These omnidirectional treadmills tend to be pretty

0:30:45.120 --> 0:30:49.000
<v Speaker 1>darn expensive, and they also attempt to address several of

0:30:49.000 --> 0:30:51.880
<v Speaker 1>the barriers in the way of people moving freely in

0:30:51.920 --> 0:30:55.840
<v Speaker 1>a physical location while exploring a virtual one. There are

0:30:55.840 --> 0:30:58.440
<v Speaker 1>a couple of products either out on the market right

0:30:58.480 --> 0:31:02.880
<v Speaker 1>now or that are scheduled to launch very soon. Some

0:31:02.960 --> 0:31:05.240
<v Speaker 1>of them have been in development for the better part

0:31:05.280 --> 0:31:08.760
<v Speaker 1>of a decade. The ones that I'll mention here just

0:31:08.840 --> 0:31:12.160
<v Speaker 1>because they are similar and one of them is on

0:31:12.200 --> 0:31:14.400
<v Speaker 1>the market now and the other ones going to launch

0:31:14.440 --> 0:31:19.560
<v Speaker 1>soon would be the cat kat Walk C two Core

0:31:20.040 --> 0:31:24.360
<v Speaker 1>that's one, and the virtueix Omni one. So the C

0:31:24.520 --> 0:31:28.160
<v Speaker 1>two Core is something you can purchase right now. It's

0:31:28.200 --> 0:31:31.440
<v Speaker 1>at a hefty nine hundred ninety nine dollars. The Omni

0:31:31.440 --> 0:31:35.760
<v Speaker 1>one is available for pre order for a whopping two thousand,

0:31:36.000 --> 0:31:39.520
<v Speaker 1>five hundred and ninety five dollars. And considering that these

0:31:39.520 --> 0:31:43.680
<v Speaker 1>are peripherals, right, these do not include the actual VR setup.

0:31:43.920 --> 0:31:46.680
<v Speaker 1>That is a huge price tag. Right, You still have

0:31:46.720 --> 0:31:48.479
<v Speaker 1>to have the computer system. You still have to have

0:31:48.600 --> 0:31:52.520
<v Speaker 1>the VR hardware, or at least the VR hardware. There's

0:31:52.560 --> 0:31:55.479
<v Speaker 1>now standalone VR hardware. Back in the day, you had

0:31:55.520 --> 0:31:59.320
<v Speaker 1>to have a computer that was really a chonker in

0:31:59.480 --> 0:32:01.720
<v Speaker 1>order to run V. It's a little different today, but

0:32:01.760 --> 0:32:05.080
<v Speaker 1>you still have to have those base systems before you

0:32:05.160 --> 0:32:09.160
<v Speaker 1>even worry about these these treadmills. It's also this would

0:32:09.160 --> 0:32:12.360
<v Speaker 1>be another reason why VR in general hasn't seen widespread adoption,

0:32:12.600 --> 0:32:17.479
<v Speaker 1>because it be expensive, y'all. It is a high price

0:32:17.600 --> 0:32:20.280
<v Speaker 1>to enter, and that's before you even start thinking about

0:32:20.840 --> 0:32:24.360
<v Speaker 1>a library of content that you can actually use. Now,

0:32:24.360 --> 0:32:28.000
<v Speaker 1>at a casual glance, these two systems, the C two

0:32:28.040 --> 0:32:32.600
<v Speaker 1>Core and the Omni one, seem pretty darn similar. Both

0:32:32.680 --> 0:32:35.840
<v Speaker 1>consist of a treadmill quote unquote a treadmill that actually

0:32:35.880 --> 0:32:38.760
<v Speaker 1>looks more like a dish, like an upturned satellite dish,

0:32:38.880 --> 0:32:42.480
<v Speaker 1>or maybe like a very very shallow walk And both

0:32:42.520 --> 0:32:46.760
<v Speaker 1>of them have an arm that's mounted on the platform

0:32:46.800 --> 0:32:51.320
<v Speaker 1>that has that holds the dish. This arm is a

