WEBVTT - VR, the Metaverse, and Barriers to Entry

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and Health at Tech. Are you so in a couple

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<v Speaker 1>of months, we're going to be at a full year

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<v Speaker 1>since Mark Zuckerberg announced that Facebook the company would change

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<v Speaker 1>its name to Meta and that would act as a

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<v Speaker 1>sort of parent company for products like Facebook, the social

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<v Speaker 1>media platform, as well as Instagram, WhatsApp, etcetera. As to

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<v Speaker 1>why Zuckerberg and company wanted to change the name, there

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<v Speaker 1>are a lot of possible reasons. Some of them range

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<v Speaker 1>to the cynical, such as, you know, the name Facebook

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<v Speaker 1>has a sort of stigma attached to it and the

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<v Speaker 1>company would really like to distance itself from that, to

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<v Speaker 1>the practical. You know, Facebook is just one of many

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<v Speaker 1>products that this company offers. So it is kind the

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<v Speaker 1>confusing if you if you called the company the same

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<v Speaker 1>name as just one of the things it offers. All

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<v Speaker 1>the way to the aspirational that Meta is a reference

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<v Speaker 1>to the apparently unavoidable approach of the metaverse that we

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<v Speaker 1>cannot escape if we wanted to. Now, the metaverse as

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<v Speaker 1>a concept is, I would argue, still pretty wibbly wobbly timey.

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<v Speaker 1>Whymy as the doctor would say, there's kind of a

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<v Speaker 1>general idea about what it will be, you know, some

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<v Speaker 1>sort of persistent, online, interactive and immersive environment. On the

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<v Speaker 1>more modest side, this could potentially just be the next

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<v Speaker 1>big evolutionary step and online social networks. On the more

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<v Speaker 1>grandiose side, the metaverse could be the new way we

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<v Speaker 1>interact online with everything. I mean, it wouldn't just be

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<v Speaker 1>how we socialize or entertain ourselves. It might dominate how

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<v Speaker 1>we interact at work. You know, we might attend virtual

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<v Speaker 1>meetings in a virtual eating room. It could dominate how

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<v Speaker 1>we shop as we peruse virtual aisles, and it would

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<v Speaker 1>be essentially everything. It would be the virtual equivalent of

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<v Speaker 1>the real world around us. Now, if you extend that

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<v Speaker 1>vision to dystopic proportions, you get something like Ready Player

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<v Speaker 1>one by Ernest Klein or snow Crash by Neil Stevenson,

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<v Speaker 1>and for the record, I personally prefer snow Crash now. Many,

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<v Speaker 1>though not all, conceptualizations of the metaverse incorporate virtual reality

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<v Speaker 1>or VR in an intrinsic way, So this concept has

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<v Speaker 1>users dawning virtual reality gear so that they can really

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<v Speaker 1>immerse themselves into this persistent virtual world. So I thought

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<v Speaker 1>I would chat a little bit about some of the

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<v Speaker 1>challenges that have accompanied virtual reality, because I think it's

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<v Speaker 1>good to acknowledge the hurdles before you rush headlong into

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<v Speaker 1>an uncertain future. If you don't acknowledge the challenges that

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<v Speaker 1>are in the way, then it's just gonna make it

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<v Speaker 1>more difficult to address those challenges when the time comes.

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<v Speaker 1>So I want to really do that in this episode

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<v Speaker 1>and talk about the things I see as being barriers

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<v Speaker 1>to entrgue for the metaverse in the future. Now, by

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<v Speaker 1>the time the metaverse is actually a thing, which will

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<v Speaker 1>probably be maybe a decade from now, it's quite possible

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<v Speaker 1>that all of these issues will have been solved. But

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<v Speaker 1>without talking about them, it's hard to, you know, come

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<v Speaker 1>up with solutions. So first of all, let's define some terms.

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<v Speaker 1>What is virtual reality? Well, unlike the metaverse, this is

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<v Speaker 1>something that we can more easily define. We typically credit

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<v Speaker 1>Jarren Lanier with coining the phrase virtual reality. Lanier has

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<v Speaker 1>done incredible work in computer science and in virtual environments,

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<v Speaker 1>but the fact is there were earlier concepts similar to

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<v Speaker 1>what we call virtual reality. Some of them had names

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<v Speaker 1>like artificial reality. Anyway, the basic idea when you boil

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<v Speaker 1>it down, is that you're using to tchnology to surround

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<v Speaker 1>a user with a computer generated environment or a computer

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<v Speaker 1>generated reality. So it should be immersive and it should

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<v Speaker 1>also be interactive, because if the environment is not interactive,

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<v Speaker 1>it feels like you're standing in a still photograph of

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<v Speaker 1>the environment. You wouldn't be able to do anything, and

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<v Speaker 1>your sense of immersion would very quickly kind of crumble. Uh. Like,

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<v Speaker 1>the most you might be able to do in such

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<v Speaker 1>a primitive implementation is to change your point of view

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<v Speaker 1>by moving your head around. But otherwise your options would

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<v Speaker 1>be really limited. So for it to be a real

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<v Speaker 1>virtual reality experience, you need to have some sort of

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<v Speaker 1>agency within the environment, some way to interact with the

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<v Speaker 1>computer generated environment that's around you. Now, virtual reality is

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<v Speaker 1>a subset of a technology we call mixed reality, and

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<v Speaker 1>this is a term that would come a little bit later,

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<v Speaker 1>but it was really meant to help contextualize the spectrum

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<v Speaker 1>between virtual reality and augmented reality. Okay, so in an

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<v Speaker 1>ideal virtual reality implementation, we're talking something like the holidayck

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<v Speaker 1>in Star Trek. Everything that the user's senses would be

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<v Speaker 1>provided by the computer, so that would include not just

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<v Speaker 1>whatever the user is seeing and hearing, but also what

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<v Speaker 1>they can touch and smell and maybe even taste as well.

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<v Speaker 1>But ultimately, all the stuff that the user is experiencing

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<v Speaker 1>wouldn't be quote unquote real. They would be computer generated.

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<v Speaker 1>It would be a simulation of the real. Augmented reality

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<v Speaker 1>or a R, on the other hand, uses a computer

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<v Speaker 1>to enhance or augment your experience in the real world.

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<v Speaker 1>It's a overlay of digital technology on top of what

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<v Speaker 1>you're really experiencing. So a common example is imagine you've

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<v Speaker 1>got a pair of glasses that let you see the

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<v Speaker 1>world around you. So it's at transparent lenses you can

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<v Speaker 1>look around and see everything, but those lenses can also

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<v Speaker 1>overlay digital information within your view of the world around you.

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<v Speaker 1>So maybe you're using the glasses to display turn by

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<v Speaker 1>turn directions as you make your way to a destination.

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<v Speaker 1>So you could see the directions, but you can also

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<v Speaker 1>see through the directions to the real world and beyond

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<v Speaker 1>and that, you know, it's kind of like heads up

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<v Speaker 1>displays and military aircraft. They've had these for for many

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<v Speaker 1>years now. That's an example of augmented reality, and like

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<v Speaker 1>virtual reality, augmented reality doesn't just have to be tied

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<v Speaker 1>to vision. More often than not, that's how we see

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<v Speaker 1>these implementations, but it doesn't have to be vision based

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<v Speaker 1>at all. It could include sound, It could include other

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<v Speaker 1>sensations as well, like tactile feedback or what we call

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<v Speaker 1>haptic feedback. The important bit is that a computer is

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<v Speaker 1>generating the things that you are sensing in order to

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<v Speaker 1>give you more information or enhance your experience within or

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<v Speaker 1>real world environment, not to replace it, but to enhance it.

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<v Speaker 1>So a great augmented reality implementation shouldn't distract you from

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<v Speaker 1>what's actually going on around you, which is easier said

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<v Speaker 1>than done, because often we like to put cool stuff

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<v Speaker 1>in our tech, and that cool stuff might ultimately prove

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<v Speaker 1>to be a distraction from the real world, which is

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<v Speaker 1>kind of defeating the purpose of augmented reality. But back

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<v Speaker 1>to virtual reality now, in the eighties and nineties, which

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<v Speaker 1>I'm sure some of you remember. Some of you listeners

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<v Speaker 1>out there are probably around my age or maybe even older,

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<v Speaker 1>and you might remember what virtual reality was like when

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<v Speaker 1>it was debuting in the late eighties and into the

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<v Speaker 1>early two mid nineties of the technology that could bring

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<v Speaker 1>virtual reality out of the hypothetical concept phase and into

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<v Speaker 1>a primitive but working model was really taking shape, and

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<v Speaker 1>it required a ton of work. I do not want

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<v Speaker 1>to be dismissive of the incredible technological innovation that was

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<v Speaker 1>required to make virtual reality possible when you start thinking

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<v Speaker 1>about all the different elements that have to come into play.

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<v Speaker 1>That you have to have various types of accelerometers and

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<v Speaker 1>sensors to be able to tell when someone is turning

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<v Speaker 1>their head to what degree, at what speed, you know,

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<v Speaker 1>and be able to reflect that in the view that's

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<v Speaker 1>get sent to the user. Like that alone blows my mind.

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<v Speaker 1>It is a not an easy thing to solve, at

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<v Speaker 1>least not initially, and it required so much work. Head

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<v Speaker 1>malone displays needed to be able to really track a

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<v Speaker 1>person's head movements accurately and with as little latency as possible.

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<v Speaker 1>Latency is delay. If you've ever played a bad video

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<v Speaker 1>game where you push a button and there's a delay

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<v Speaker 1>before anything happens, you know how latency can be frustrating.

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<v Speaker 1>There's there's kind of a similar issue. It's not we

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<v Speaker 1>wouldn't call it latency, but occasionally you might watch a

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<v Speaker 1>video where the audio is out of sync with the video,

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<v Speaker 1>where you might see someone moving their mouth but there's

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<v Speaker 1>no voice coming out, and then a couple of seconds

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<v Speaker 1>later you hear the voice. That is incredibly frustrating experience

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<v Speaker 1>to to try and watch a video where this problem

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<v Speaker 1>has arisen. Imagine that, but it's with a first person experience.

