1 00:00:04,200 --> 00:00:07,920 Speaker 1: Get in touch with technology with text up from dot 2 00:00:07,960 --> 00:00:14,840 Speaker 1: com Ever, everyone, and welcome to tex Stuff. I'm Jonathan Strickland, 3 00:00:14,840 --> 00:00:17,919 Speaker 1: and today I have a special guest in the studio 4 00:00:18,120 --> 00:00:21,919 Speaker 1: with me, Ruben Medina. How are you, Ruben. I'm good, 5 00:00:21,960 --> 00:00:25,160 Speaker 1: I'm here. I'm live in the studio. Yeah. Ruben is 6 00:00:25,239 --> 00:00:28,240 Speaker 1: a is a friend of mine. He's a local performer 7 00:00:28,360 --> 00:00:35,199 Speaker 1: here in Atlanta and improvisational genius now expectations. He's an 8 00:00:35,240 --> 00:00:40,400 Speaker 1: improvisational performer with moments of genius. And Rubens also written 9 00:00:40,479 --> 00:00:44,640 Speaker 1: for video game outlets that we often have conversations online 10 00:00:44,680 --> 00:00:47,960 Speaker 1: just about like issues in the video game world. This 11 00:00:48,080 --> 00:00:50,519 Speaker 1: is absolutely true. We'll just so there and say like, 12 00:00:50,560 --> 00:00:53,440 Speaker 1: oh man, it's crazy in it, and then uh, I'm like, yeah, 13 00:00:53,479 --> 00:00:56,640 Speaker 1: I can't believe that Polygon gave that a six point 14 00:00:56,640 --> 00:00:58,880 Speaker 1: five when clearly was a seven point four at least, 15 00:00:59,000 --> 00:01:03,200 Speaker 1: what's that about it? Together game journalists? But I let 16 00:01:03,560 --> 00:01:05,920 Speaker 1: I wanted Reuben to come onto the show, and I 17 00:01:05,959 --> 00:01:08,960 Speaker 1: gave him, of course, the opportunity to choose whatever topic 18 00:01:09,000 --> 00:01:11,679 Speaker 1: he wanted to talk about, and uh, you really want 19 00:01:11,720 --> 00:01:14,600 Speaker 1: to talk about virtual reality? Yeah? To escape my own 20 00:01:14,760 --> 00:01:17,880 Speaker 1: perilous and terrible life, I can totally understand that. I mean, 21 00:01:17,880 --> 00:01:21,199 Speaker 1: we has been the promise of virtual reality ever since 22 00:01:21,240 --> 00:01:24,240 Speaker 1: we first heard the term. Do you remember, you know, 23 00:01:24,240 --> 00:01:27,920 Speaker 1: approximately when you first heard about virtual reality? Geez um, 24 00:01:28,120 --> 00:01:30,360 Speaker 1: So I guess for reference, like I'm twenty eight, so 25 00:01:30,400 --> 00:01:32,480 Speaker 1: one of the first times I can I don't know, 26 00:01:32,680 --> 00:01:35,720 Speaker 1: probably like lawnmower Man or Johnny Demonic is one of 27 00:01:35,720 --> 00:01:39,880 Speaker 1: the first pop culture references I really saw to it. Yeah, 28 00:01:39,959 --> 00:01:42,520 Speaker 1: lawnmower Man was like, that was like the thing that 29 00:01:42,640 --> 00:01:46,880 Speaker 1: totally destroyed virtual reality in a way because the well 30 00:01:46,920 --> 00:01:50,520 Speaker 1: one Klant's lawnmar Man. It's terrible movie, but too well hey, no, 31 00:01:51,560 --> 00:01:54,640 Speaker 1: completely right now, It's awesome in its own way. It's 32 00:01:54,720 --> 00:01:58,720 Speaker 1: just not well made. It's still entertaining, just not the 33 00:01:58,760 --> 00:02:01,000 Speaker 1: way it was necessarily in ended to be in relative 34 00:02:01,000 --> 00:02:04,400 Speaker 1: to Johnny Nemonic, I mean that's true. We're we're talking, 35 00:02:04,440 --> 00:02:11,079 Speaker 1: you know, in comparison, but iced tea. Yeah, I mean, 36 00:02:11,560 --> 00:02:14,120 Speaker 1: that's that's a tough competition any way you slice it. 37 00:02:14,200 --> 00:02:17,120 Speaker 1: But the issue, and we'll talk about this more in 38 00:02:17,160 --> 00:02:20,320 Speaker 1: a little bit, was that the reality of what virtual 39 00:02:20,400 --> 00:02:23,000 Speaker 1: reality was was capable of doing versus what it was 40 00:02:23,040 --> 00:02:27,200 Speaker 1: being depicted as doing was totally different. Um personally. I 41 00:02:27,280 --> 00:02:30,760 Speaker 1: remember hearing about virtual reality in the early nineties. I 42 00:02:30,760 --> 00:02:33,959 Speaker 1: grew up in seventies and eighties, and but I remember 43 00:02:33,960 --> 00:02:36,960 Speaker 1: by the early nineties of a teenager and even one 44 00:02:37,000 --> 00:02:41,000 Speaker 1: of the malls here in the Metro Atlanta area had 45 00:02:41,360 --> 00:02:45,400 Speaker 1: a small virtual reality game center where you would go in, 46 00:02:45,720 --> 00:02:49,320 Speaker 1: stand on a platform, have a fifty pound head mounted 47 00:02:49,320 --> 00:02:53,040 Speaker 1: display put down on you. It was actually suspended by 48 00:02:53,120 --> 00:02:55,560 Speaker 1: cables because it was too heavy to put on just kids, 49 00:02:56,160 --> 00:02:59,679 Speaker 1: and then you would uh make yourself film nauseated as 50 00:02:59,720 --> 00:03:05,240 Speaker 1: you laid against polygone pterodactyls that flew and looked nothing 51 00:03:05,320 --> 00:03:10,040 Speaker 1: like anything that ever really existed. Ever dinosaur adventure, but 52 00:03:10,080 --> 00:03:12,160 Speaker 1: every dinosaur is just a couple of triangles. Yeah, it 53 00:03:12,200 --> 00:03:13,800 Speaker 1: was pretty much. That was it. And then you had 54 00:03:13,800 --> 00:03:17,680 Speaker 1: a little a little kind of prism looking like gun 55 00:03:18,120 --> 00:03:22,080 Speaker 1: that fired perfect cube bullets. Yeah it was. It was 56 00:03:22,160 --> 00:03:25,720 Speaker 1: pretty limited, but it showed what the promise of virtual 57 00:03:25,919 --> 00:03:27,720 Speaker 1: virtual reality could be. And I think a lot of 58 00:03:27,720 --> 00:03:32,480 Speaker 1: people focused more on the limitations than on the the 59 00:03:32,560 --> 00:03:36,200 Speaker 1: actual potential for the technology, and that really set the 60 00:03:36,360 --> 00:03:39,320 Speaker 1: entire industry back. But just as a quick overview of 61 00:03:39,320 --> 00:03:43,040 Speaker 1: the actual history, not just our personal history, you know, 62 00:03:43,120 --> 00:03:46,280 Speaker 1: the basic concept is pretty simple. It's the idea of 63 00:03:46,320 --> 00:03:51,360 Speaker 1: creating a virtual environment that mimics a physical environment, so 64 00:03:51,400 --> 00:03:55,200 Speaker 1: that the person who is in whatever set up you're 65 00:03:55,320 --> 00:03:58,320 Speaker 1: using feels as if they're in a real place, but 66 00:03:58,360 --> 00:04:03,160 Speaker 1: it's all virtual representation. So uh, two very important concepts 67 00:04:03,200 --> 00:04:06,280 Speaker 1: with this are immersion, which is your sense of