0:32:51.360 --> 0:32:54.800
<v Speaker 1>vertical arm, so it extends upward and it also can

0:32:54.920 --> 0:32:59.800
<v Speaker 1>rotate along the perimeter of the dish. And mounted at

0:32:59.800 --> 0:33:03.320
<v Speaker 1>the end of that arm is a harness that you

0:33:03.400 --> 0:33:07.000
<v Speaker 1>are to put on when you're using the device. So

0:33:07.200 --> 0:33:09.160
<v Speaker 1>as I said, the arm can actually rotate around the

0:33:09.160 --> 0:33:12.040
<v Speaker 1>whole perimeter of the dish. That lets you turn in

0:33:12.160 --> 0:33:16.200
<v Speaker 1>place while you're wearing the harness and you're using the treadmill,

0:33:16.640 --> 0:33:20.240
<v Speaker 1>and that harness keeps you from falling over or tripping

0:33:20.320 --> 0:33:22.640
<v Speaker 1>off the side of the treadmill, and also lets you

0:33:23.040 --> 0:33:25.040
<v Speaker 1>have that stability you need if you want to do

0:33:25.080 --> 0:33:27.440
<v Speaker 1>something like try and run in place. Obviously, like if

0:33:27.440 --> 0:33:29.840
<v Speaker 1>you've got something obscuring your vision in the real world,

0:33:30.280 --> 0:33:32.360
<v Speaker 1>your body is not going to want to run, right.

0:33:32.680 --> 0:33:36.120
<v Speaker 1>Your body's going to say, heck no, it's stupid to

0:33:36.240 --> 0:33:38.560
<v Speaker 1>run when I can't actually see the environment around me.

0:33:39.040 --> 0:33:42.520
<v Speaker 1>That harness and that arm is meant to restrain you,

0:33:42.640 --> 0:33:45.960
<v Speaker 1>so that you can feel confident that you can make

0:33:46.000 --> 0:33:48.680
<v Speaker 1>those kind of motions, that you can run in place

0:33:48.760 --> 0:33:51.680
<v Speaker 1>and it's not going to have you, you know, do

0:33:51.800 --> 0:33:54.240
<v Speaker 1>a kool Aid Man through the wall of your room

0:33:54.320 --> 0:33:58.400
<v Speaker 1>or anything like that. These arms are also articulated, so

0:33:58.800 --> 0:34:01.840
<v Speaker 1>they can extend up or downward. They allow you to

0:34:01.920 --> 0:34:04.760
<v Speaker 1>do things like you can squat, or you can kneel,

0:34:05.360 --> 0:34:07.560
<v Speaker 1>so if you're playing like a shooter game or something,

0:34:07.920 --> 0:34:12.480
<v Speaker 1>you're not just stuck at one vertical level. You can

0:34:12.480 --> 0:34:14.879
<v Speaker 1>do things like squat down. Like if a game has

0:34:14.960 --> 0:34:18.520
<v Speaker 1>that capability where you can, you know, squinch down and

0:34:18.640 --> 0:34:23.040
<v Speaker 1>get underneath a barrier, then you can actually do that

0:34:23.200 --> 0:34:26.960
<v Speaker 1>within the physical space because the treadmills allow you to

0:34:27.000 --> 0:34:30.120
<v Speaker 1>do that. So both systems act like controllers. From what

0:34:30.200 --> 0:34:34.280
<v Speaker 1>I understand, they are mostly compatible with existing VR titles,

0:34:34.280 --> 0:34:37.960
<v Speaker 1>to varying degrees of effectiveness. At least the ones that

0:34:38.040 --> 0:34:42.160
<v Speaker 1>allow you to navigate through the VR experience using a controller.

0:34:42.320 --> 0:34:45.360
<v Speaker 1>Most of them work pretty well from what I understand.