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<v Speaker 1>You're having imagined that the world around you is having

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<v Speaker 1>this weird delay. So with virtual reality, and you know

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<v Speaker 1>generally just mixed reality, latency can really spell disaster, or

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<v Speaker 1>could at least spell the need for a clean up

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<v Speaker 1>on Aisle three, because if there's a delay between when

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<v Speaker 1>you turn your head and when the environment you're looking

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<v Speaker 1>at matches that motion. In other words, when you're your

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<v Speaker 1>perspective matches what you're physically doing. If there's a delay

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<v Speaker 1>between those things, you get this unpleasant swimming sensation that

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<v Speaker 1>often can lead to motion sickness. Other aspects of the

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<v Speaker 1>R can also provoke emotion sickness response, and we're gonna

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<v Speaker 1>talk about that a little bit more later in this

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<v Speaker 1>episode it but yeah, that's one of the big things

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<v Speaker 1>that early VR researchers were trying to minimize is that latency.

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<v Speaker 1>So in the early days of R things were really primitive.

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<v Speaker 1>The equipment was incredibly expensive. Most of the time, you're

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<v Speaker 1>talking about stuff that's custom made for a research project.

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<v Speaker 1>You could try to pull things off the shelf and

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<v Speaker 1>incorporate them into your designs, but it's just that no

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<v Speaker 1>one was making these things like head mounted displays as

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<v Speaker 1>a commercial product, so you had to do it all yourself.

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<v Speaker 1>You know, you might cobble it together with existing stuff

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<v Speaker 1>to make it happen, but still was a lot of labor.

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<v Speaker 1>The equipment was really bulky, the resolutions were really low,

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<v Speaker 1>so you were talking about very simple graphics because you

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<v Speaker 1>just couldn't pull off anything complex. And lots of folks

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<v Speaker 1>who are working in the field really we're focusing on

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<v Speaker 1>specific applications that would converge into the technology of virtual reality.

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<v Speaker 1>But there was so much to be done right, Like

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<v Speaker 1>it's it's the sort of thing where you couldn't have

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<v Speaker 1>one person pioneer everything. You had to have lots of

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<v Speaker 1>different specialists to kind of get all the pieces to fit. Unfortunately,

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<v Speaker 1>while this was taking shape and as amazing as it was,

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<v Speaker 1>it just wasn't ready for prime time. But the more

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<v Speaker 1>hype minded folks would step in and they kind of

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<v Speaker 1>messed everything up. See, early virtual reality worked in a

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<v Speaker 1>manner of fashion, but it wasn't sophisticated, and you know,

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<v Speaker 1>if you were looking at it as a form of entertainment,

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<v Speaker 1>it wasn't necessarily satisfying. Head Meldon displays we're really heavy.

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<v Speaker 1>I mean we're talking about before flat panel displays really

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<v Speaker 1>became a thing. So you were wearing effectively a small

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<v Speaker 1>monitor on your face that was too heavy for a

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<v Speaker 1>person to wear comfortably for any length of time. So

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<v Speaker 1>a lot of early VR systems used displays that were

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<v Speaker 1>in turn suspended from a rig that was you know,

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<v Speaker 1>mounted on the ceiling. You know, you would have this

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<v Speaker 1>grid where you would have cables come down and support

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<v Speaker 1>at least some of the weight of the headset so

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<v Speaker 1>that a person could wear it without you know, crumpling

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<v Speaker 1>to the ground. But that also limited the user's movement, right,

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<v Speaker 1>they couldn't walk around with these things because they were

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<v Speaker 1>tethered two. Uh, these rigs that helped support the weight.

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<v Speaker 1>That obviously limits the VR experience somewhat. Doesn't mean that

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<v Speaker 1>the technology wasn't incredible, just means that maybe it wasn't

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<v Speaker 1>the right thing to spring on the public. Now, on

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<v Speaker 1>top of all that, compute power and graphics processing were

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<v Speaker 1>nowhere close to where they are today. So rendering graphics

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<v Speaker 1>takes a lot of juice, it takes a lot of

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<v Speaker 1>processing power, and so early VR implementations were incredibly primitive

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<v Speaker 1>compared to the video games of today. In fact, they

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<v Speaker 1>were primitive compared to the video games of the time.

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<v Speaker 1>Like if you were to play a best of class

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<v Speaker 1>computer game at the same time as the experience a

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<v Speaker 1>VR game like Dactyl Nightmare, you would say, Wow, these

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<v Speaker 1>graphics are terrible compared to what I can play at home,

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<v Speaker 1>And the stuff that you can play at home back

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<v Speaker 1>at that time doesn't even come close to measuring up

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<v Speaker 1>with what we can achieve today. So it would take

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<v Speaker 1>a lot of time to develop software and hardware approaches

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<v Speaker 1>that could create a high resolution experience. Now I mentioned

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<v Speaker 1>Dactyl Nightmare just now. When we come back, I'm going

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<v Speaker 1>to talk a little bit more about it, because I

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<v Speaker 1>feel that that experience really kind of illustrates the limitations

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<v Speaker 1>of virtual reality during its first phase and help explain

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<v Speaker 1>why VR ended up having a long period where no

0:14:06.200 --> 0:14:08.800
<v Speaker 1>one was really talking about it. But first, let's take

0:14:09.160 --> 0:14:22.280
<v Speaker 1>this quick break. Okay, let's talk about Dactyl Nightmare. Now.

0:14:22.360 --> 0:14:26.600
<v Speaker 1>This was a VR experience that debuted in nine and

0:14:26.680 --> 0:14:29.440
<v Speaker 1>it's a great example of a simple, early and primitive

0:14:29.600 --> 0:14:33.840
<v Speaker 1>VR game. Now, the way I experienced this was that

0:14:33.960 --> 0:14:37.680
<v Speaker 1>there was a shopping mall about half an hour away

0:14:37.680 --> 0:14:41.080
<v Speaker 1>from where I lived at the time as a kid teenager,

0:14:41.760 --> 0:14:45.440
<v Speaker 1>where you would go and there was this one storefront

0:14:45.800 --> 0:14:48.840
<v Speaker 1>that had been turned into a VR arcade. I think

0:14:48.880 --> 0:14:53.680
<v Speaker 1>they had maybe four pedestals where you would get up

0:14:53.680 --> 0:14:57.080
<v Speaker 1>on the pedestal, there'd be a ring that would close

0:14:57.120 --> 0:14:59.560
<v Speaker 1>around you, so it would limit your movement that way,

0:14:59.600 --> 0:15:01.720
<v Speaker 1>you wouldn't walk off the pedestal and trip and fall

0:15:01.720 --> 0:15:04.800
<v Speaker 1>and break your leg and sue the store or whatever.

0:15:05.440 --> 0:15:09.600
<v Speaker 1>You had those ginormous headsets that were partially suspended from

0:15:09.640 --> 0:15:11.360
<v Speaker 1>the ceiling to help take off some of the weight,

0:15:11.800 --> 0:15:14.320
<v Speaker 1>and you played a couple of different games, the main

0:15:14.400 --> 0:15:19.280
<v Speaker 1>one being Dactyl Nightmare. Um. The virtual world in Dactyl

0:15:19.360 --> 0:15:23.760
<v Speaker 1>Nightmare consists of just five platforms in an otherwise featureless void,

0:15:23.840 --> 0:15:26.560
<v Speaker 1>so it's just darkness all around you. In these five platforms.

0:15:26.960 --> 0:15:29.880
<v Speaker 1>You have one platform at the center and the other

0:15:29.920 --> 0:15:33.840
<v Speaker 1>four platforms are bordering the center one, So there's one

0:15:33.880 --> 0:15:37.560
<v Speaker 1>on each side, and they're slightly higher up than the

0:15:37.640 --> 0:15:40.440
<v Speaker 1>center platform, and there's a staircase leading from each of

0:15:40.480 --> 0:15:44.040
<v Speaker 1>the bordering platforms down to the center. And it was

0:15:44.080 --> 0:15:46.960
<v Speaker 1>the first person shooting game, at least usually that's the

0:15:47.000 --> 0:15:48.560
<v Speaker 1>way it was. There were a couple of other modes

0:15:48.600 --> 0:15:50.400
<v Speaker 1>in it, but as the first person shooting game, and

0:15:50.440 --> 0:15:57.280
<v Speaker 1>players were represented as crude polygonal people by people things,

0:15:57.920 --> 0:16:02.600
<v Speaker 1>and occasionally another crude, ligtal flying creature, the so called

0:16:02.680 --> 0:16:06.440
<v Speaker 1>dactyl Tera. Dactyl would swoop in and grab a player

0:16:06.560 --> 0:16:09.040
<v Speaker 1>and fly off with him and then drop them. If

0:16:09.040 --> 0:16:11.400
<v Speaker 1>you do an image search for Dactyl Nightmare you'll see

0:16:11.440 --> 0:16:13.960
<v Speaker 1>what I'm talking about. And again, I don't want to

0:16:14.000 --> 0:16:18.040
<v Speaker 1>dismiss these early attempts at virtual reality. So to achieve

0:16:18.120 --> 0:16:21.760
<v Speaker 1>something like Dactyl Nightmare took a ton of work. Uh.