being 68 00:04:06,360 --> 00:04:09,840 Speaker 1: in that space, and interactivity, which is your ability to 69 00:04:09,920 --> 00:04:13,600 Speaker 1: manipulate things within that space. So if you don't feel immersion, 70 00:04:14,040 --> 00:04:16,400 Speaker 1: then there's no illusion that you are in this environment 71 00:04:16,440 --> 00:04:18,440 Speaker 1: and it all kind of falls apart. And if you 72 00:04:18,440 --> 00:04:21,400 Speaker 1: don't have interaction, then it's like you are in a 73 00:04:21,400 --> 00:04:24,240 Speaker 1: an immersive movie, but you have no agency, You have 74 00:04:24,320 --> 00:04:27,400 Speaker 1: no ability to affect the things around you. Even more 75 00:04:27,440 --> 00:04:29,760 Speaker 1: than than it's sort of disconnecting when when you don't 76 00:04:29,760 --> 00:04:32,080 Speaker 1: have that one to one ratio of your own movement 77 00:04:32,080 --> 00:04:35,760 Speaker 1: and immersion happening, it can be complete disorienting. Oh yeah. 78 00:04:35,760 --> 00:04:38,640 Speaker 1: The big issue of VR is when you have that lag, 79 00:04:39,000 --> 00:04:41,200 Speaker 1: it can be what causes when people get really sick 80 00:04:41,240 --> 00:04:43,760 Speaker 1: from it. That's a major issue that happens. Oh sure, Yeah. 81 00:04:43,880 --> 00:04:47,479 Speaker 1: Latency is a terrible problem. I've I've had that experience 82 00:04:47,480 --> 00:04:50,280 Speaker 1: as well. In fact, I had it with that pterodactyl 83 00:04:50,320 --> 00:04:53,080 Speaker 1: based game, and that was super simple graphics, so there's 84 00:04:53,240 --> 00:04:56,960 Speaker 1: very low latency. There was still enough where it doesn't 85 00:04:56,960 --> 00:04:58,800 Speaker 1: take much for humans to pick up on it. We're 86 00:04:58,800 --> 00:05:02,599 Speaker 1: talking on the millisecond frame right, like something like sixty milliseconds. 87 00:05:02,680 --> 00:05:05,000 Speaker 1: Anything more than that you can start to kind of 88 00:05:05,640 --> 00:05:08,039 Speaker 1: feel it. It's one of the big challenges of the 89 00:05:08,040 --> 00:05:11,080 Speaker 1: Oculus Rift was to bring that latency number down as 90 00:05:11,120 --> 00:05:14,200 Speaker 1: far as possible. But then, you know, I've even used 91 00:05:14,200 --> 00:05:16,680 Speaker 1: the Oculus Rift and while the latency wasn't so bad, 92 00:05:17,000 --> 00:05:20,120 Speaker 1: there was a disconnect in the interface that made me 93 00:05:20,160 --> 00:05:23,359 Speaker 1: feel a little swimmy. UM. And I'll talk about that 94 00:05:23,400 --> 00:05:26,240 Speaker 1: a little bit later too. So we've got some interesting 95 00:05:26,279 --> 00:05:31,640 Speaker 1: examples of precursors to what we consider the typical virtual 96 00:05:31,720 --> 00:05:34,320 Speaker 1: reality gear. And I love that you pulled these up 97 00:05:34,320 --> 00:05:37,400 Speaker 1: in your research. Uh, going all the way back to 98 00:05:37,520 --> 00:05:43,160 Speaker 1: the nineteenth century here. Yeah, we're talking. UM eight. The 99 00:05:43,160 --> 00:05:47,160 Speaker 1: wheat Stone stereoscope. A stereoscope technology is a major major 100 00:05:47,200 --> 00:05:50,240 Speaker 1: component to virtual reality. Um. It's still being used, I 101 00:05:50,240 --> 00:05:52,440 Speaker 1: believe in Occulus Rift the current iterations to make that 102 00:05:52,520 --> 00:05:56,239 Speaker 1: three D immersive experience. Uh. And so we had these Uh, 103 00:05:56,440 --> 00:05:59,000 Speaker 1: like the wheat Stone stereoscope. It was basically a pair 104 00:05:59,080 --> 00:06:01,560 Speaker 1: of giant or is at forty five degree angles that 105 00:06:01,600 --> 00:06:04,560 Speaker 1: would make a stereoscopic image. Um. And we have this 106 00:06:05,000 --> 00:06:07,680 Speaker 1: sort of going on until we got the home Stereoscope 107 00:06:07,680 --> 00:06:10,680 Speaker 1: in one, which is a handheld version. Uh. And it 108 00:06:10,720 --> 00:06:13,400 Speaker 1: looks you can see photos of online. It looks very, 109 00:06:13,480 --> 00:06:16,200 Speaker 1: very similar to sort of a steampunk wooden version of 110 00:06:16,200 --> 00:06:19,760 Speaker 1: a virtual boy. Um. It's just it's a little mobile, handheld, 111 00:06:19,920 --> 00:06:23,560 Speaker 1: handheld put it on your face sort of interface. Except 112 00:06:23,600 --> 00:06:25,480 Speaker 1: I would imagine I don't know, maybe the headache is 113 00:06:25,600 --> 00:06:27,920 Speaker 1: quite as bad as virtual I sure hope not. Man. 114 00:06:27,960 --> 00:06:30,120 Speaker 1: Did you ever play with one of those? Yeah? And 115 00:06:30,279 --> 00:06:33,120 Speaker 1: it was heinous, right, Although it did introduce the world 116 00:06:33,120 --> 00:06:36,520 Speaker 1: to Warrior, which is great. I mean Warrio Mario Tennis 117 00:06:36,640 --> 00:06:38,600 Speaker 1: I think was on there. But it also made your 118 00:06:38,600 --> 00:06:41,080 Speaker 1: eyes bleed. Yeah. No, not not the most pleasant of 119 00:06:41,160 --> 00:06:44,919 Speaker 1: user experiences. Yeah. And stereoscopic effect is is pretty cool 120 00:06:45,000 --> 00:06:49,200 Speaker 1: because there's a technological element, but the really important step 121 00:06:49,360 --> 00:06:52,320 Speaker 1: is all done by your brain, because it's it's your 122 00:06:52,360 --> 00:06:56,000 Speaker 1: eyes getting too slightly different images and then your brain 123 00:06:56,080 --> 00:06:59,120 Speaker 1: combining that to create the what you perceive as a 124 00:06:59,200 --> 00:07:02,159 Speaker 1: three dimensional base. It's the same sort of principle that 125 00:07:02,240 --> 00:07:05,120 Speaker 1: comes out of three D movies, the idea that you're 126 00:07:05,120 --> 00:07:08,400 Speaker 1: you're getting just slightly different views to kind of mimic 127 00:07:08,520 --> 00:07:11,200 Speaker 1: what you would get with parallax. That's where your eyes 128 00:07:11,280 --> 00:07:13,800 Speaker 1: converge on a point and you get that sense of depth. 129 00:07:14,280 --> 00:07:19,280 Speaker 1: So super interesting. And then nine six you've got the 130 00:07:19,440 --> 00:07:25,160 Speaker 1: tell usphere mask. Yeah, this guy more Highlig he created this. 131 00:07:25,440 --> 00:07:28,160 Speaker 1: It's a stereoscopic three D TV with stereoston and wide 132 00:07:28,280 --> 00:07:31,000 Speaker 1: vision display and it's probably the first thing that I've 133 00:07:31,040 --> 00:07:34,120 Speaker 1: found that's similar to the head mounted displays we're kind 134 00:07:34,120 --> 00:07:37,120 Speaker 1: of more used to in looking at Project Morpheus or sorry, 135 00:07:37,160 --> 00:07:41,720 Speaker 1: Project Morpheus rather and Oculus rift um. And then uh, 136 00:07:42,160 --> 00:07:43,800 Speaker 1: two years later, the same guy makes this thing, the 137 00:07:43,840 --> 00:07:45,920 Speaker 1: Sense of Rama, which is an Arcad style three D 138 00:07:47,040 --> 00:07:50,160 Speaker 1: cabinet with a vibrating seat and scent producer um. It 139 00:07:50,200 --> 00:07:52,520 Speaker 1: reminds me of a lot of there is Disney rides. 