0:34:45.440 --> 0:34:48.439
<v Speaker 1>I have not had personal experience with either of these,

0:34:48.920 --> 0:34:51.480
<v Speaker 1>so I can't say from that regard, but from what

0:34:51.600 --> 0:34:56.480
<v Speaker 1>I read, it sounds like, reasonably speaking, they're fairly compatible

0:34:56.520 --> 0:34:59.400
<v Speaker 1>with a lot of these titles. They do all the

0:34:59.400 --> 0:35:03.000
<v Speaker 1>conversion for you, so there's not like extensive setup that

0:35:03.040 --> 0:35:06.040
<v Speaker 1>you need to do. In most cases, there are a

0:35:06.080 --> 0:35:10.640
<v Speaker 1>couple of differences between the two besides the price. So

0:35:10.680 --> 0:35:13.680
<v Speaker 1>the C two Core, for example, requires players to wear

0:35:13.880 --> 0:35:18.600
<v Speaker 1>special shoes. You have shoes that come with the platform,

0:35:18.800 --> 0:35:20.680
<v Speaker 1>and those are what you need to wear when you're

0:35:20.800 --> 0:35:25.160
<v Speaker 1>using the device. These shoes have sensors and the bottom

0:35:25.200 --> 0:35:27.760
<v Speaker 1>of the shoes that face downward. It's kind of similar

0:35:27.760 --> 0:35:29.840
<v Speaker 1>to how a laser mouse has a sensor on the

0:35:29.960 --> 0:35:33.320
<v Speaker 1>underside of the mouse that what helps it detect movement

0:35:33.360 --> 0:35:35.840
<v Speaker 1>and position. So you can't just hop onto a C

0:35:35.960 --> 0:35:39.319
<v Speaker 1>two Core with your normal kicks. I found an Ask

0:35:39.440 --> 0:35:42.640
<v Speaker 1>Me Anything on Reddit where a user going by the

0:35:42.640 --> 0:35:46.680
<v Speaker 1>handle of a tickle Monster five twenty eight explained how

0:35:46.800 --> 0:35:49.640
<v Speaker 1>they had put a thin pair of socks or stockings

0:35:50.200 --> 0:35:53.240
<v Speaker 1>around these shoes in order to improve how they slide

0:35:53.239 --> 0:35:55.640
<v Speaker 1>against the surface of the treadmill itself, and that as

0:35:55.680 --> 0:36:00.440
<v Speaker 1>long as it was thin enough, it didn't inhibit the

0:36:00.520 --> 0:36:04.560
<v Speaker 1>sensor's performance on the treadmill itself, but it made it

0:36:04.600 --> 0:36:08.080
<v Speaker 1>way easier to walk and or run on the surface

0:36:08.120 --> 0:36:12.400
<v Speaker 1>of the treadmill. The Omni one does not require you

0:36:12.520 --> 0:36:17.440
<v Speaker 1>to wear special shoes, but it does come with overshoes.

0:36:17.480 --> 0:36:21.160
<v Speaker 1>They kind of look like sandals that slip on and

0:36:21.239 --> 0:36:24.200
<v Speaker 1>snap on on top of your normal shoes. They have

0:36:24.239 --> 0:36:26.840
<v Speaker 1>straps and everything. You strap them to the underside of

0:36:26.880 --> 0:36:30.040
<v Speaker 1>your shoes, and that's what you use to run against

0:36:30.040 --> 0:36:34.240
<v Speaker 1>the Omni one treadmill. Otherwise, in many ways, it seems

0:36:34.320 --> 0:36:37.400
<v Speaker 1>pretty darn similar to the C two Core. They're not identical.

0:36:37.480 --> 0:36:40.080
<v Speaker 1>They do have differences, and I'm sure there are also

0:36:40.200 --> 0:36:44.799
<v Speaker 1>differences as far as compatibility and performance are concerned with

0:36:44.920 --> 0:36:47.920
<v Speaker 1>VR titles, But without the opportunity to try them out

0:36:47.920 --> 0:36:51.040
<v Speaker 1>for myself, I can't really compare and contrast, so I

0:36:51.080 --> 0:36:56.239
<v Speaker 1>can't say one is definitively better than the other, or

0:36:56.360 --> 0:36:59.960
<v Speaker 1>performs more consistently than the other one does I don't know.