0:16:21.800 --> 0:16:24.920
<v Speaker 1>I think the mistake was trying to bring VR in

0:16:25.040 --> 0:16:29.000
<v Speaker 1>its state in the yearly nineties to market a little

0:16:29.000 --> 0:16:33.080
<v Speaker 1>too soon, because people who experienced games like Dactyl Nightmare

0:16:33.760 --> 0:16:36.400
<v Speaker 1>had varying reactions. I mean, there were some folks who

0:16:36.440 --> 0:16:38.200
<v Speaker 1>did it and they saw the promise of v R

0:16:38.920 --> 0:16:40.800
<v Speaker 1>and they said, well, This is a really cool idea,

0:16:40.920 --> 0:16:42.520
<v Speaker 1>and I can't wait to see what it looks like

0:16:42.520 --> 0:16:45.760
<v Speaker 1>when the tech has matured right Like they're saying, this

0:16:45.840 --> 0:16:47.800
<v Speaker 1>is clearly not where it needs to be right now,

0:16:48.200 --> 0:16:50.680
<v Speaker 1>but I can't wait to see where it evolves. There

0:16:50.680 --> 0:16:52.400
<v Speaker 1>were a lot of other people, I think the vast

0:16:52.440 --> 0:16:55.560
<v Speaker 1>majority who their reaction kind of boiled down to this

0:16:55.680 --> 0:16:58.160
<v Speaker 1>is awful. I can't believe people were making such a

0:16:58.200 --> 0:17:01.520
<v Speaker 1>big deal out of this. This is just a fad now.

0:17:01.560 --> 0:17:04.280
<v Speaker 1>In previous episodes of Tech Stuff, I've talked about the

0:17:04.320 --> 0:17:07.960
<v Speaker 1>Gartner hype cycle. The company Gartner created a sort of

0:17:07.960 --> 0:17:12.240
<v Speaker 1>a graphical representation of the process that an emerging technology

0:17:12.320 --> 0:17:15.240
<v Speaker 1>tends to go through with regard to height. So this

0:17:15.320 --> 0:17:19.680
<v Speaker 1>doesn't necessarily relate directly to the capabilities of the technology

0:17:19.720 --> 0:17:22.480
<v Speaker 1>as much as how we perceive and treat the tech,

0:17:22.680 --> 0:17:26.560
<v Speaker 1>how much our expectations can often exceed whatever the tech

0:17:26.640 --> 0:17:30.120
<v Speaker 1>is really capable of doing. So early on in an

0:17:30.119 --> 0:17:34.520
<v Speaker 1>emerging technologies life cycle or hype cycle, the interest in

0:17:34.520 --> 0:17:38.600
<v Speaker 1>the technology skyrockets. That's what we saw with VR in

0:17:38.640 --> 0:17:42.080
<v Speaker 1>the early nineties. People start blue skying how the tech

0:17:42.160 --> 0:17:45.840
<v Speaker 1>is going to change everything, And in fact, I would

0:17:45.880 --> 0:17:50.440
<v Speaker 1>argue we were in that phase with the metaverse last year,

0:17:50.760 --> 0:17:53.320
<v Speaker 1>or you know, late last year, maybe early this year,

0:17:53.520 --> 0:17:56.399
<v Speaker 1>and some companies still I think, are But I think

0:17:56.440 --> 0:17:59.880
<v Speaker 1>a lot of other people feel they've already past the

0:18:00.080 --> 0:18:02.919
<v Speaker 1>heak of hype and are on the downward slope at

0:18:02.960 --> 0:18:05.840
<v Speaker 1>this point. Some of us, anyway, I know, I am

0:18:05.880 --> 0:18:09.640
<v Speaker 1>now generally in this cycle. You have what is called

0:18:09.680 --> 0:18:12.840
<v Speaker 1>the peak of inflated expectations. This is the highest point

0:18:12.840 --> 0:18:17.120
<v Speaker 1>of hype, where your belief in the tech is well

0:18:17.160 --> 0:18:19.760
<v Speaker 1>beyond what the tech can deliver. We saw this with

0:18:19.920 --> 0:18:22.880
<v Speaker 1>autonomous car technology. I was definitely guilty of this, where

0:18:23.400 --> 0:18:25.720
<v Speaker 1>I was convinced that we were maybe a year or

0:18:25.720 --> 0:18:29.960
<v Speaker 1>two away from autonomous cars revolutionizing the way we get

0:18:30.000 --> 0:18:35.800
<v Speaker 1>around and and virtually eliminating things like vehicular accidents and deaths.

0:18:36.920 --> 0:18:42.080
<v Speaker 1>That was sadly, wildly too optimistic. It was incredibly naive,

0:18:42.160 --> 0:18:44.639
<v Speaker 1>and I fully own up to that. So, as the

0:18:44.720 --> 0:18:47.359
<v Speaker 1>name suggests, the peak of inflated expectations, we sort of

0:18:47.400 --> 0:18:49.439
<v Speaker 1>have this realization that the tech that we were so

0:18:49.520 --> 0:18:53.600
<v Speaker 1>hyped for can't possibly live up to the hype that

0:18:53.640 --> 0:18:57.199
<v Speaker 1>we've bought into, maybe even hype that we ourselves have generated.

0:18:57.720 --> 0:19:01.119
<v Speaker 1>So our excitement for the technology then come is crashing down,

0:19:01.640 --> 0:19:04.640
<v Speaker 1>it bottoms out and what Gardner refers to as the

0:19:04.800 --> 0:19:09.479
<v Speaker 1>trough of disillusionment. But then once we hit rock bottom,

0:19:09.680 --> 0:19:13.080
<v Speaker 1>once we've you know, kind of woken up to the

0:19:13.119 --> 0:19:17.720
<v Speaker 1>fact that we placed ridiculous expectations on this technology, we

0:19:17.760 --> 0:19:20.879
<v Speaker 1>can then better evaluate what the tech actually can and

0:19:21.000 --> 0:19:23.240
<v Speaker 1>can't do, and maybe we start to get a little

0:19:23.240 --> 0:19:25.639
<v Speaker 1>excited again. Now we're not going to go as crazy

0:19:25.680 --> 0:19:28.000
<v Speaker 1>as we were in the beginning, but we might get

0:19:28.040 --> 0:19:32.040
<v Speaker 1>a little more optimistic. And this is the slope of enlightenment.

0:19:32.359 --> 0:19:35.679
<v Speaker 1>And then we hit the plateau of productivity. This is

0:19:35.720 --> 0:19:38.959
<v Speaker 1>where our expectations for the tech and the actual capabilities

0:19:39.000 --> 0:19:43.159
<v Speaker 1>of the tech finally level out and we can actually

0:19:43.160 --> 0:19:47.320
<v Speaker 1>be productive with the technology. We're no longer you know,

0:19:48.119 --> 0:19:51.639
<v Speaker 1>throwing out hyperbole about what the technology is going to

0:19:51.680 --> 0:19:55.720
<v Speaker 1>be capable of doing. Uh. And I think we're a

0:19:55.800 --> 0:19:59.320
<v Speaker 1>ways away from that with the metaverse, largely because again,

0:19:59.720 --> 0:20:03.560
<v Speaker 1>we we don't even have a full satisfactory definition of

0:20:03.560 --> 0:20:05.600
<v Speaker 1>what the metaverse is going to be yet, so it's

0:20:05.680 --> 0:20:09.639
<v Speaker 1>kind of hard to get to the plateau of productivity. Um.

0:20:09.680 --> 0:20:11.320
<v Speaker 1>But a lot of us, I think are a little

0:20:11.320 --> 0:20:15.040
<v Speaker 1>more disillusioned by the promise of the metaverse than uh

0:20:15.080 --> 0:20:19.960
<v Speaker 1>than h hyped for it. Anyway, once folks got a

0:20:20.000 --> 0:20:23.040
<v Speaker 1>good look at what VR could and more importantly, couldn't

0:20:23.119 --> 0:20:25.919
<v Speaker 1>do back in the nineties, we had that trough of

0:20:26.000 --> 0:20:30.280
<v Speaker 1>disillusionment real hard, and for the scientists and engineers and

0:20:30.320 --> 0:20:32.760
<v Speaker 1>programmers and such who were working in the VR field,

0:20:33.359 --> 0:20:36.639
<v Speaker 1>that was a total disaster. That sudden decline and interest

0:20:36.720 --> 0:20:39.760
<v Speaker 1>meant that it was really hard to get financial support

0:20:39.840 --> 0:20:43.480
<v Speaker 1>to do research work in the field because like it

0:20:43.560 --> 0:20:46.080
<v Speaker 1>just wasn't popular. If something is not popular and people

0:20:46.080 --> 0:20:49.000
<v Speaker 1>have turned against it, it's very hard to convince the

0:20:49.080 --> 0:20:53.080
<v Speaker 1>folks who manage money to pour it into that field.

0:20:53.480 --> 0:20:55.879
<v Speaker 1>So some folks who are researching ways to use VR

0:20:55.920 --> 0:20:59.879
<v Speaker 1>and say therapy, found themselves cobbling together systems from the

0:21:00.040 --> 0:21:04.080
<v Speaker 1>DEO game components. Video game consoles became like a popular

0:21:04.280 --> 0:21:09.080
<v Speaker 1>go to source two kind of Jerry rig a VR

0:21:09.240 --> 0:21:13.480
<v Speaker 1>system out of all these different parts. So that was

0:21:13.520 --> 0:21:16.760
<v Speaker 1>still happening. There were still great work being done in

0:21:16.960 --> 0:21:20.159
<v Speaker 1>R and D, but the general consensus was there was

0:21:20.160 --> 0:21:22.600
<v Speaker 1>no money to be made in creating full systems. So

0:21:22.640 --> 0:21:24.760
<v Speaker 1>it's not like you could just go and buy a

0:21:24.880 --> 0:21:27.640
<v Speaker 1>virtual reality system off the shelf. And to be clear,

0:21:27.760 --> 0:21:30.879
<v Speaker 1>like when I was talking about Dactyl Nightmare, we weren't

0:21:30.880 --> 0:21:33.919
<v Speaker 1>talking about home virtual reality at all then. This was

0:21:34.200 --> 0:21:36.840
<v Speaker 1>These were systems that were far too large and bulky

0:21:36.920 --> 0:21:41.040
<v Speaker 1>and unwieldy and expensive for the average person to get

0:21:41.080 --> 0:21:45.080
<v Speaker 1>one and have it installed in their home. VR continued

0:21:45.600 --> 0:21:48.240
<v Speaker 1>in these years, but in a much more modest way,

0:21:48.320 --> 0:21:50.840
<v Speaker 1>and there were a few attempts to bring VR into

0:21:50.840 --> 0:21:54.199
<v Speaker 1>home gaming, but most of those, like for example, there

0:21:54.240 --> 0:21:57.399
<v Speaker 1>was a planned VR set that was meant for the

0:21:57.440 --> 0:21:59.840
<v Speaker 1>sake of Genesis, a lot of those would get shell.