140 00:07:52,560 --> 00:07:55,520 Speaker 1: That there's an alien Disney ride actually that you would 141 00:07:55,560 --> 00:07:57,360 Speaker 1: sit in this theater and there was three D, but 142 00:07:57,360 --> 00:07:59,640 Speaker 1: they would like you have water splashed on you when 143 00:07:59,640 --> 00:08:02,200 Speaker 1: the alien are crawling around a little like rubber tubes. 144 00:08:02,240 --> 00:08:05,200 Speaker 1: It hit your legs. It's that sort of full immersion, 145 00:08:05,360 --> 00:08:07,720 Speaker 1: same sort of thing with they have the It's Tough 146 00:08:07,760 --> 00:08:11,280 Speaker 1: to Be a Bug movie that's in the Animal Kingdom, 147 00:08:11,400 --> 00:08:14,000 Speaker 1: Disney Animal Kingdom, same sort of stuff where it comes 148 00:08:14,040 --> 00:08:17,200 Speaker 1: complete with the three dimensional movie. You get the sense 149 00:08:17,280 --> 00:08:21,040 Speaker 1: like when the stink bug does his thing, you get 150 00:08:21,040 --> 00:08:28,200 Speaker 1: a nice waft of a suitably stinky but disneyfied stinky smell. Yeah, 151 00:08:28,360 --> 00:08:31,400 Speaker 1: you're hope, you're hopeful that you know that that truro 152 00:08:31,560 --> 00:08:35,000 Speaker 1: that your your kid ate is not what's causing the problem. Uh. 153 00:08:35,000 --> 00:08:39,400 Speaker 1: And they even had um things under like incorporate in 154 00:08:39,440 --> 00:08:42,640 Speaker 1: the benches you sit in so that when the wasps attack, 155 00:08:42,800 --> 00:08:45,400 Speaker 1: a little thing pokes you in the back, or at 156 00:08:45,400 --> 00:08:47,600 Speaker 1: the very very end, when all the lights have gone 157 00:08:47,640 --> 00:08:49,800 Speaker 1: down and you haven't been they haven't come up, so 158 00:08:49,840 --> 00:08:53,040 Speaker 1: you can get up and walk away. Yet Uh, little 159 00:08:53,080 --> 00:08:56,840 Speaker 1: things directly under the seat, like under your butt move. 160 00:08:57,080 --> 00:08:59,920 Speaker 1: So it's supposed to be all the cockroaches. Yeah, it's 161 00:09:00,000 --> 00:09:06,160 Speaker 1: little creepy, but you know it is very immersive, terrifyingly immersive. Right. 162 00:09:06,280 --> 00:09:09,720 Speaker 1: And then we have Ivan Sutherland who created the sketch pad. 163 00:09:10,400 --> 00:09:12,679 Speaker 1: So yeah, yeah, I like this. Note you have to 164 00:09:13,000 --> 00:09:16,959 Speaker 1: about the precursor to CAD programs, computer assisted design programs, 165 00:09:17,360 --> 00:09:21,840 Speaker 1: and our computer aided design depends on who's spelling out 166 00:09:21,840 --> 00:09:25,800 Speaker 1: the acronym. But you know, the graphic user interface or 167 00:09:25,840 --> 00:09:29,000 Speaker 1: derived from this as well. Uh, this is one of 168 00:09:29,000 --> 00:09:32,880 Speaker 1: those things that ended up making a huge impact on 169 00:09:32,960 --> 00:09:36,240 Speaker 1: computing in general, not just virtual reality, but really the 170 00:09:36,320 --> 00:09:40,240 Speaker 1: way that we interact with our devices today. And it's 171 00:09:40,240 --> 00:09:43,640 Speaker 1: funny because this was in the VR headset he made, 172 00:09:43,760 --> 00:09:45,880 Speaker 1: which they called the sort of dominicles because it hung 173 00:09:46,000 --> 00:09:48,520 Speaker 1: from the scene. Of course, because it was so heavy, 174 00:09:48,679 --> 00:09:50,880 Speaker 1: and of course it's a nerdy name as long as 175 00:09:51,080 --> 00:09:55,079 Speaker 1: long as you didn't undo the Gordian knot totally okay, 176 00:09:55,480 --> 00:09:58,480 Speaker 1: But it's funny because this is and yet this sounds 177 00:09:58,559 --> 00:10:03,600 Speaker 1: very very similar to your Pterodactyl adventure set up. Yeah. Yeah, 178 00:10:03,720 --> 00:10:07,280 Speaker 1: so the technology it was massive and heavier for a while. Yeah. 179 00:10:07,320 --> 00:10:09,520 Speaker 1: I think a lot of these displays too, especially the 180 00:10:09,520 --> 00:10:14,360 Speaker 1: early ones you're talking about, probably cathode ray tube technology 181 00:10:14,480 --> 00:10:17,720 Speaker 1: and a cathode ray tube television. It's enormous. I had 182 00:10:17,720 --> 00:10:19,640 Speaker 1: to have a space for a vacuum tube in it. 183 00:10:19,760 --> 00:10:22,800 Speaker 1: That's the tube part to create the energy for the 184 00:10:22,840 --> 00:10:26,080 Speaker 1: electron gun to fire the electrons that create the images. 185 00:10:26,679 --> 00:10:29,800 Speaker 1: So yeah, you definitely needed to have some assistance there 186 00:10:29,840 --> 00:10:31,800 Speaker 1: to to carry that kind of weight. I mean, you know, 187 00:10:31,880 --> 00:10:33,880 Speaker 1: I don't I don't know how familiar you are with 188 00:10:33,960 --> 00:10:37,640 Speaker 1: CRT displays. Yeah, well enough. Yeah, if you've ever had 189 00:10:37,679 --> 00:10:39,920 Speaker 1: to move one and you think, yes, I want to 190 00:10:39,960 --> 00:10:42,199 Speaker 1: strap this to my face, probably not one of the 191 00:10:42,240 --> 00:10:43,800 Speaker 1: first things that occurs to you. I don't have you 192 00:10:43,840 --> 00:10:47,480 Speaker 1: seen my neck? I know, it's kind of like I 193 00:10:47,520 --> 00:10:50,160 Speaker 1: was thinking that, you know that you were just maybe 194 00:10:50,200 --> 00:10:52,760 Speaker 1: a little angry and went a little hulk ish, but 195 00:10:52,920 --> 00:10:55,439 Speaker 1: just in the neck area. The only thing I work 196 00:10:55,440 --> 00:10:57,400 Speaker 1: out of the gym is my neck. That's good. Well, 197 00:10:57,440 --> 00:11:00,599 Speaker 1: you know, it's it's important to concentrate on muscle groups. Yeah, anxactly. 