0:37:00.160 --> 0:37:02.839
<v Speaker 1>I know that both of them, at least according to

0:37:03.000 --> 0:37:07.560
<v Speaker 1>other folks who have used these devices, can occasionally have

0:37:07.640 --> 0:37:11.720
<v Speaker 1>performance issues where things get a little janky. It's still,

0:37:11.960 --> 0:37:16.279
<v Speaker 1>from what I understand, incredibly immersive and really effective in

0:37:16.360 --> 0:37:19.359
<v Speaker 1>most situations. It's just once in a while you might

0:37:19.480 --> 0:37:23.120
<v Speaker 1>encounter a situation where you take a step forward, but

0:37:23.200 --> 0:37:26.160
<v Speaker 1>what you see reflected in the game or the experience

0:37:26.800 --> 0:37:30.080
<v Speaker 1>isn't a one to one match with what you were

0:37:30.080 --> 0:37:32.799
<v Speaker 1>doing in the physical space. So within the discourse of

0:37:32.800 --> 0:37:35.000
<v Speaker 1>the VR community, there does seem to be a mixture

0:37:35.040 --> 0:37:40.440
<v Speaker 1>of enthusiasm and skepticism around these products. Some are heralding

0:37:40.560 --> 0:37:43.920
<v Speaker 1>them as the bridge that turns VR from an interesting

0:37:43.960 --> 0:37:49.240
<v Speaker 1>diversion and a niche interest among a hobbyist community into

0:37:49.320 --> 0:37:55.960
<v Speaker 1>a compelling activity that has mainstream appeal and something that

0:37:56.200 --> 0:37:59.560
<v Speaker 1>could end up becoming an important part not just for

0:37:59.600 --> 0:38:04.720
<v Speaker 1>stuff like entertainment, but maybe in fields like fitness. Others

0:38:04.760 --> 0:38:10.480
<v Speaker 1>are arguing that this technology, this omni treadmill approach technology,

0:38:10.800 --> 0:38:13.400
<v Speaker 1>is not yet refined to a point where it's fun

0:38:13.520 --> 0:38:18.520
<v Speaker 1>to use, Like, clearly the potential is there, but it's

0:38:18.600 --> 0:38:23.120
<v Speaker 1>not ready for actual prime time yet, and that once

0:38:23.200 --> 0:38:26.640
<v Speaker 1>the shine wears off from getting something like this and

0:38:26.680 --> 0:38:30.480
<v Speaker 1>getting to try it, the limitations become more evident and

0:38:30.560 --> 0:38:35.360
<v Speaker 1>can become aggravating, and that maybe it's better to wait

0:38:35.560 --> 0:38:39.959
<v Speaker 1>a bit longer for the technology to mature. And that's

0:38:40.040 --> 0:38:43.080
<v Speaker 1>tough because that's kind of what the argument was for

0:38:43.200 --> 0:38:46.040
<v Speaker 1>VR back in the nineties, and it was understandable at

0:38:46.040 --> 0:38:51.360
<v Speaker 1>the time, but Waiting for something to mature requires that

0:38:51.600 --> 0:38:56.480
<v Speaker 1>the technology still have the support necessary to continue to develop. Right.

0:38:56.560 --> 0:38:59.680
<v Speaker 1>You still need the money and the talent in order

0:38:59.719 --> 0:39:02.799
<v Speaker 1>for the tech to advance. It doesn't just do it

0:39:02.840 --> 0:39:08.320
<v Speaker 1>on its own. And so if everybody holds off and says,

0:39:08.360 --> 0:39:11.439
<v Speaker 1>you know, it's interesting, but I don't think it's ready yet,

0:39:12.080 --> 0:39:15.239
<v Speaker 1>then you don't have the money coming in that will

0:39:15.320 --> 0:39:18.319
<v Speaker 1>fund the next generation of the technology. Meanwhile, if you

0:39:18.400 --> 0:39:21.760
<v Speaker 1>have everyone rush in, they might try it and say

0:39:21.800 --> 0:39:23.759
<v Speaker 1>this isn't what I want it at all, and then