0:22:00.520 --> 0:22:03.480
<v Speaker 1>The ultimately just decided that this was too much work

0:22:03.480 --> 0:22:05.200
<v Speaker 1>and too much expense and there wasn't going to be

0:22:05.320 --> 0:22:09.879
<v Speaker 1>enough payoff, and those projects were largely abandoned. Now flash

0:22:09.960 --> 0:22:12.280
<v Speaker 1>forward more than a decade until we get to two

0:22:12.320 --> 0:22:17.080
<v Speaker 1>thousand nine, Palmer Lucky, the creator of Oculus, had started

0:22:17.200 --> 0:22:22.560
<v Speaker 1>building head mounted displays. Not this point, technology had improved significantly.

0:22:22.960 --> 0:22:26.160
<v Speaker 1>Flat panel displays where a possibility that really brought down

0:22:26.240 --> 0:22:29.680
<v Speaker 1>the bulk and weight of headsets. The development of powerful

0:22:29.720 --> 0:22:33.760
<v Speaker 1>processors for smartphones would ultimately be leveraged to handle processing

0:22:33.880 --> 0:22:37.240
<v Speaker 1>for a lot of VR systems which helped reduce latency

0:22:37.320 --> 0:22:41.520
<v Speaker 1>and boost resolution and also increase your field of view.

0:22:42.000 --> 0:22:46.480
<v Speaker 1>That's how many degrees of vision you have from side

0:22:46.480 --> 0:22:50.640
<v Speaker 1>to side within a mixed reality headset. Now, in two

0:22:50.720 --> 0:22:53.720
<v Speaker 1>thousand and twelve, Palmer Lucky launched a Kickstarter to fund

0:22:53.760 --> 0:22:57.800
<v Speaker 1>the development and manufacture of the first Oculus developer kit.

0:22:58.720 --> 0:23:01.400
<v Speaker 1>And it would be an over so qplification to say

0:23:01.440 --> 0:23:05.480
<v Speaker 1>that the Oculus solely made VR a viable possibility. Again,

0:23:06.000 --> 0:23:10.560
<v Speaker 1>that's that's dismissing tons of work from other people and

0:23:10.680 --> 0:23:15.320
<v Speaker 1>other companies. However, the Oculus, I think would you could argue,

0:23:15.400 --> 0:23:19.840
<v Speaker 1>was easily the most visible example of VR technology that

0:23:19.960 --> 0:23:24.760
<v Speaker 1>could at least approach the old promise of VR and

0:23:24.800 --> 0:23:29.040
<v Speaker 1>make something that was a decent implementation of that promise.

0:23:29.680 --> 0:23:33.240
<v Speaker 1>So the dreams of the eighties and nineties were unrealistic

0:23:33.280 --> 0:23:36.719
<v Speaker 1>at the time, but the Oculus seemed to be a

0:23:36.760 --> 0:23:40.439
<v Speaker 1>little bit closer to what we were hoping for. You know,

0:23:40.480 --> 0:23:44.080
<v Speaker 1>A couple of decades earlier, other manufacturers would start to

0:23:44.080 --> 0:23:46.359
<v Speaker 1>make VR headsets too, and there was a push to

0:23:46.440 --> 0:23:50.000
<v Speaker 1>develop better systems, UH, including ones that would be self

0:23:50.040 --> 0:23:54.800
<v Speaker 1>contained and others that would require a PC to run software.

0:23:55.160 --> 0:23:57.080
<v Speaker 1>While the VR system would kind of act as your

0:23:57.160 --> 0:24:03.399
<v Speaker 1>display and input device. Now early on, there were a

0:24:03.440 --> 0:24:06.560
<v Speaker 1>few big obstacles standing in the way of VR adoption.

0:24:07.400 --> 0:24:11.480
<v Speaker 1>One is that the really early VR headsets in this era,

0:24:11.600 --> 0:24:16.959
<v Speaker 1>the being like the twenty twelve to say Steen or so,

0:24:17.640 --> 0:24:21.000
<v Speaker 1>most of them required a physical connection to a PC

0:24:21.320 --> 0:24:24.879
<v Speaker 1>if you wanted to actually use them. So, like the

0:24:24.960 --> 0:24:28.280
<v Speaker 1>VR systems around the eighties and nineties, it just wasn't

0:24:28.400 --> 0:24:31.719
<v Speaker 1>quite possible to have a really powerful VR headset that

0:24:31.760 --> 0:24:35.320
<v Speaker 1>could stand on its own is, you know, disconnected from

0:24:35.359 --> 0:24:38.480
<v Speaker 1>any other piece of equipment, So it had to tap

0:24:38.520 --> 0:24:43.240
<v Speaker 1>into the superior processing power, particularly for graphics processing that

0:24:43.440 --> 0:24:48.600
<v Speaker 1>a PC could provide. That meant that that provided to

0:24:48.720 --> 0:24:52.320
<v Speaker 1>other limitations that would come along with this requirement. One

0:24:52.320 --> 0:24:55.560
<v Speaker 1>would be that a user would be physically tethered to

0:24:55.920 --> 0:24:59.760
<v Speaker 1>a computer. There would be a cable connecting their headset

0:25:00.160 --> 0:25:04.000
<v Speaker 1>to the computer system that would limit their movement. They

0:25:04.000 --> 0:25:06.439
<v Speaker 1>could potentially get tangled up in cables that could be

0:25:06.480 --> 0:25:10.080
<v Speaker 1>awkward or even dangerous, So it really was a limitation

0:25:10.119 --> 0:25:12.760
<v Speaker 1>in the technology, one that programmers would really have to

0:25:12.800 --> 0:25:15.840
<v Speaker 1>take into account when they were creating their VR experiences.

0:25:15.840 --> 0:25:19.160
<v Speaker 1>Like you wouldn't want to create a VR game for example,

0:25:19.240 --> 0:25:23.119
<v Speaker 1>that would require people to have to physically turn around frequently,

0:25:23.640 --> 0:25:27.360
<v Speaker 1>because potentially you're just talking about tangling them up in wires.

0:25:27.400 --> 0:25:31.280
<v Speaker 1>I mean maybe if you're sadistic and also a game developer,

0:25:31.359 --> 0:25:34.600
<v Speaker 1>you'd want to do that, but you know, ethical programmers wouldn't.

0:25:35.080 --> 0:25:38.720
<v Speaker 1>But the other big hurdle on top of this tethering

0:25:39.520 --> 0:25:44.159
<v Speaker 1>was and is cost. Oculus offered a couple of different

0:25:44.160 --> 0:25:48.840
<v Speaker 1>developer kit models during its crowdfunding phase where you're talking

0:25:48.840 --> 0:25:51.400
<v Speaker 1>about relatively low costs, I mean in the early early

0:25:51.480 --> 0:25:54.680
<v Speaker 1>days of Oculus. So these developer kids were intended to

0:25:54.720 --> 0:25:57.960
<v Speaker 1>go to people who would create VR experiences, right. It

0:25:58.080 --> 0:26:01.719
<v Speaker 1>was meant for people who wanted to build stuff that

0:26:01.760 --> 0:26:04.800
<v Speaker 1>folks could experience within VR. This was not meant as

0:26:04.800 --> 0:26:08.199
<v Speaker 1>a consumer model. However, Obviously there were a lot of

0:26:08.200 --> 0:26:10.639
<v Speaker 1>gamers who really just wanted to get their hands on

0:26:10.800 --> 0:26:14.840
<v Speaker 1>the next cool toy. They wanted a developer kit, not

0:26:14.920 --> 0:26:17.320
<v Speaker 1>because they planned on making anything, but because they wanted

0:26:17.359 --> 0:26:21.200
<v Speaker 1>to experience stuff. Now, that first developer kit was available

0:26:21.240 --> 0:26:24.040
<v Speaker 1>if you backed the original kick Starry campaign, and I

0:26:24.040 --> 0:26:27.720
<v Speaker 1>believe it was a three level or higher. That's actually

0:26:27.720 --> 0:26:31.720
<v Speaker 1>on the cheap side for VR hardware. But then in

0:26:31.760 --> 0:26:34.960
<v Speaker 1>those days, there wasn't much you could do with it anyway,

0:26:35.400 --> 0:26:38.919
<v Speaker 1>You'd have the hardware, but there wasn't a whole lot

0:26:38.920 --> 0:26:41.760
<v Speaker 1>of software to run on it. So the whole point

0:26:41.840 --> 0:26:43.720
<v Speaker 1>was that this tech was really just meant to help

0:26:43.800 --> 0:26:47.240
<v Speaker 1>developers create compelling content for the system, because without the content,

0:26:47.720 --> 0:26:49.960
<v Speaker 1>it's really hard to sell the system. This is the

0:26:50.000 --> 0:26:53.920
<v Speaker 1>same thing we've seen with video game consoles. H In fact,

0:26:54.000 --> 0:26:57.840
<v Speaker 1>I think that the most recent Xbox console really suffered

0:26:57.880 --> 0:27:01.160
<v Speaker 1>from this problem that there was a perception and that

0:27:01.520 --> 0:27:07.800
<v Speaker 1>the Xbox Series X lacked enough exclusive, compelling content to

0:27:07.920 --> 0:27:11.520
<v Speaker 1>justify buying the console, whereas people were looking at the

0:27:11.520 --> 0:27:15.760
<v Speaker 1>PlayStation five and saying, there's a long list of exclusive

0:27:15.800 --> 0:27:20.360
<v Speaker 1>titles for this this console. There there's a great library

0:27:20.359 --> 0:27:25.240
<v Speaker 1>of content. I want a PS five, And so getting

0:27:25.240 --> 0:27:28.360
<v Speaker 1>a good library of content is absolutely critical in order

0:27:28.440 --> 0:27:32.640
<v Speaker 1>to sell a platform. Now, when Oculus launched its original

0:27:32.680 --> 0:27:35.359
<v Speaker 1>consumer model, so this is beyond the developer kids, this

0:27:35.400 --> 0:27:38.240
<v Speaker 1>is when they're ready to actually go to the store shelves.