198 00:11:01,679 --> 00:11:04,640 Speaker 1: And then when we get up to nineteen eighties seven, 199 00:11:04,640 --> 00:11:08,240 Speaker 1: that's when a guy named Jarn Lanier created, or at 200 00:11:08,280 --> 00:11:11,440 Speaker 1: least as credited for creating, the term virtual reality. There's 201 00:11:11,480 --> 00:11:14,400 Speaker 1: some dispute over whether or not he actually coined it, 202 00:11:14,440 --> 00:11:18,480 Speaker 1: but he certainly popularized it. Now he was a computer scientist, 203 00:11:18,640 --> 00:11:20,679 Speaker 1: still is a computer scientist, I should say, because he's 204 00:11:20,679 --> 00:11:23,320 Speaker 1: still very much active. But he worked for Atari for 205 00:11:23,360 --> 00:11:25,280 Speaker 1: a while and then Atari, I don't know if you 206 00:11:25,320 --> 00:11:28,280 Speaker 1: know this, Struben, but in n at kind of blew up. 207 00:11:28,520 --> 00:11:31,400 Speaker 1: I've I've I've read. Yeah, I was, I was not alive. 208 00:11:31,840 --> 00:11:35,240 Speaker 1: I was there, Reuben, I was there. I've seen things, Ruben. 209 00:11:35,600 --> 00:11:41,400 Speaker 1: You can't unsee's eye. When Atari died, uh, you know it, 210 00:11:41,440 --> 00:11:44,360 Speaker 1: Actually it was. It was a restructuring and Lanier was 211 00:11:44,440 --> 00:11:48,200 Speaker 1: let go and he co founded a company called VPL Research, 212 00:11:48,800 --> 00:11:51,480 Speaker 1: and then uh he worked there for quite some time. 213 00:11:51,520 --> 00:11:54,240 Speaker 1: He's also done work for Advanced Networking Services as well 214 00:11:54,280 --> 00:11:57,800 Speaker 1: as for Microsoft Research, and he's been involved in tons 215 00:11:58,000 --> 00:12:01,560 Speaker 1: of big technology discussions, not just virtual reality but web 216 00:12:01,600 --> 00:12:04,360 Speaker 1: two point oh, which I think he argued didn't really 217 00:12:04,400 --> 00:12:07,199 Speaker 1: mean anything. I think I would agree with him on that. 218 00:12:07,280 --> 00:12:08,960 Speaker 1: I think it was more of a marketing term than 219 00:12:09,000 --> 00:12:13,720 Speaker 1: anything technologically. And then Uh, he's also weighed in on 220 00:12:13,760 --> 00:12:17,160 Speaker 1: discussions about singularity and futurism. If you think of Ray 221 00:12:17,240 --> 00:12:21,800 Speaker 1: kurtzwile as we're all going to be immortal robots, uh 222 00:12:21,840 --> 00:12:23,800 Speaker 1: and they're going to take over. He's kind of on 223 00:12:23,840 --> 00:12:27,200 Speaker 1: the opposite end of the spectrum, which is interesting because 224 00:12:27,480 --> 00:12:29,880 Speaker 1: I see a lot of coverage on the kurtswild side 225 00:12:30,160 --> 00:12:33,720 Speaker 1: and very little on the skeptical, like, wait a minute, 226 00:12:34,400 --> 00:12:36,880 Speaker 1: do you really think we're all gonna be robots? We 227 00:12:37,200 --> 00:12:38,840 Speaker 1: all like a fairy tale. I think we want to 228 00:12:39,320 --> 00:12:41,080 Speaker 1: that pine, this skuy dream of put my brain in 229 00:12:41,080 --> 00:12:43,800 Speaker 1: our robot body. Get that molder I want to believe, 230 00:12:43,880 --> 00:12:46,280 Speaker 1: poster on our on our walls. Put my brain in 231 00:12:46,320 --> 00:12:50,880 Speaker 1: a molder body. You know, I'll sign me up. That 232 00:12:51,040 --> 00:12:53,280 Speaker 1: is a huge upgrade from where I am right now. 233 00:12:54,000 --> 00:12:56,520 Speaker 1: But Lenar worked with Tom Zimmerman, who was the guy 234 00:12:56,559 --> 00:12:59,800 Speaker 1: who invented the data glove. Uh, the data glove being 235 00:12:59,840 --> 00:13:04,960 Speaker 1: the foundation for things like the Nintendo Power Glove. The 236 00:13:05,040 --> 00:13:08,560 Speaker 1: data glove was better, but yeah, he designed the data glove. 237 00:13:08,640 --> 00:13:11,200 Speaker 1: And then so Laniar and Zimmerman work together to create 238 00:13:11,240 --> 00:13:14,320 Speaker 1: some of the early examples of the typical VR hardware 239 00:13:14,360 --> 00:13:17,080 Speaker 1: that we see today, like the like the interfaces, not 240 00:13:17,160 --> 00:13:19,080 Speaker 1: just the head meld displays, which, as you have you 241 00:13:19,400 --> 00:13:22,559 Speaker 1: as you have pointed out, predate this. So Lanier and 242 00:13:22,640 --> 00:13:25,760 Speaker 1: Zimmerman work together on creating a lot of the hardware 243 00:13:25,840 --> 00:13:29,600 Speaker 1: that we associate with virtual reality, not just head meld displays, 244 00:13:29,640 --> 00:13:32,920 Speaker 1: which obviously pre date their work, but also some of 245 00:13:32,960 --> 00:13:36,160 Speaker 1: the other interfaces like how do you actually move around 246 00:13:36,200 --> 00:13:38,679 Speaker 1: and interact with this virtual environment. Because it's one thing 247 00:13:38,720 --> 00:13:41,040 Speaker 1: to see it, I mean a head meld display where 248 00:13:41,400 --> 00:13:43,840 Speaker 1: it tracks the movement of your head so that your 249 00:13:43,960 --> 00:13:48,760 Speaker 1: perspective changes as you as you look around. That's one thing, 250 00:13:48,920 --> 00:13:51,120 Speaker 1: but it's still that doesn't still give you the ability 251 00:13:51,160 --> 00:13:54,839 Speaker 1: to actually do anything in that space. Certainly, Like we 252 00:13:54,920 --> 00:13:58,240 Speaker 1: previously mentioned that one to one ratio, it's one thing 253 00:13:58,280 --> 00:14:00,520 Speaker 1: to like to see with your head and move around, 254 00:14:00,720 --> 00:14:03,640 Speaker 1: you know, with your eyes um, but to actually to 255 00:14:03,720 --> 00:14:06,280 Speaker 1: try to mimic walking if it's an omnidirectional try to 256 00:14:06,320 --> 00:14:09,560 Speaker 1: mill um holding whatever you're holding in your hands for 257 00:14:09,600 --> 00:14:12,360 Speaker 1: this and we so we see more and more interfaces 258 00:14:12,400 --> 00:14:13,880 Speaker 1: being added on. This is something we see in the 259 00:14:13,920 --> 00:14:16,640 Speaker 1: Oculus Rift is sort of just one ingredient in the 260 00:14:16,679 --> 00:14:19,560 Speaker 1: full immersion that they're trying to tell you one exactly. Yeah, 261 00:14:19,600 --> 00:14:21,800 Speaker 1: and that's is that's one of the biggest challenges. I 262 00:14:21,840 --> 00:14:25,160 Speaker 1: think we'll talk about some of the challenges of VR, 263 00:14:25,240 --> 00:14:29,080 Speaker 1: but interfaces alone, like how do you get an interface 264 00:14:29,160 --> 00:14:33,640 Speaker 1: that is transparent enough, not not physically, but transparent enough 265 00:14:33,640 --> 00:14:37,920 Speaker 1: where you're having a natural experience in this unnatural virtual 266 00:14:38,040 --> 00:14:41,560 Speaker 1: environment so that it fades way. The last thing you 267 00:14:41,600 --> 00:14:44,880 Speaker 1: want is for the user to be hyper aware of 268 00:14:44,920 --> 00:14:48,400 Speaker 1: the interface. You want that to fade out. So let's 269 00:14:48,440 --> 00:14:50,960 Speaker 1: talk about some of the gears. So we've already mentioned displays. 