0:39:23.800 --> 0:39:27.520
<v Speaker 1>they just abandon the technology entirely. You know, there's no

0:39:27.680 --> 0:39:30.200
<v Speaker 1>easy solution here. But this does bring us up to

0:39:30.280 --> 0:39:33.239
<v Speaker 1>the hollow tile invention that I mentioned at the top

0:39:33.280 --> 0:39:36.920
<v Speaker 1>of the show. The hollow tile approach uses a collection

0:39:37.440 --> 0:39:41.960
<v Speaker 1>of tiny hexagonal tiles I'm talking about like they look

0:39:42.000 --> 0:39:44.200
<v Speaker 1>like they're about the size of maybe a half dollar

0:39:44.520 --> 0:39:47.960
<v Speaker 1>if you're familiar with that. So each of these tiles

0:39:48.000 --> 0:39:50.480
<v Speaker 1>can act like a treadmill, and it's a treadmill that

0:39:50.520 --> 0:39:54.680
<v Speaker 1>can move in any given direction, and collectively, these tiles

0:39:54.680 --> 0:39:58.480
<v Speaker 1>can keep someone within a relatively stable position on the

0:39:58.520 --> 0:40:02.120
<v Speaker 1>floor as the person attempts to walk around a virtual environment.

0:40:02.719 --> 0:40:05.000
<v Speaker 1>So If you were to watch this, you would see

0:40:05.120 --> 0:40:08.080
<v Speaker 1>someone standing on what looks like almost like a carpet

0:40:08.160 --> 0:40:12.360
<v Speaker 1>of hexagonal tiles, and as they're moving in various directions,

0:40:12.400 --> 0:40:17.600
<v Speaker 1>they're not actually traveling anywhere physically right because the treadmill

0:40:17.719 --> 0:40:21.360
<v Speaker 1>is keeping them in the same relative position physically, but

0:40:21.440 --> 0:40:25.480
<v Speaker 1>within the virtual environment, they could be traveling wherever they're going. Now,

0:40:25.520 --> 0:40:29.600
<v Speaker 1>the demonstration was really limited. There was an early view

0:40:29.760 --> 0:40:33.560
<v Speaker 1>of this technology. It showed users walking very slowly and

0:40:33.680 --> 0:40:37.719
<v Speaker 1>using very small steps, and that implies to me that

0:40:38.320 --> 0:40:42.320
<v Speaker 1>it's very early in this technologies infancy. It cannot handle

0:40:42.760 --> 0:40:46.400
<v Speaker 1>someone just walking at a normal pace. You have to

0:40:46.440 --> 0:40:49.840
<v Speaker 1>be walking at like, you know, a quarter speed with

0:40:50.000 --> 0:40:53.200
<v Speaker 1>small steps in order for it to work as it

0:40:53.400 --> 0:40:59.000
<v Speaker 1>is designed right now. But the potential is pretty darn cool.

0:40:59.440 --> 0:41:02.799
<v Speaker 1>Imagine that we've reached a point where this technology can

0:41:02.960 --> 0:41:06.399
<v Speaker 1>handle people walking or maybe even running, and yet keep

0:41:06.440 --> 0:41:13.399
<v Speaker 1>them in the same relative physical location inside a big room.

0:41:13.760 --> 0:41:17.520
<v Speaker 1>You can have a bunch of people inside the same

0:41:17.600 --> 0:41:21.880
<v Speaker 1>physical room standing on a floor made of these hexagonal tiles.

0:41:22.040 --> 0:41:24.600
<v Speaker 1>They can be facing different directions. They could all be

0:41:24.760 --> 0:41:28.600
<v Speaker 1>walking or running at their own pace and still staying

0:41:28.640 --> 0:41:31.680
<v Speaker 1>in the same relative position so that they're not in

0:41:31.760 --> 0:41:33.799
<v Speaker 1>danger of running into each other, and yet they can

0:41:33.840 --> 0:41:38.920
<v Speaker 1>all interact in the same virtual environment. That is a

0:41:38.960 --> 0:41:42.120
<v Speaker 1>really cool concept. I don't know if we're ever going

0:41:42.200 --> 0:41:46.160
<v Speaker 1>to get there, but it's the potential that's really exciting.