0:27:39.040 --> 0:27:44.919
<v Speaker 1>The first Oculus headset released Bioculus itself was the Rift,

0:27:45.560 --> 0:27:49.840
<v Speaker 1>and the asking price was six hundred bucks. Now you're

0:27:49.840 --> 0:27:53.480
<v Speaker 1>talking about the cost of a full video game console system.

0:27:53.520 --> 0:27:56.800
<v Speaker 1>And keep in mind this is without the PC you

0:27:56.800 --> 0:27:59.440
<v Speaker 1>would need to actually run the ding dang darn thing.

0:28:00.160 --> 0:28:03.199
<v Speaker 1>Oculus was recommending that users have a PC with at

0:28:03.280 --> 0:28:06.560
<v Speaker 1>least eight gigabytes of ram uh and the equivalent of

0:28:06.560 --> 0:28:11.919
<v Speaker 1>an Intel I THREEPU and a g Force g t

0:28:12.119 --> 0:28:14.800
<v Speaker 1>x nine sixty or a m d f x forty

0:28:14.920 --> 0:28:18.800
<v Speaker 1>three fifty graphics card or better, as well as Windows

0:28:18.840 --> 0:28:23.000
<v Speaker 1>eight or more recent operating system. That was actually a

0:28:23.040 --> 0:28:26.560
<v Speaker 1>step down from what they were originally going to suggest

0:28:26.680 --> 0:28:30.399
<v Speaker 1>users make sure they had. They They brought down the

0:28:30.440 --> 0:28:34.760
<v Speaker 1>system requirements, not because the tech suddenly got more efficient,

0:28:35.320 --> 0:28:38.840
<v Speaker 1>but probably more because Oculus wanted to diffuse some of

0:28:38.880 --> 0:28:42.240
<v Speaker 1>the complaints that the system requirements to run the hardware

0:28:42.320 --> 0:28:45.440
<v Speaker 1>at the recommended levels would mean you would need a

0:28:45.800 --> 0:28:48.480
<v Speaker 1>like a thousand dollar PC on top of the six

0:28:48.560 --> 0:28:52.160
<v Speaker 1>hundred dollar headset and controls, and now we're getting into

0:28:52.400 --> 0:28:57.520
<v Speaker 1>really expensive territory. As it was, by reducing those requirements,

0:28:57.520 --> 0:29:00.120
<v Speaker 1>it was closer to like a five dollar PC, So

0:29:00.120 --> 0:29:06.160
<v Speaker 1>you're still talking bucks total in order to have a

0:29:06.240 --> 0:29:10.760
<v Speaker 1>working RIFT and PC combo, assuming you didn't already have

0:29:10.960 --> 0:29:13.080
<v Speaker 1>the computer at your disposal. If you already did, if

0:29:13.080 --> 0:29:16.480
<v Speaker 1>you were a gamer who already had an incredible system,

0:29:16.600 --> 0:29:18.800
<v Speaker 1>then you were pretty much set. But for anyone who

0:29:18.840 --> 0:29:22.240
<v Speaker 1>just wanted to get into it, this was a really

0:29:22.280 --> 0:29:28.400
<v Speaker 1>big barrier to entry. So uh, cost is another hurdle

0:29:28.440 --> 0:29:31.120
<v Speaker 1>to the adoption of virtual reality in general. It still

0:29:31.200 --> 0:29:34.600
<v Speaker 1>is today. One thing that was monumental in Oculus is

0:29:34.680 --> 0:29:39.000
<v Speaker 1>history between when it was developing its first system and

0:29:39.040 --> 0:29:43.239
<v Speaker 1>when it released it was that Meta, which was just

0:29:43.360 --> 0:29:49.600
<v Speaker 1>Facebook back then, acquired Oculus, so Meta bought Oculus. This

0:29:49.680 --> 0:29:52.080
<v Speaker 1>was also when it became clear that Facebook would add

0:29:52.120 --> 0:29:57.080
<v Speaker 1>another requirement to using Oculus hardware. Users would need to

0:29:57.200 --> 0:30:01.040
<v Speaker 1>link their system to a face Book account, so if

0:30:01.040 --> 0:30:03.280
<v Speaker 1>you didn't have one, you had to create one and

0:30:03.360 --> 0:30:07.280
<v Speaker 1>link your account to your Oculus hardware, which rubbed a

0:30:07.320 --> 0:30:09.120
<v Speaker 1>lot of people the wrong way. There were a lot

0:30:09.160 --> 0:30:12.800
<v Speaker 1>of VR enthusiasts, people who have been supporting Oculus since

0:30:12.840 --> 0:30:19.760
<v Speaker 1>the kickstarter days, who were absolutely furious with the idea

0:30:19.840 --> 0:30:22.720
<v Speaker 1>that this was going to have to be tied down

0:30:22.840 --> 0:30:26.680
<v Speaker 1>to a Facebook account. These days, by the way, that

0:30:26.720 --> 0:30:30.320
<v Speaker 1>has changed at least a little, because now you no

0:30:30.400 --> 0:30:34.240
<v Speaker 1>longer need to link your Oculus hardware to a Facebook account,

0:30:34.600 --> 0:30:38.720
<v Speaker 1>you just need a meta account. And you might say

0:30:38.760 --> 0:30:42.520
<v Speaker 1>that's a pretty fine distinction, and I would probably agree

0:30:42.520 --> 0:30:45.840
<v Speaker 1>with you. All Right, We've got more to talk about

0:30:45.960 --> 0:30:49.360
<v Speaker 1>when it comes to the challenges of VR adoption and

0:30:49.400 --> 0:30:52.320
<v Speaker 1>how that blaze into the metaverse. But first, let's take

0:30:52.360 --> 0:31:06.240
<v Speaker 1>another quick break. Okay. So, one way to address cost

0:31:06.880 --> 0:31:10.120
<v Speaker 1>as a barrier to entry into any kind of technology

0:31:10.720 --> 0:31:13.560
<v Speaker 1>is for the company that makes the tech to sell

0:31:13.640 --> 0:31:17.560
<v Speaker 1>it at or below the cost of manufacturing. So, in

0:31:17.600 --> 0:31:20.440
<v Speaker 1>other words, the retail price for the item is the

0:31:20.520 --> 0:31:23.200
<v Speaker 1>same or perhaps even less than what it cost you

0:31:23.280 --> 0:31:25.880
<v Speaker 1>to make it in the first place. Now, why would

0:31:25.880 --> 0:31:28.240
<v Speaker 1>you do that. You would lose money on every unit

0:31:28.400 --> 0:31:32.880
<v Speaker 1>you sold. Well, if you're counting on the hardware to

0:31:33.000 --> 0:31:37.920
<v Speaker 1>be a conduit for an ongoing source of revenue from customers,

0:31:38.360 --> 0:31:40.520
<v Speaker 1>then it might be worth it to take a loss

0:31:40.520 --> 0:31:44.600
<v Speaker 1>on the hardware sales price. Console manufacturers do this all

0:31:44.640 --> 0:31:48.280
<v Speaker 1>the time. They sell customers a console that is near

0:31:48.520 --> 0:31:52.080
<v Speaker 1>or sometimes below cost, and then they count on game

0:31:52.160 --> 0:31:56.200
<v Speaker 1>sales and things like subscription services like Xbox Game Pass

0:31:56.240 --> 0:32:00.240
<v Speaker 1>to make up for that gap. So, yeah, they lose

0:32:00.240 --> 0:32:03.080
<v Speaker 1>money selling the console but they make money by selling

0:32:03.080 --> 0:32:07.240
<v Speaker 1>you games and services, and so the console is just

0:32:07.280 --> 0:32:10.400
<v Speaker 1>the entry point to to grab you as a customer

0:32:10.560 --> 0:32:13.160
<v Speaker 1>and to keep you for as long as they possibly can.

0:32:13.720 --> 0:32:15.719
<v Speaker 1>You could benefit too out of it. It's not like

0:32:15.760 --> 0:32:20.120
<v Speaker 1>it's purely parasitic. This is a symbiotic relationship here, but

0:32:20.400 --> 0:32:23.240
<v Speaker 1>it is sort of the The gamble that these companies

0:32:23.320 --> 0:32:27.000
<v Speaker 1>make is that they'll sell these these initial pieces of

0:32:27.040 --> 0:32:30.560
<v Speaker 1>hardware for a lower price than what it costs to

0:32:30.600 --> 0:32:34.080
<v Speaker 1>make them. Often, not all the time. Not everyone does this,

0:32:34.200 --> 0:32:37.920
<v Speaker 1>but a lot of companies do. So let's talk about

0:32:37.960 --> 0:32:41.440
<v Speaker 1>some of the other Oculus models and then later what

0:32:41.640 --> 0:32:46.600
<v Speaker 1>would be branded as Meta Hardware. Because the name has changed.