270 00:14:51,080 --> 00:14:53,720 Speaker 1: Headmond display is probably the most popular, although not the 271 00:14:53,760 --> 00:14:56,720 Speaker 1: only one. There are some displays that are an entire 272 00:14:56,840 --> 00:15:00,680 Speaker 1: room where things are projected onto walls or uh like 273 00:15:00,760 --> 00:15:03,760 Speaker 1: a sphere where it's projected on the inside of the 274 00:15:03,800 --> 00:15:05,800 Speaker 1: sphere and you sit down in the middle. So that 275 00:15:06,360 --> 00:15:09,960 Speaker 1: like like a lot of aircraft simulation is done in 276 00:15:09,960 --> 00:15:13,000 Speaker 1: this sort of style. But the one that we're mostly 277 00:15:13,040 --> 00:15:15,640 Speaker 1: familiar with, especially if you're talking about a consumer level, 278 00:15:15,920 --> 00:15:17,680 Speaker 1: is heading out a displace because most of us can't 279 00:15:17,680 --> 00:15:21,520 Speaker 1: convert room in our house to VR hardware. That's my 280 00:15:21,560 --> 00:15:25,920 Speaker 1: first question for a real tear is there, Yeah, there 281 00:15:25,920 --> 00:15:28,360 Speaker 1: can't be any windows, and no windows. Is gonna be 282 00:15:28,400 --> 00:15:31,920 Speaker 1: fully internal room, a perfect sphere if possible? Yeah, that 283 00:15:32,000 --> 00:15:34,160 Speaker 1: would be. That would be ideal you crafted outside of 284 00:15:34,240 --> 00:15:36,920 Speaker 1: zero g exactly. If it's completely out, if it's out 285 00:15:36,920 --> 00:15:38,880 Speaker 1: of true even by a little bit, it's going to 286 00:15:38,880 --> 00:15:41,360 Speaker 1: completely throw off my game of Skyrim. And I really 287 00:15:41,400 --> 00:15:43,400 Speaker 1: I'm really close to the end. I pull my laser 288 00:15:43,440 --> 00:15:46,680 Speaker 1: micrometer out to make sure this thing is perfect. Yeah, yeah, 289 00:15:46,760 --> 00:15:50,080 Speaker 1: that might be a little bit um well excessive, I 290 00:15:50,120 --> 00:15:54,880 Speaker 1: think would say. Yeah. So, the latest version of the 291 00:15:54,880 --> 00:15:57,560 Speaker 1: Oculus Rift developer kit, you know, because this still has 292 00:15:57,600 --> 00:16:00,000 Speaker 1: of the recording of this podcast, isn't a consumer product, 293 00:16:00,440 --> 00:16:03,680 Speaker 1: still in the developer phase, but the latest version has 294 00:16:04,200 --> 00:16:08,800 Speaker 1: tracking dots on it which an external camera can can track, 295 00:16:09,360 --> 00:16:12,200 Speaker 1: and it will be able to measure the different distances 296 00:16:12,240 --> 00:16:14,880 Speaker 1: between the different points and thus be able to tell 297 00:16:15,040 --> 00:16:18,920 Speaker 1: what orientation the mask is on. So not only do 298 00:16:18,960 --> 00:16:22,480 Speaker 1: you have the tracking technology built into the actual device 299 00:16:22,560 --> 00:16:26,040 Speaker 1: where it's got accelerometers and that kind of thing to 300 00:16:26,520 --> 00:16:28,880 Speaker 1: tell whether or not you're looking left, right, up or down, 301 00:16:29,560 --> 00:16:32,760 Speaker 1: it can actually tell the angle. So, for example, if 302 00:16:32,760 --> 00:16:35,200 Speaker 1: I wanted if I'm looking at a virtual table in 303 00:16:35,240 --> 00:16:37,240 Speaker 1: front of me and I want to see if someone 304 00:16:37,360 --> 00:16:40,000 Speaker 1: has written something on the underside of the table, I 305 00:16:40,040 --> 00:16:43,040 Speaker 1: can bend down and look up and it was able 306 00:16:43,080 --> 00:16:45,720 Speaker 1: to track that change an angle, so I can see 307 00:16:45,720 --> 00:16:48,520 Speaker 1: the underside of the table in the virtual world, which 308 00:16:48,560 --> 00:16:50,400 Speaker 1: is pretty cool. It's another one of those ways of 309 00:16:50,440 --> 00:16:53,880 Speaker 1: adding a level of immersion. Oculus has been really careful 310 00:16:53,920 --> 00:16:56,840 Speaker 1: to say this may not be in the final consumer version. 311 00:16:56,920 --> 00:16:59,560 Speaker 1: You know, you might not have this external tracking element 312 00:16:59,600 --> 00:17:02,640 Speaker 1: because it does require even more hardware. You have to 313 00:17:02,680 --> 00:17:05,480 Speaker 1: have that webcam to all the bust computers I think 314 00:17:05,480 --> 00:17:08,800 Speaker 1: are made with them now. Yeah, but it's it's one 315 00:17:08,840 --> 00:17:11,800 Speaker 1: of those things where it really does add that extra 316 00:17:11,840 --> 00:17:14,960 Speaker 1: element of interaction. Well, looking under tables is if you're 317 00:17:14,960 --> 00:17:16,800 Speaker 1: in a Hobo simulator, you've got to be able to 318 00:17:16,800 --> 00:17:19,440 Speaker 1: look under furniture to see Hobo marks to what's going on. 319 00:17:19,560 --> 00:17:22,520 Speaker 1: That's right, it's a big one one. Yeah, I can 320 00:17:22,600 --> 00:17:24,919 Speaker 1: I can imagine anything, well, anything where you're having to 321 00:17:24,960 --> 00:17:28,200 Speaker 1: look around a corner, like especially like survival horror games. 322 00:17:28,240 --> 00:17:31,720 Speaker 1: I mean, this will be so useful if you have 323 00:17:31,840 --> 00:17:34,919 Speaker 1: the guts to play a survival horror game that fully 324 00:17:34,960 --> 00:17:39,800 Speaker 1: immerses you. I'm thinking of PT the playable trailer. Yeah, yeah, 325 00:17:39,840 --> 00:17:42,320 Speaker 1: can you imagine if that were an innoculous riff situation 326 00:17:42,359 --> 00:17:45,240 Speaker 1: you probably you would probably never stop screaming. It's it was, 327 00:17:45,400 --> 00:17:47,880 Speaker 1: it was. I'm not easily scared by by any sort 328 00:17:47,920 --> 00:17:50,560 Speaker 1: of media. Usually that game was terrifying, So I can't 329 00:17:50,560 --> 00:17:52,840 Speaker 1: imagine like being you can't like not being able to 330 00:17:52,960 --> 00:17:54,960 Speaker 1: escape it, right, Yeah, you can't look away from the 331 00:17:55,000 --> 00:17:56,919 Speaker 1: screen because the screen is directly in front of your 332 00:17:56,920 --> 00:17:59,080 Speaker 1: eyes no matter where you look. Yeah, exactly, especially if 333 00:17:59,080 --> 00:18:02,359 Speaker 1: you have three dimensional sound and and uh, really good 334 00:18:02,920 --> 00:18:07,120 Speaker 1: headphones as well. That's what's really going to create that 335 00:18:07,119 --> 00:18:10,280 Speaker 1: that incredible experience that is probably gonna be unforgettable, and 336 00:18:10,320 --> 00:18:13,040 Speaker 1: not necessarily in a good way. It's interesting. So again 337 00:18:13,080 --> 00:18:14,760 Speaker 1: we're talking about this sort of this ecosystem you have 338 00:18:14,800 --> 00:18:17,680 Speaker 1: to build around not just the headset, but so the 339 00:18:17,680 --> 00:18:20,280 Speaker 1: the externally amounted camera. So like this Rift, they have 340 00:18:20,359 --> 00:18:24,240 Speaker 1: those points on the front to kind of to inform 341 00:18:24,320 --> 00:18:26,440 Speaker 1: the environment more of what angles you're looking at, etcetera. 