0:41:46.520 --> 0:41:48.600
<v Speaker 1>Because those tiles will just keep you within that same

0:41:48.640 --> 0:41:52.160
<v Speaker 1>relative physical space even while you change direction and speed.

0:41:52.680 --> 0:41:56.280
<v Speaker 1>That means you can all share and experience together. You're walking,

0:41:56.560 --> 0:41:59.040
<v Speaker 1>but you're not really going anywhere. It's kind of like

0:41:59.080 --> 0:42:01.879
<v Speaker 1>that stereotypical nightmare where you're in a hallway and you're

0:42:01.920 --> 0:42:04.040
<v Speaker 1>running toward the end of the hallway, but you never

0:42:04.040 --> 0:42:07.359
<v Speaker 1>get any closer to the end, except you know, it's

0:42:07.480 --> 0:42:09.440
<v Speaker 1>just what's going on within the physical space. In the

0:42:09.480 --> 0:42:11.800
<v Speaker 1>virtual space, you would actually be moving all over the place.

0:42:12.360 --> 0:42:15.040
<v Speaker 1>And you can imagine how this technology would enable really

0:42:15.040 --> 0:42:18.240
<v Speaker 1>cool experiences that Disney might use and attractions in the future.

0:42:18.360 --> 0:42:21.640
<v Speaker 1>You know, maybe you could have an interactive virtual experience

0:42:22.000 --> 0:42:25.360
<v Speaker 1>that lets you explore a famous fictional world, like imagine

0:42:25.400 --> 0:42:28.400
<v Speaker 1>being able to walk around Wonderland or never never Land,

0:42:28.520 --> 0:42:32.640
<v Speaker 1>or dare I say it Fresno but was a joke.

0:42:32.680 --> 0:42:35.600
<v Speaker 1>I know Fresno really exists, and you could do this

0:42:35.680 --> 0:42:37.880
<v Speaker 1>with your friends and family, right, you could all be

0:42:37.960 --> 0:42:41.719
<v Speaker 1>in that same instance together, and you could all be

0:42:41.800 --> 0:42:45.319
<v Speaker 1>walking around and exploring this space and split up and

0:42:45.360 --> 0:42:48.240
<v Speaker 1>go your own way, and you'd be safe from running

0:42:48.280 --> 0:42:50.799
<v Speaker 1>into you know, mom and dad because everyone's on their

0:42:50.840 --> 0:42:54.560
<v Speaker 1>own little, you know, patch of hollow tiles that are

0:42:54.600 --> 0:42:58.279
<v Speaker 1>keeping them isolated from everybody else while still being able

0:42:58.280 --> 0:43:02.080
<v Speaker 1>to share this experience. Of course, for all that to happen,

0:43:02.120 --> 0:43:04.640
<v Speaker 1>this technology will need to work a whole lot better

0:43:04.680 --> 0:43:07.360
<v Speaker 1>than it does now. And as I said, and the demonstration,

0:43:07.400 --> 0:43:10.040
<v Speaker 1>it was clear that users were really going easy on

0:43:10.120 --> 0:43:12.560
<v Speaker 1>these tiles. They did have a demonstration where they had

0:43:12.600 --> 0:43:16.239
<v Speaker 1>two people facing different directions walking on these tiles, but

0:43:16.280 --> 0:43:20.040
<v Speaker 1>again they're doing those kind of tiny little baby steps

0:43:20.040 --> 0:43:23.640
<v Speaker 1>at very slow pace. But the demonstration was still really impressive.