0:32:46.640 --> 0:32:51.720
<v Speaker 1>The Meta has eliminated Oculus as a brand essentially and

0:32:51.760 --> 0:32:56.120
<v Speaker 1>replaced it with Meta. So the actual hardware the brand

0:32:56.200 --> 0:32:58.880
<v Speaker 1>names have stayed the same, but the or at least

0:32:58.880 --> 0:33:00.880
<v Speaker 1>the model names, i should say, have stayed the same,

0:33:00.920 --> 0:33:03.680
<v Speaker 1>but the brand has changed from Oculus to Meta. That,

0:33:03.760 --> 0:33:06.200
<v Speaker 1>by the way, also rubbed a lot of Oculus supporters

0:33:06.240 --> 0:33:09.320
<v Speaker 1>the wrong way because Meta, when it made the change,

0:33:09.720 --> 0:33:12.520
<v Speaker 1>made the statement that they weren't making any changes to

0:33:12.600 --> 0:33:17.360
<v Speaker 1>any of their various brands, although they didn't mention Oculus

0:33:17.360 --> 0:33:20.240
<v Speaker 1>at the time, and people say, well, the reason they

0:33:20.280 --> 0:33:22.600
<v Speaker 1>didn't mention Oculus is that was a decision they had

0:33:22.600 --> 0:33:25.760
<v Speaker 1>already made. They were getting rid of Oculus as a

0:33:25.800 --> 0:33:30.960
<v Speaker 1>brand name. But anyway, in the company, Facebook shipped the

0:33:31.040 --> 0:33:34.960
<v Speaker 1>Oculus Go. Now, unlike the Rift, the Go was a

0:33:35.000 --> 0:33:37.760
<v Speaker 1>standalone headset, so you didn't have to tether it to

0:33:37.840 --> 0:33:42.640
<v Speaker 1>a PC. You had a headset that could be free

0:33:42.760 --> 0:33:46.280
<v Speaker 1>of that cable connecting you to a computer. The headset

0:33:46.360 --> 0:33:49.800
<v Speaker 1>used a Qualcom snap Dragon eight twenty one processor, which

0:33:50.000 --> 0:33:52.480
<v Speaker 1>is the kind of processor you might find in a smartphone,

0:33:52.800 --> 0:33:55.680
<v Speaker 1>and it ran on a version of the Android operating

0:33:55.680 --> 0:33:58.880
<v Speaker 1>system and could run apps specifically designed for mobile based

0:33:58.920 --> 0:34:03.720
<v Speaker 1>VR experiences. Now, the Oculus Go was more aggressively priced

0:34:03.760 --> 0:34:06.920
<v Speaker 1>at one dollars for the base model, which was a

0:34:06.960 --> 0:34:11.279
<v Speaker 1>thirty two gigabyte storage model, or you could go up

0:34:11.320 --> 0:34:16.200
<v Speaker 1>to the sixty four gigabyte model for two still much

0:34:16.280 --> 0:34:18.600
<v Speaker 1>cheaper than the six d dollar asking price for the

0:34:18.640 --> 0:34:22.600
<v Speaker 1>original Rift. However, it was also much more limited in

0:34:22.760 --> 0:34:25.480
<v Speaker 1>power compared to the Rift, right because the Rift, again

0:34:25.560 --> 0:34:28.920
<v Speaker 1>was being powered by a PC. So depending on the

0:34:28.960 --> 0:34:32.600
<v Speaker 1>type of PC you were using to send signals to

0:34:32.600 --> 0:34:37.560
<v Speaker 1>your Rift, you would be having an incredibly sophisticated experience

0:34:37.600 --> 0:34:40.359
<v Speaker 1>when compared to an Oculus Go, which was running more

0:34:40.400 --> 0:34:43.960
<v Speaker 1>at a smartphone level. Now, Facebook would take the Oculus

0:34:44.040 --> 0:34:46.880
<v Speaker 1>Go off the market in the summer of Essentially the

0:34:46.880 --> 0:34:49.640
<v Speaker 1>Go was being replaced. In fact, was already in the

0:34:49.680 --> 0:34:53.479
<v Speaker 1>process of being replaced by a newer headset, the Oculus Quest.

0:34:53.480 --> 0:34:55.480
<v Speaker 1>Now the Quest it actually debuted in the spring of

0:34:56.320 --> 0:35:00.720
<v Speaker 1>so there was some overlap between Oculus Go and Culus Quest.

0:35:01.239 --> 0:35:04.480
<v Speaker 1>The Quest, like the Go, is also a standalone headset

0:35:04.560 --> 0:35:07.279
<v Speaker 1>that runs on Android. It has more features than the

0:35:07.320 --> 0:35:11.040
<v Speaker 1>Go did, and the cost reflects that. Because the base

0:35:11.120 --> 0:35:16.239
<v Speaker 1>model of the Oculus Quest was introduced at three nine dollars.

0:35:16.360 --> 0:35:19.680
<v Speaker 1>This was a sixty four gigabyte model, and the higher model,

0:35:19.680 --> 0:35:23.879
<v Speaker 1>the hundred twenty eight gigabyte model, was four d dollars. Now,

0:35:23.880 --> 0:35:28.759
<v Speaker 1>that's still cheaper than having to buy both headset and

0:35:29.040 --> 0:35:33.719
<v Speaker 1>a new PC. But the Quest could not measure up

0:35:33.760 --> 0:35:36.960
<v Speaker 1>to the graphics quality of a PC based VR system,

0:35:37.040 --> 0:35:39.279
<v Speaker 1>so there were trade offs. Yes, you didn't have to

0:35:39.280 --> 0:35:41.400
<v Speaker 1>spend as much money as you would for one of

0:35:41.400 --> 0:35:44.279
<v Speaker 1>the more sophisticated systems, but then you wouldn't have the

0:35:44.280 --> 0:35:48.399
<v Speaker 1>capabilities of those more sophisticated systems. Now the Quest would

0:35:48.440 --> 0:35:51.320
<v Speaker 1>also get a successor. It got a successor in twenty twenty,

0:35:51.400 --> 0:35:54.560
<v Speaker 1>called the Oculus Quest two, which these days is now

0:35:54.600 --> 0:35:59.560
<v Speaker 1>called the Meta Quest Too. Originally, the base model of

0:35:59.640 --> 0:36:04.319
<v Speaker 1>this hardware was priced at two dollars for sixty four gigabytes,

0:36:04.880 --> 0:36:10.880
<v Speaker 1>and then the hud gigabyte version was Interestingly, starting this month,

0:36:11.120 --> 0:36:15.759
<v Speaker 1>which is August of twenty two, two years after the

0:36:15.760 --> 0:36:20.799
<v Speaker 1>Oculus Quest to debut, the price of both models has

0:36:20.840 --> 0:36:27.040
<v Speaker 1>now increased by one dollars. That's unusual because typically you

0:36:27.120 --> 0:36:31.759
<v Speaker 1>see price tags for tech go down after they've been

0:36:31.760 --> 0:36:34.160
<v Speaker 1>out on the market for a couple of years. But

0:36:34.280 --> 0:36:36.120
<v Speaker 1>that's not what we're seeing with the Quest Too. So

0:36:36.239 --> 0:36:40.440
<v Speaker 1>imagine like you went to buy a PlayStation five and

0:36:40.480 --> 0:36:44.160
<v Speaker 1>you find out that now the PS five regular retail

0:36:44.200 --> 0:36:48.040
<v Speaker 1>price has gone up by a hundred dollars. You'd say, well,

0:36:48.080 --> 0:36:52.200
<v Speaker 1>not only has this console been out for a while, uh,

0:36:52.280 --> 0:36:56.120
<v Speaker 1>it hasn't been readily available because of chip shortages and such.

0:36:57.040 --> 0:37:00.200
<v Speaker 1>Why is the price going up? Why would Facebook now

0:37:00.320 --> 0:37:05.239
<v Speaker 1>Meta hike the price tag of this older technology. Well,

0:37:05.280 --> 0:37:08.440
<v Speaker 1>there are a lot of potential reasons. One of them

0:37:08.480 --> 0:37:11.280
<v Speaker 1>is that the company is struggling to attract new users

0:37:11.520 --> 0:37:15.719
<v Speaker 1>and to grow as a company. Remember that company successes

0:37:16.080 --> 0:37:20.720
<v Speaker 1>is tightly tied to company growth in the stock market,

0:37:21.120 --> 0:37:24.359
<v Speaker 1>and when you're not growing, investors start getting nervous because

0:37:24.400 --> 0:37:25.680
<v Speaker 1>they feel like they're not going to get a good

0:37:25.680 --> 0:37:29.720
<v Speaker 1>return on their investment. That's an oversimplification, it's also true,

0:37:30.080 --> 0:37:35.839
<v Speaker 1>so so so Facebook Slash Meta has spent billions of

0:37:35.880 --> 0:37:39.640
<v Speaker 1>dollars on mixed reality and metaverse initiatives. These are not

0:37:39.680 --> 0:37:43.280
<v Speaker 1>going to pay off for years to come. Mark Zuckerberg

0:37:43.320 --> 0:37:46.680
<v Speaker 1>has said as much. This is not me passing judgment

0:37:46.840 --> 0:37:50.439
<v Speaker 1>on Meta. Mark Zuckerberg has said it's going to take

0:37:50.520 --> 0:37:55.200
<v Speaker 1>years of research and development to create the metaverse, and

0:37:55.280 --> 0:37:58.520
<v Speaker 1>so we're going to be pouring billions of dollars and

0:37:58.600 --> 0:38:02.600
<v Speaker 1>investments into that that realm, and it will be a

0:38:02.600 --> 0:38:06.240
<v Speaker 1>while before we see that mature, to see it emerge.

0:38:07.400 --> 0:38:11.560
<v Speaker 1>So you could say that maybe increasing the price tag

0:38:11.960 --> 0:38:14.000
<v Speaker 1>of these devices, which have been on the market for

0:38:14.040 --> 0:38:18.400
<v Speaker 1>two years already, is more about Meta trying to lose

0:38:18.800 --> 0:38:21.160
<v Speaker 1>less money. It's not about them trying to make money

0:38:21.160 --> 0:38:24.400
<v Speaker 1>off selling the hardware, but maybe have less of a

0:38:24.600 --> 0:38:29.080
<v Speaker 1>loss as they sell the hardware, Because when you're talking

0:38:29.120 --> 0:38:33.800
<v Speaker 1>to your investors on an earnings call and your lost

0:38:33.880 --> 0:38:41.359
<v Speaker 1>numbers from your Reality Labs division are raising eyebrows, you

0:38:41.400 --> 0:38:44.400
<v Speaker 1>start to think, maybe there are ways I can control

0:38:44.480 --> 0:38:48.320
<v Speaker 1>spending a bit more while still investing in the field,

0:38:48.360 --> 0:38:53.000
<v Speaker 1>because I still believe that this is I'm projecting into

0:38:53.000 --> 0:38:56.279
<v Speaker 1>Mark Zuckerberg now, but I still believe in the metaverse idea.