342 00:18:27,000 --> 00:18:28,919 Speaker 1: A thing they've run into is that they don't have 343 00:18:28,960 --> 00:18:32,040 Speaker 1: a way to track the back of the head. Currently, 344 00:18:32,400 --> 00:18:35,600 Speaker 1: not a hard thing to fix. Um the Project Morpheus, 345 00:18:35,640 --> 00:18:39,760 Speaker 1: which is Sony's thing, because they're using um light instead 346 00:18:39,760 --> 00:18:41,959 Speaker 1: of these little marks, they're using led lights on the 347 00:18:41,960 --> 00:18:44,280 Speaker 1: front and the back of the set. UM. It's actually 348 00:18:44,320 --> 00:18:46,440 Speaker 1: a way too. If you turn around, the camera knows 349 00:18:46,520 --> 00:18:48,920 Speaker 1: that you're fully turned around, not just your vision, but 350 00:18:49,000 --> 00:18:51,240 Speaker 1: I'll track the back of your head. There's there's a 351 00:18:51,280 --> 00:18:54,640 Speaker 1: big deal because when I was playing with the Oculus 352 00:18:54,720 --> 00:18:58,680 Speaker 1: Rift just a week ago. UM, one of the big 353 00:18:58,680 --> 00:19:00,760 Speaker 1: issues I ran into is that it yeah, I could 354 00:19:00,760 --> 00:19:02,960 Speaker 1: turn my head to the left, but if I wanted 355 00:19:03,000 --> 00:19:07,800 Speaker 1: to actually change the orientation of the character character's body, 356 00:19:08,400 --> 00:19:11,240 Speaker 1: I had to use a controller to turn the character 357 00:19:11,359 --> 00:19:14,280 Speaker 1: to the left, which would then end up creating that 358 00:19:14,400 --> 00:19:16,800 Speaker 1: disconnect I was talking about, because that's not the way 359 00:19:16,840 --> 00:19:19,840 Speaker 1: we normally interact with our environments, right. We don't normally 360 00:19:19,880 --> 00:19:22,159 Speaker 1: hold a controller in our hands and say, well, I 361 00:19:22,160 --> 00:19:23,680 Speaker 1: need to go to the left now, and then push 362 00:19:23,680 --> 00:19:28,040 Speaker 1: a thumbstick over. So it's very disorienting. Something where it 363 00:19:28,080 --> 00:19:31,480 Speaker 1: can detect exactly where you are, you know, whether in 364 00:19:31,520 --> 00:19:36,480 Speaker 1: a full degree kind of way, UH could potentially allow 365 00:19:36,600 --> 00:19:40,879 Speaker 1: you to actually change that orientation in the game without 366 00:19:40,960 --> 00:19:42,760 Speaker 1: having to use a controller to do it. So if 367 00:19:42,760 --> 00:19:45,600 Speaker 1: I turned to the left, my character actively turns to 368 00:19:45,600 --> 00:19:48,240 Speaker 1: the left. You have to balance that out because do 369 00:19:48,280 --> 00:19:51,480 Speaker 1: you automatically make it so that the character is moving 370 00:19:51,600 --> 00:19:53,280 Speaker 1: in the direction you're looking, or do you want to 371 00:19:53,320 --> 00:19:55,120 Speaker 1: have it so that you can look to the left 372 00:19:55,119 --> 00:19:57,720 Speaker 1: but still keep running forward for example, And that's one 373 00:19:57,720 --> 00:20:00,280 Speaker 1: of the big things in VR I know for first 374 00:20:00,320 --> 00:20:03,479 Speaker 1: person shooter tap games was the ability to shoot somewhere 375 00:20:03,520 --> 00:20:06,040 Speaker 1: you were not looking, because up until now it's always 376 00:20:06,040 --> 00:20:08,639 Speaker 1: been contained to your vision either the center of the 377 00:20:08,680 --> 00:20:10,919 Speaker 1: screen like most fps is work or I want to 378 00:20:10,920 --> 00:20:14,320 Speaker 1: say like they're like the old Golden Eye actually let 379 00:20:14,359 --> 00:20:17,919 Speaker 1: you free range your cursor around the screen. Um, but 380 00:20:18,119 --> 00:20:20,160 Speaker 1: the ability to there's actually a great video on YouTube 381 00:20:20,160 --> 00:20:22,320 Speaker 1: of guy who's using knock this rift with a couple 382 00:20:22,320 --> 00:20:25,000 Speaker 1: of purples uh in Half Life two in a shooting 383 00:20:25,119 --> 00:20:27,520 Speaker 1: range and he's doing all sorts of crazy stuff behind 384 00:20:27,560 --> 00:20:30,040 Speaker 1: the back and over the over the head. I saw 385 00:20:30,080 --> 00:20:33,880 Speaker 1: one of those where they were using not the Oculus rift, 386 00:20:34,160 --> 00:20:38,439 Speaker 1: but a similar head mounted display and a vest, and 387 00:20:38,480 --> 00:20:41,040 Speaker 1: the vest was what was tracking all the body motions. 388 00:20:41,600 --> 00:20:44,760 Speaker 1: So it actually had sensors that went out to the 389 00:20:44,880 --> 00:20:48,320 Speaker 1: arms and too the legs. So if you squatted, the 390 00:20:48,400 --> 00:20:50,520 Speaker 1: character would squat in the video game. If you put 391 00:20:50,560 --> 00:20:53,000 Speaker 1: your hand behind your back, your character would put his 392 00:20:53,080 --> 00:20:56,159 Speaker 1: hand or her hand behind his or her back. And 393 00:20:56,240 --> 00:20:59,000 Speaker 1: so it was one of those things that got around 394 00:20:59,040 --> 00:21:01,439 Speaker 1: that by just take can a totally different approach to 395 00:21:01,600 --> 00:21:04,119 Speaker 1: the hardware. Of course, then you get into the question 396 00:21:04,119 --> 00:21:06,720 Speaker 1: of how expensive would it be to produce a full 397 00:21:06,800 --> 00:21:10,760 Speaker 1: suit and would people really want to have something like that. 398 00:21:11,040 --> 00:21:15,639 Speaker 1: You know, again, you'd be really aware of that interface, 399 00:21:15,680 --> 00:21:17,960 Speaker 1: at least at first. Maybe after a while it fades away. 400 00:21:18,600 --> 00:21:20,440 Speaker 1: But it's one of those things where again you don't 401 00:21:20,440 --> 00:21:24,320 Speaker 1: want the player to be too too aware of what's 402 00:21:24,359 --> 00:21:27,080 Speaker 1: going on on a technical level, because then then they're 403 00:21:27,119 --> 00:21:29,159 Speaker 1: thinking about that and so the experience that they're supposed 404 00:21:29,160 --> 00:21:30,879 