0:43:24.120 --> 0:43:27.000
<v Speaker 1>And I think the takeaway is that solving for movement

0:43:27.120 --> 0:43:29.880
<v Speaker 1>that pairs actions in the physical world with the virtual

0:43:29.920 --> 0:43:34.279
<v Speaker 1>world is still really hard. You're pretty much forced to

0:43:34.360 --> 0:43:37.319
<v Speaker 1>make concessions. You may have to make some concessions in

0:43:37.400 --> 0:43:40.880
<v Speaker 1>order to ensure that the system is functional, or you

0:43:40.920 --> 0:43:43.560
<v Speaker 1>may have to make concessions to make sure it's safe,

0:43:44.000 --> 0:43:46.080
<v Speaker 1>or some combination of the two, or maybe there are

0:43:46.080 --> 0:43:50.719
<v Speaker 1>other considerations that come into play. I think it's one

0:43:50.719 --> 0:43:54.040
<v Speaker 1>of the big challenges that's holding back VR adoption in general.

0:43:54.400 --> 0:43:56.680
<v Speaker 1>As it stands, you can do some really cool stuff

0:43:56.680 --> 0:44:00.880
<v Speaker 1>in VR, but it still feels fairly limited. Beat Saber

0:44:01.040 --> 0:44:04.160
<v Speaker 1>is a really great game, but you're standing in place

0:44:04.280 --> 0:44:07.120
<v Speaker 1>while you're waving your arms around. You're not set free

0:44:07.160 --> 0:44:10.000
<v Speaker 1>in a virtual open world where you can explore by

0:44:10.120 --> 0:44:14.200
<v Speaker 1>really walking around a physical space. When you do use

0:44:14.360 --> 0:44:16.960
<v Speaker 1>games that allow you to do some physical walking, you

0:44:17.040 --> 0:44:19.680
<v Speaker 1>have to work within a limited play area or else

0:44:19.719 --> 0:44:22.040
<v Speaker 1>you risk slamming into a wall or knocking over a

0:44:22.120 --> 0:44:24.719
<v Speaker 1>valuable antique or something. It's going to take a bit

0:44:24.719 --> 0:44:26.880
<v Speaker 1>more work to get to a point where the reality

0:44:27.040 --> 0:44:31.960
<v Speaker 1>in virtual reality lives up to the potential of virtual reality.

0:44:32.480 --> 0:44:35.719
<v Speaker 1>For that reason, I think augmented reality actually has a

0:44:35.760 --> 0:44:39.440
<v Speaker 1>slightly better chance of seeing higher adoption, at least in

0:44:39.480 --> 0:44:45.440
<v Speaker 1>the relatively short term, because AR has a few advantages. Now,

0:44:45.440 --> 0:44:47.640
<v Speaker 1>it does come with its own set of challenges, like

0:44:47.880 --> 0:44:52.080
<v Speaker 1>how do you integrate, say, game elements into AR so

0:44:52.120 --> 0:44:56.480
<v Speaker 1>that they fit naturally within someone's real world environment, But

0:44:56.560 --> 0:44:59.320
<v Speaker 1>it removes other challenges because you can see the physical

0:44:59.360 --> 0:45:02.240
<v Speaker 1>world around so the system doesn't have to find ways

0:45:02.239 --> 0:45:05.040
<v Speaker 1>to protect you from the physical world, or to protect

0:45:05.080 --> 0:45:09.240
<v Speaker 1>the physical world from you. If you are a limb

0:45:09.320 --> 0:45:13.400
<v Speaker 1>flailing maniac like myself with AR, the limitations of the

0:45:13.440 --> 0:45:17.439
<v Speaker 1>space around you are evident, and with a really well

0:45:17.480 --> 0:45:21.120
<v Speaker 1>designed application, you might not even think of them as limitations.

0:45:21.160 --> 0:45:23.840
<v Speaker 1>It may just all feel like they all naturally fit together.