0:38:56.600 --> 0:38:58.040
<v Speaker 1>In order to get there, We're still going to have

0:38:58.080 --> 0:38:59.759
<v Speaker 1>to invest, which means we are going to have to

0:38:59.760 --> 0:39:02.120
<v Speaker 1>spend money, which means at the end of the day,

0:39:02.120 --> 0:39:04.160
<v Speaker 1>when we have an earnings call, it's going to appear

0:39:04.200 --> 0:39:08.080
<v Speaker 1>as a loss for that department. Maybe I can limit

0:39:08.080 --> 0:39:11.520
<v Speaker 1>those losses in different places to take some of the

0:39:11.640 --> 0:39:15.760
<v Speaker 1>sting out while we're also trying to increase our revenue

0:39:15.920 --> 0:39:20.920
<v Speaker 1>in other arenas. Anyway, the hardware cost issue for the

0:39:21.040 --> 0:39:26.359
<v Speaker 1>consumer hasn't really gone away. I've talked exclusively really about

0:39:26.400 --> 0:39:30.520
<v Speaker 1>Oculus in this series or this episode rather, but there

0:39:30.560 --> 0:39:34.480
<v Speaker 1>are lots of other companies that are making VR sets,

0:39:34.640 --> 0:39:37.920
<v Speaker 1>whether they are standalone's, like some of them make a

0:39:38.080 --> 0:39:41.840
<v Speaker 1>VR equipment where you slot a smartphone into a headset

0:39:41.880 --> 0:39:46.040
<v Speaker 1>and the smartphone acts as your processor and display. Others

0:39:46.080 --> 0:39:52.680
<v Speaker 1>go the full custom equipment approach. Some are tethered to PCs,

0:39:52.719 --> 0:39:56.080
<v Speaker 1>some aren't, and they come at a range of prices,

0:39:56.520 --> 0:40:00.239
<v Speaker 1>but they all tend to be pretty expensive. And this range,

0:40:00.280 --> 0:40:02.839
<v Speaker 1>by the way, also creates confusion in the market, right

0:40:02.880 --> 0:40:06.320
<v Speaker 1>because not all VR is the same. Something that's smartphone

0:40:06.320 --> 0:40:09.000
<v Speaker 1>power it is not going to look or play like

0:40:09.080 --> 0:40:12.360
<v Speaker 1>something that's running on the top of the line gaming PC.

0:40:13.239 --> 0:40:17.200
<v Speaker 1>So for a lot of people that that price is

0:40:17.239 --> 0:40:21.480
<v Speaker 1>a prohibitive barrier to entrgue to get into virtual reality.

0:40:21.600 --> 0:40:24.640
<v Speaker 1>That also serves as an obstacle that companies like Meta

0:40:24.680 --> 0:40:26.680
<v Speaker 1>are going to have to figure out a way around

0:40:27.520 --> 0:40:30.280
<v Speaker 1>if they want to bring their vision of metaverse whatever

0:40:30.360 --> 0:40:33.759
<v Speaker 1>that might turn into, into reality. If they want to

0:40:33.840 --> 0:40:37.279
<v Speaker 1>have the same kind of level of adoption for the

0:40:37.320 --> 0:40:41.959
<v Speaker 1>metaverse as what they've seen for social networking sites, they

0:40:42.040 --> 0:40:46.880
<v Speaker 1>have to figure out this cost problem, because with that

0:40:47.120 --> 0:40:50.120
<v Speaker 1>price tag being that high, it's going to prevent tons

0:40:50.160 --> 0:40:53.080
<v Speaker 1>of people from taking part in it, and then your

0:40:53.120 --> 0:40:57.520
<v Speaker 1>metaverse is a nonstarter. Like if I can afford to

0:40:57.680 --> 0:41:00.320
<v Speaker 1>get into the metaverse, but none of my friends hand,

0:41:00.960 --> 0:41:04.000
<v Speaker 1>then where's my incentive to get into the metaverse? Like

0:41:04.280 --> 0:41:07.080
<v Speaker 1>if if everyone I know and love isn't able to

0:41:07.160 --> 0:41:10.400
<v Speaker 1>access it, then it doesn't have a whole lot of

0:41:10.400 --> 0:41:12.480
<v Speaker 1>appeal to me. So that's an issue that has to

0:41:12.480 --> 0:41:17.480
<v Speaker 1>be solved. Now, let's jump back into motion sickness, because

0:41:17.520 --> 0:41:21.879
<v Speaker 1>that's another big hurdle to the adoption of VR and

0:41:21.960 --> 0:41:26.600
<v Speaker 1>thus a potential stumbling blog on the way to the metaverse. So,

0:41:26.840 --> 0:41:30.239
<v Speaker 1>motion sickness from VR is often called cyber sickness, and

0:41:30.320 --> 0:41:33.680
<v Speaker 1>for some people the VR experience can be so unpleasant

0:41:33.760 --> 0:41:37.160
<v Speaker 1>due to motion sickness that they'll swear it off after

0:41:37.320 --> 0:41:41.040
<v Speaker 1>one bad experience. But interestingly, some folks at Iowa State

0:41:41.120 --> 0:41:45.120
<v Speaker 1>University recently did a study on cybersickness and they wanted

0:41:45.120 --> 0:41:47.120
<v Speaker 1>to test to see how long it would take people

0:41:47.160 --> 0:41:51.680
<v Speaker 1>to adapt to the VR experience where they don't get cybersickness,

0:41:51.840 --> 0:41:55.400
<v Speaker 1>or if they do, their symptoms are much less severe.

0:41:56.280 --> 0:41:59.239
<v Speaker 1>That study observed that people who are prone to cybersickness

0:41:59.400 --> 0:42:02.960
<v Speaker 1>usually start to feel the symptoms within ten minutes of

0:42:03.040 --> 0:42:07.040
<v Speaker 1>their VR experience. That is not very long. Like, if

0:42:07.080 --> 0:42:09.600
<v Speaker 1>within ten minutes of trying out of technology you start

0:42:09.600 --> 0:42:12.760
<v Speaker 1>to feel sick, it could be a real tough cell

0:42:12.840 --> 0:42:15.040
<v Speaker 1>to convince you that this is a technology you should

0:42:15.040 --> 0:42:20.200
<v Speaker 1>be purchasing for your own use. The symptoms are pretty

0:42:20.280 --> 0:42:26.000
<v Speaker 1>much the same as motion sickness. You know, you have nausea, headaches, dizziness, sweating,

0:42:26.600 --> 0:42:28.960
<v Speaker 1>you get a sense that you're still moving even when

0:42:29.040 --> 0:42:31.600
<v Speaker 1>you're you're sitting still. That to me is the worst.

0:42:32.440 --> 0:42:34.680
<v Speaker 1>You also can have I fatigue. I think that might

0:42:34.760 --> 0:42:36.200
<v Speaker 1>have more to do with the fact that you're looking

0:42:36.200 --> 0:42:38.040
<v Speaker 1>at a screen that's just a few inches away from

0:42:38.080 --> 0:42:41.080
<v Speaker 1>your eyes. But because I don't I don't associate eye

0:42:41.160 --> 0:42:44.600
<v Speaker 1>fatigue with motion sickness. But it is a symptom of

0:42:44.640 --> 0:42:49.359
<v Speaker 1>cybersickness frequently. Now, if you've ever felt cybersickness or seasickness,

0:42:49.440 --> 0:42:51.319
<v Speaker 1>or really any kind of motion sickness, you know how

0:42:51.440 --> 0:42:53.759
<v Speaker 1>unpleasant that can be. And as I get older, I

0:42:53.760 --> 0:42:57.480
<v Speaker 1>find myself more prone to it. Unfortunately. UM I'll never

0:42:57.520 --> 0:43:00.719
<v Speaker 1>forget the time my wife and I did a park

0:43:00.719 --> 0:43:03.840
<v Speaker 1>hopping trip at Disney World. We experienced three attractions that

0:43:03.880 --> 0:43:07.040
<v Speaker 1>had VR elements to them. The first was Flights of

0:43:07.080 --> 0:43:10.920
<v Speaker 1>Passage at Animal Kingdom. It's an Avatar themed VR ride.

0:43:10.960 --> 0:43:13.719
<v Speaker 1>It's incredible. I still have never seen the movie Avatar,

0:43:14.120 --> 0:43:16.200
<v Speaker 1>so I was writing this ride going I don't know

0:43:16.280 --> 0:43:20.040
<v Speaker 1>what's happening, but it's pretty amazing. The second one we

0:43:20.120 --> 0:43:23.319
<v Speaker 1>rode with Star Tours, which is at Hollywood Studios. That's,

0:43:23.360 --> 0:43:26.400
<v Speaker 1>of course, the Star Wars themed VR ride. The third

0:43:26.560 --> 0:43:29.719
<v Speaker 1>was Soaring, which is a ride where you sit on

0:43:29.760 --> 0:43:33.920
<v Speaker 1>what's essentially a giant swing as you are in front

0:43:33.920 --> 0:43:38.239
<v Speaker 1>of a huge panoramic screen that that has a projection

0:43:38.320 --> 0:43:41.040
<v Speaker 1>film that gives you a sense that you're flying over

0:43:41.160 --> 0:43:45.720
<v Speaker 1>various landscapes. And afterward, my wife and I both felt

0:43:45.800 --> 0:43:48.400
<v Speaker 1>a little off. But it wasn't until we went to

0:43:48.440 --> 0:43:51.560
<v Speaker 1>watch a three sixty degree panoramic film and Epcot that

0:43:51.600 --> 0:43:54.760
<v Speaker 1>we realized we had overdone it. And we spent many

0:43:54.840 --> 0:43:59.360
<v Speaker 1>of the following hours sitting on a bench in Epcot's

0:43:59.400 --> 0:44:02.080
<v Speaker 1>World show Case pavilion and feeling on the verge of

0:44:02.120 --> 0:44:05.800
<v Speaker 1>being sick. Thankfully, neither of us went beyond the verge,

0:44:06.440 --> 0:44:09.440
<v Speaker 1>but we were right up to the edge. And cybersickness

0:44:09.480 --> 0:44:11.160
<v Speaker 1>is very much the same sort of thing. I mean,

0:44:11.200 --> 0:44:14.799
<v Speaker 1>it really was cybersickness that we were experiencing. And you know,

0:44:14.840 --> 0:44:17.960
<v Speaker 1>when I first played an Oculus and early Developer kit

0:44:18.080 --> 0:44:21.279
<v Speaker 1>version of the Oculus, I was put into a spaceflight

0:44:21.320 --> 0:44:24.560
<v Speaker 1>simulator type game and within minutes discovered that I was

0:44:24.560 --> 0:44:28.200
<v Speaker 1>not feeling well. So what's actually going on? Well, your

0:44:28.200 --> 0:44:31.839
<v Speaker 1>inner ear and your brain are getting some mixed signals. Uh.