Speaker 1: to have. And I think that that's sort of the 405 00:21:31,000 --> 00:21:34,520 Speaker 1: ultimate question that comes in with mass commercial acceptance of 406 00:21:34,640 --> 00:21:37,040 Speaker 1: VR is you know, ideally, if you wanted to get 407 00:21:37,520 --> 00:21:40,679 Speaker 1: some sort of like motion graph motion graphics set up 408 00:21:40,720 --> 00:21:43,280 Speaker 1: like mo capping. Uh, you know, I would imagine something 409 00:21:43,320 --> 00:21:44,960 Speaker 1: along those lines. Some sort of set up like that 410 00:21:45,000 --> 00:21:48,320 Speaker 1: would be ideal. The whole array of cameras you're covered 411 00:21:48,359 --> 00:21:50,920 Speaker 1: in little balls that say exactly where you are. Um, 412 00:21:50,960 --> 00:21:55,640 Speaker 1: but obviously not price effective. I mean, you could maybe 413 00:21:55,720 --> 00:21:58,479 Speaker 1: have an amusement park where that's something people can go 414 00:21:58,560 --> 00:22:00,720 Speaker 1: and do as part of the amount. Man, yeah, I 415 00:22:00,840 --> 00:22:03,960 Speaker 1: pay money for that. Yeah, that's all it was for 416 00:22:04,000 --> 00:22:07,359 Speaker 1: a little bit. Sure, I'd be jumped right on that. 417 00:22:07,400 --> 00:22:10,639 Speaker 1: I mean, I'm amazed actually that that's not something you 418 00:22:10,680 --> 00:22:14,040 Speaker 1: see it's a Disney Hollywood studios where you know, that's 419 00:22:14,160 --> 00:22:17,040 Speaker 1: that's what that that the impart is all about, is 420 00:22:17,080 --> 00:22:20,439 Speaker 1: about the production of film and television and all the 421 00:22:20,440 --> 00:22:23,400 Speaker 1: different stuff that goes into it. Um, maybe one day 422 00:22:23,440 --> 00:22:25,399 Speaker 1: we'll see that. I can't imagine that. It would be 423 00:22:25,440 --> 00:22:30,400 Speaker 1: a really slow loading kind of attraction. The wait time 424 00:22:30,440 --> 00:22:33,160 Speaker 1: for this is four hours and there are three people 425 00:22:33,200 --> 00:22:36,040 Speaker 1: ahead of you in line, like four days based on 426 00:22:36,600 --> 00:22:39,560 Speaker 1: ego to Disney the simmer for maybe maybe you can 427 00:22:39,640 --> 00:22:43,040 Speaker 1: fast pass it well other things, Like we mentioned audio, 428 00:22:43,200 --> 00:22:46,080 Speaker 1: that's another really big element in immersion, right if you 429 00:22:46,119 --> 00:22:49,359 Speaker 1: are looking at something, if something's kind of on the 430 00:22:49,480 --> 00:22:51,720 Speaker 1: right side of the peripheral of your vision, but you're 431 00:22:51,720 --> 00:22:54,920 Speaker 1: hearing stuff from the left, that's really disorienting, UM, because 432 00:22:54,960 --> 00:22:57,040 Speaker 1: first you think, oh, well, whatever that is, there's it's 433 00:22:57,080 --> 00:22:59,600 Speaker 1: brother is right next to me. But then you look 434 00:22:59,600 --> 00:23:01,600 Speaker 1: and there's nothing there. So you really have to have 435 00:23:01,800 --> 00:23:05,719 Speaker 1: very good sound design and sound orientation as well. And 436 00:23:05,760 --> 00:23:08,320 Speaker 1: there are a lot of cool ways of doing that, 437 00:23:08,400 --> 00:23:12,760 Speaker 1: like binaural microphones which mimic the way sound goes into 438 00:23:12,920 --> 00:23:16,159 Speaker 1: the human head. Yeah, I experienced that with UM. We 439 00:23:16,160 --> 00:23:18,480 Speaker 1: were talking about SMR, which you just did the podcast on. 440 00:23:18,840 --> 00:23:20,320 Speaker 1: I listened to it at work and that pretty good 441 00:23:20,359 --> 00:23:24,680 Speaker 1: headphones there, and I was just like, oh, this is delightful. Yeah, yeah, 442 00:23:24,800 --> 00:23:28,879 Speaker 1: having the sound of someone slowly walking around you while 443 00:23:28,920 --> 00:23:32,000 Speaker 1: talking and if you close your eyes, it's like you're there. 444 00:23:32,040 --> 00:23:33,320 Speaker 1: In fact, there are a lot of a s MR 445 00:23:33,480 --> 00:23:36,359 Speaker 1: videos that are about things like a like a visit 446 00:23:36,400 --> 00:23:39,479 Speaker 1: to the barbershop. That's a really popular one. And you know, 447 00:23:39,600 --> 00:23:42,560 Speaker 1: I don't have hair anymore, but I remember when I do, 448 00:23:42,880 --> 00:23:46,280 Speaker 1: and and so so I there was. There's there's a 449 00:23:46,280 --> 00:23:48,760 Speaker 1: lot where it's like the sound of scissors cutting near you, 450 00:23:48,880 --> 00:23:51,440 Speaker 1: and it's amazing how immersive this is. And that's only 451 00:23:51,480 --> 00:23:54,440 Speaker 1: one sense. If you close your eyes, it's as if 452 00:23:54,480 --> 00:23:56,159 Speaker 1: you were there, to the point where you can almost 453 00:23:56,160 --> 00:23:59,760 Speaker 1: imagine feeling it, even though there's nothing physically touching you 454 00:23:59,800 --> 00:24:04,880 Speaker 1: up from your headphones. But it's amazing how convincing that experiences. 455 00:24:04,960 --> 00:24:08,239 Speaker 1: So sound is really important, so you need to make 456 00:24:08,280 --> 00:24:11,000 Speaker 1: sure that that is is well done, just as well 457 00:24:11,040 --> 00:24:13,520 Speaker 1: done as the graphics, if not more so, I think. 458 00:24:14,400 --> 00:24:17,159 Speaker 1: Um As for the interface, that's the other issue we 459 00:24:17,160 --> 00:24:20,119 Speaker 1: were talking about. How do you let the person explore 460 00:24:20,160 --> 00:24:25,160 Speaker 1: that virtual environment. Is it a controller, is it a treadmill? 461 00:24:25,200 --> 00:24:28,280 Speaker 1: We talked about there there are omnidirectional treadmills out there 462 00:24:28,320 --> 00:24:31,040 Speaker 1: that can allow you to actually turn and run and 463 00:24:31,359 --> 00:24:34,240 Speaker 1: so that way you're not limited to just forward or backward. 