0:45:24.360 --> 0:45:27.080
<v Speaker 1>But programming something that can be a compelling experience no

0:45:27.160 --> 0:45:30.640
<v Speaker 1>matter what the physical location happens to be, that's not

0:45:30.760 --> 0:45:33.440
<v Speaker 1>easy either. It may be that you end up programming

0:45:33.480 --> 0:45:35.960
<v Speaker 1>a game that's fantastic if you happen to have access

0:45:36.000 --> 0:45:39.200
<v Speaker 1>to a space that's the size of a gymnasium, but

0:45:39.320 --> 0:45:42.839
<v Speaker 1>maybe it's way more underwhelming inside your typical den or

0:45:42.880 --> 0:45:46.160
<v Speaker 1>partially finished basement. I do like checking in on these

0:45:46.160 --> 0:45:49.160
<v Speaker 1>technologies every few years to see what sort of progress

0:45:49.200 --> 0:45:52.439
<v Speaker 1>has been made. One thing I find encouraging is that

0:45:52.840 --> 0:45:55.279
<v Speaker 1>we are seeing devices like the C two Core and

0:45:55.320 --> 0:45:59.200
<v Speaker 1>the Omni one make it to market. These could have

0:45:59.280 --> 0:46:01.800
<v Speaker 1>been cases where companies had come up with this nifty

0:46:01.800 --> 0:46:05.560
<v Speaker 1>idea and maybe got some seed money for it, but

0:46:05.600 --> 0:46:09.400
<v Speaker 1>it never really got much further than the prototype stage.

0:46:09.440 --> 0:46:12.360
<v Speaker 1>Like that happens all the time, especially in the fields

0:46:12.360 --> 0:46:16.160
<v Speaker 1>of VR and AR. But these made it like they

0:46:16.200 --> 0:46:18.480
<v Speaker 1>got to the point where you can buy the thing

0:46:18.560 --> 0:46:20.560
<v Speaker 1>and get it delivered to your house and have it

0:46:20.680 --> 0:46:26.480
<v Speaker 1>and use it, like that's a phenomenal achievement. But you know,

0:46:26.600 --> 0:46:29.399
<v Speaker 1>despite the fact that these gadgets are meant to keep

0:46:29.440 --> 0:46:33.120
<v Speaker 1>you in place, we're still moving forward. That's pretty darn cool.

0:46:33.760 --> 0:46:36.680
<v Speaker 1>All right. That's it for moving around in VR. There

0:46:36.719 --> 0:46:39.160
<v Speaker 1>are other elements we could talk about, and maybe I

0:46:39.200 --> 0:46:41.680
<v Speaker 1>will in future episodes, but I thought that was a

0:46:41.719 --> 0:46:44.879
<v Speaker 1>good way to kind of talk about an interesting set

0:46:44.920 --> 0:46:48.560
<v Speaker 1>of challenges. It gets you to think about what you

0:46:48.640 --> 0:46:51.120
<v Speaker 1>need to solve for in order to create the experience

0:46:51.160 --> 0:46:54.239
<v Speaker 1>you want. That's really a big part of what engineering

0:46:54.280 --> 0:46:58.120
<v Speaker 1>is all about, right, It's problem solving. It's one of

0:46:58.120 --> 0:47:01.840
<v Speaker 1>my favorite things about inering in general and talking to engineers,

0:47:01.840 --> 0:47:04.760
<v Speaker 1>because engineers, when you talk to them, you realize they're

0:47:04.960 --> 0:47:08.280
<v Speaker 1>constantly attempting to solve problems, even if they're not aware

0:47:08.280 --> 0:47:10.919
<v Speaker 1>of it, and I think it's fascinating. I hope you're

0:47:11.000 --> 0:47:15.360
<v Speaker 1>all well. I am glad that I'm back and podcasting again.

0:47:15.719 --> 0:47:18.000
<v Speaker 1>We'll be talking to you again on Friday. I'll be

0:47:18.200 --> 0:47:21.239
<v Speaker 1>doing a news episode about what's been going on this

0:47:21.360 --> 0:47:25.919
<v Speaker 1>week in tech, and I'll talk to you again really soon.

0:47:32.320 --> 0:47:36.960
<v Speaker 1>Tech Stuff is an iHeartRadio production. For more podcasts from iHeartRadio,

0:47:37.280 --> 0:47:41.000
<v Speaker 1>visit the iHeartRadio app, Apple Podcasts, or wherever you listen

0:47:41.040 --> 0:47:45.880
<v Speaker 1>to your favorite shows.