0:44:32.040 --> 0:44:35.080
<v Speaker 1>These things help you maintain your balance. They detect things

0:44:35.160 --> 0:44:38.520
<v Speaker 1>like acceleration. And when your brain is getting input that

0:44:38.600 --> 0:44:42.480
<v Speaker 1>suggests you're moving around like crazy, and then another part

0:44:42.480 --> 0:44:44.600
<v Speaker 1>of your brain is saying, hang on, we're totes not

0:44:44.760 --> 0:44:48.280
<v Speaker 1>moving at all, then there can sometimes be a problem.

0:44:48.360 --> 0:44:51.120
<v Speaker 1>This dissonance between these bits of our nervous system can

0:44:51.160 --> 0:44:53.239
<v Speaker 1>cause us to feel sick. Now I like to think

0:44:53.280 --> 0:44:55.640
<v Speaker 1>it's the brain saying I have no idea what's happening,

0:44:55.680 --> 0:44:57.919
<v Speaker 1>Just go make them throw up, and then the brain

0:44:58.040 --> 0:45:00.759
<v Speaker 1>storms out of a adored lambs it behind it. I

0:45:00.800 --> 0:45:03.000
<v Speaker 1>don't know where the door goes to, but that's what

0:45:03.160 --> 0:45:05.680
<v Speaker 1>I think. That's probably because of Homer Simpson. It's probably

0:45:05.719 --> 0:45:08.760
<v Speaker 1>not what's going on from neurological perspective, but it makes

0:45:08.800 --> 0:45:12.400
<v Speaker 1>me contextualize it. Anyway, back to Iowa State University, the

0:45:12.440 --> 0:45:14.920
<v Speaker 1>researchers got a test group of a hundred fifty undergrads.

0:45:14.920 --> 0:45:18.200
<v Speaker 1>Because I mean, if you've got undergrads that's essentially guinea pigs,

0:45:18.360 --> 0:45:20.879
<v Speaker 1>go ahead and throw them into an experiment and these

0:45:20.960 --> 0:45:24.279
<v Speaker 1>undergrads would play a VR game. Uh They started with

0:45:24.320 --> 0:45:28.520
<v Speaker 1>a game called Jurassic World Aftermath, and the researchers said

0:45:28.600 --> 0:45:30.960
<v Speaker 1>that they wanted to pick a VR title that was

0:45:31.000 --> 0:45:33.719
<v Speaker 1>exciting enough so that players would want to continue playing

0:45:33.760 --> 0:45:37.080
<v Speaker 1>the game. They would only stop if they weren't feeling well,

0:45:37.520 --> 0:45:40.160
<v Speaker 1>instead of stopping because the game was boring. So they

0:45:40.200 --> 0:45:42.000
<v Speaker 1>needed a game that was going to be compelling enough

0:45:42.560 --> 0:45:45.160
<v Speaker 1>that the reason why someone would stop wouldn't be because

0:45:45.200 --> 0:45:47.839
<v Speaker 1>they hated the game. So as the students played the game,

0:45:48.280 --> 0:45:50.120
<v Speaker 1>they were asked every four minutes to kind of rate

0:45:50.200 --> 0:45:52.760
<v Speaker 1>how they were feeling feeling, using a ten point scale

0:45:52.800 --> 0:45:55.799
<v Speaker 1>to indicate, you know, were they feeling really sick or

0:45:55.800 --> 0:45:58.840
<v Speaker 1>were they feeling fine? And some folks would stop earlier

0:45:58.840 --> 0:46:01.400
<v Speaker 1>than others because of cyber sickness, and they would come

0:46:01.440 --> 0:46:04.680
<v Speaker 1>back to do additional sessions throughout the week. The researchers

0:46:04.719 --> 0:46:08.319
<v Speaker 1>observed that through exposure, people would gradually get more used

0:46:08.320 --> 0:46:13.520
<v Speaker 1>to VR and feel fewer or less intense symptoms of cybersickness,

0:46:13.840 --> 0:46:16.400
<v Speaker 1>and they found that three twenty minute sessions in a

0:46:16.440 --> 0:46:20.080
<v Speaker 1>week could lead to significant improvements. They also, however, noted

0:46:20.120 --> 0:46:24.200
<v Speaker 1>that there were outliers who showed less progress, Probably they

0:46:24.239 --> 0:46:27.680
<v Speaker 1>are not a good fit for VR. And the study

0:46:27.719 --> 0:46:30.680
<v Speaker 1>also found that in general, women have a harder time

0:46:30.760 --> 0:46:34.799
<v Speaker 1>to adjust to VR and reduce symptoms of cybersickness than

0:46:34.920 --> 0:46:37.720
<v Speaker 1>men do. That's not to say that's true across the board,

0:46:38.080 --> 0:46:39.719
<v Speaker 1>It's just that it was something that was more of

0:46:39.760 --> 0:46:43.440
<v Speaker 1>a tendency they observed. That is a tough sell because

0:46:43.480 --> 0:46:46.279
<v Speaker 1>you are asking customers to buy into a technology that

0:46:46.360 --> 0:46:50.080
<v Speaker 1>costs a few hundred to several hundred, maybe even more

0:46:50.120 --> 0:46:52.719
<v Speaker 1>than a thousand dollars, especially if you want to top

0:46:52.800 --> 0:46:55.879
<v Speaker 1>end system, you might be talking about more than two grand,

0:46:56.000 --> 0:46:58.359
<v Speaker 1>or or that might just be a starting point if

0:46:58.360 --> 0:47:01.120
<v Speaker 1>you want to really sick gaming rig that can also

0:47:01.200 --> 0:47:04.040
<v Speaker 1>run VR. And on top of all that, the experience

0:47:04.040 --> 0:47:06.840
<v Speaker 1>of using the equipment can be unpleasant, at least at first.

0:47:07.120 --> 0:47:10.120
<v Speaker 1>So for some people it might be insurmountable, which means

0:47:10.160 --> 0:47:13.400
<v Speaker 1>they'll likely be left out of any metaverse implementation that

0:47:13.440 --> 0:47:17.000
<v Speaker 1>depends upon mixed reality as an interface. So this is

0:47:17.040 --> 0:47:20.640
<v Speaker 1>one of many reasons why I am skeptical of the metaverse.

0:47:21.200 --> 0:47:23.239
<v Speaker 1>I just see that there are a lot of challenges

0:47:23.280 --> 0:47:26.200
<v Speaker 1>we have to overcome in order to make it something

0:47:26.280 --> 0:47:30.239
<v Speaker 1>that the general population can easily interact with. If it's

0:47:30.280 --> 0:47:33.359
<v Speaker 1>not something the general population can easily interact with, it

0:47:33.400 --> 0:47:37.000
<v Speaker 1>represents an enormous digital divide where the people who can

0:47:37.040 --> 0:47:40.359
<v Speaker 1>afford it and the people who aren't getting sick from

0:47:40.440 --> 0:47:43.120
<v Speaker 1>using it are able to access it, and the rest

0:47:43.120 --> 0:47:46.960
<v Speaker 1>of us can't, which means all those amazing capabilities that

0:47:46.960 --> 0:47:49.680
<v Speaker 1>are being promised in these discussions of the metaverse will

0:47:49.680 --> 0:47:54.080
<v Speaker 1>only apply to a small slice of the population. That's

0:47:54.120 --> 0:47:58.400
<v Speaker 1>why I am majorly skeptical of the metaverse, and I'm

0:47:58.840 --> 0:48:02.600
<v Speaker 1>wary of it, uh, even as I have to talk

0:48:02.640 --> 0:48:07.120
<v Speaker 1>about it and occasionally sit on panels about it. So anyway,

0:48:07.239 --> 0:48:10.520
<v Speaker 1>I thought I would really take the specific perspective of

0:48:10.520 --> 0:48:14.319
<v Speaker 1>how virtual reality fits into that metaverse picture and use

0:48:14.360 --> 0:48:17.040
<v Speaker 1>that for our tech Stuff tidbits that now is officially

0:48:17.120 --> 0:48:21.120
<v Speaker 1>longer than most of my regular episodes. You're welcome, all right,

0:48:21.160 --> 0:48:22.759
<v Speaker 1>I'm wrapping this up. If you would like to get

0:48:22.760 --> 0:48:25.239
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0:48:25.239 --> 0:48:28.000
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0:48:28.000 --> 0:48:30.840
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0:48:31.160 --> 0:48:33.440
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0:48:33.480 --> 0:48:35.400
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0:48:35.440 --> 0:48:37.600
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0:48:40.320 --> 0:48:44.120
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0:48:45.000 --> 0:48:54.520
<v Speaker 1>really soon. Tech Stuff is an I Heart Radio production.

0:48:54.760 --> 0:48:57.600
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