464 00:24:35,119 --> 00:24:39,000 Speaker 1: I've never tried one. I'm curious about things like momentum 465 00:24:39,240 --> 00:24:41,959 Speaker 1: and inertia and if you if you run in one 466 00:24:41,960 --> 00:24:44,840 Speaker 1: direction and then you suddenly need to turn to another one, 467 00:24:44,920 --> 00:24:48,119 Speaker 1: does it keep going so that you're stumbling sideways as 468 00:24:48,119 --> 00:24:51,080 Speaker 1: you're trying to move to a different direction. Or I 469 00:24:51,080 --> 00:24:53,600 Speaker 1: have seen one that looks like, uh, kind of like 470 00:24:53,640 --> 00:24:56,119 Speaker 1: almost like a walk. It's it's just you know what 471 00:24:56,160 --> 00:25:00,920 Speaker 1: I'm talking about right on the teflon, sir fist. Yeah, 472 00:25:00,600 --> 00:25:03,960 Speaker 1: it's meant to reduce friction to a minimum so that 473 00:25:04,040 --> 00:25:06,360 Speaker 1: you can just run as if you know, you can 474 00:25:06,400 --> 00:25:09,880 Speaker 1: do an all outsprint on this thing. I've seen it. 475 00:25:10,440 --> 00:25:12,879 Speaker 1: I don't trust myself on it. I just for that 476 00:25:13,080 --> 00:25:15,840 Speaker 1: when I imagine like missing a step and then suddenly 477 00:25:15,840 --> 00:25:20,200 Speaker 1: just doing a whoopsie daisy, you know, catapulting myself into 478 00:25:20,240 --> 00:25:22,760 Speaker 1: the air as I fall down and then immediately slide 479 00:25:22,840 --> 00:25:26,240 Speaker 1: up through the other side. But it's an interesting approach 480 00:25:26,280 --> 00:25:29,440 Speaker 1: to a difficult problem. It's certainly since the most commercially 481 00:25:29,520 --> 00:25:33,399 Speaker 1: viable version of that that I've seen, um and and 482 00:25:33,400 --> 00:25:35,200 Speaker 1: they they've built in a bunch of things like stabilize 483 00:25:35,240 --> 00:25:37,760 Speaker 1: yourself at the waist and all this stuff. But again, like, yeah, 484 00:25:37,880 --> 00:25:40,520 Speaker 1: the question is just like basic momentum, like when you're 485 00:25:40,640 --> 00:25:43,120 Speaker 1: when you see a runner, like a football runner um 486 00:25:43,600 --> 00:25:48,760 Speaker 1: that they called football they they're called football runners like that. 487 00:25:48,760 --> 00:25:51,359 Speaker 1: I'm pretty sure there's at least seventeen football runners ut 488 00:25:51,400 --> 00:25:54,120 Speaker 1: per side. And then, given you're asking the wrong guy, 489 00:25:54,440 --> 00:25:58,440 Speaker 1: I'm sorry, Well, you know sports guys, sports ball. Yeah, 490 00:25:58,480 --> 00:26:00,880 Speaker 1: when you see guys in sports running, know that ability 491 00:26:00,920 --> 00:26:03,880 Speaker 1: to to to duke or quick pivot like whatever you're doing. 492 00:26:03,920 --> 00:26:07,359 Speaker 1: You know, if you're if you're playing Maddened twenty billion 493 00:26:07,400 --> 00:26:09,720 Speaker 1: in the future and it's vr, are we gonna be 494 00:26:09,720 --> 00:26:12,560 Speaker 1: able to emulate that sort of ability, that sort of 495 00:26:12,600 --> 00:26:16,160 Speaker 1: athleticism or do you want to? Yeah, there's has come 496 00:26:16,200 --> 00:26:18,400 Speaker 1: a point where you say, all right, well, how immersive 497 00:26:18,440 --> 00:26:21,760 Speaker 1: do I want this experience to be? Because uh, games 498 00:26:21,800 --> 00:26:24,399 Speaker 1: are about escapism, And there comes a point where you 499 00:26:24,480 --> 00:26:26,720 Speaker 1: turn the corner on that right where you're no longer 500 00:26:26,920 --> 00:26:30,520 Speaker 1: escaping it, you are experiencing it. If you have if 501 00:26:30,560 --> 00:26:32,960 Speaker 1: you have managed to replicate the experience to the point 502 00:26:32,960 --> 00:26:36,399 Speaker 1: where it's indistinguishable from the real thing. Then you're really 503 00:26:36,480 --> 00:26:39,480 Speaker 1: having that experience. So then you're having the question of 504 00:26:39,640 --> 00:26:42,440 Speaker 1: do I want that, I mean like a war game. 505 00:26:42,480 --> 00:26:45,760 Speaker 1: If I were really like war and not not some 506 00:26:45,840 --> 00:26:50,160 Speaker 1: sort of gamification version of war, that would be a 507 00:26:50,280 --> 00:26:54,600 Speaker 1: pretty traumatizing and terrifying experience. Maybe we'd have less real war. 508 00:26:54,800 --> 00:26:58,800 Speaker 1: Maybe we would. Maybe we would, Maybe people's opinion about 509 00:26:58,840 --> 00:27:02,040 Speaker 1: the games would change. Will say, you know, I I 510 00:27:02,119 --> 00:27:04,720 Speaker 1: get why these other games are fun because they remove 511 00:27:04,800 --> 00:27:09,600 Speaker 1: all the truly negative things of war and they just 512 00:27:09,640 --> 00:27:12,600 Speaker 1: make it a competition, like it's just a winner lose, 513 00:27:13,040 --> 00:27:16,080 Speaker 1: and so that it removes the ambiguity, it removes all 514 00:27:16,119 --> 00:27:20,120 Speaker 1: the ethics. It's it's really all about what's your skill level. 515 00:27:20,160 --> 00:27:22,560 Speaker 1: But if you were to add that back in through immersions, 516 00:27:22,640 --> 00:27:25,480 Speaker 1: then suddenly you've got another conversation going on. I truly 517 00:27:25,520 --> 00:27:27,359 Speaker 1: can't wait till I come on from work and I 518 00:27:27,440 --> 00:27:30,000 Speaker 1: see my student loan bills in the mail, and I go, 519 00:27:30,160 --> 00:27:31,760 Speaker 1: I can't deal with this right now, And I put 520 00:27:31,760 --> 00:27:33,880 Speaker 1: on my VR headset and I play my student loan 521 00:27:34,200 --> 00:27:38,520 Speaker 1: bills right and I just stress about it. In virtual 522 00:27:38,680 --> 00:27:40,320 Speaker 1: have you played you know this is this is not 523 00:27:40,359 --> 00:27:42,520 Speaker 1: exactly virtual reality, but it does remind me. Have you 524 00:27:42,560 --> 00:27:46,200 Speaker 1: played Papers Please? I was exactly thinking Papers play amazing game. Yeah, 525 00:27:46,320 --> 00:27:48,359 Speaker 1: because it's it's it's a it's not virtual reality, but 526 00:27:48,400 --> 00:27:50,399 Speaker 1: it's immersion. Like all your all you do is the 527 00:27:50,400 --> 00:27:52,919 Speaker 1: exact same job of border guard would do, and you 528 00:27:52,960 --> 00:27:56,719 Speaker 1: need to do it well and fast, and you have 529 00:27:56,800 --> 00:28:00,200 Speaker 1: to make some pretty tough decisions based upon your own 530 00:28:00,200 --> 00:28:04,240 Speaker 1: family's situation. And there's gamification to it, certainly, but it's 531 00:28:04,280 --> 00:28:07,840 Speaker 1: pretty pretty honest to what the experiences is like from 532 00:28:07,840 --> 00:28:10,480 Speaker 1: what I've seen, and that's what makes it terrified and interesting. 533 00:28:11,440 --> 00:28:13,879 Speaker 1: And I'm just waiting for the Occulus riff version of 534 00:28:13,880 --> 00:28:18,320 Speaker 1: Papers Please. We're all gonna we're gonna start escaping two jobs, 535 00:28:18,359 --> 00:28:20,639 Speaker 1: because what's gonna happen. It's really just like I just 536 00:28:20,720 --> 00:28:25,119 Speaker 1: want some other job now. Either that either that's because 537 00:28:25,160 --> 00:28:26,720 Speaker 1: you don't like your job or you just want to 538 00:28:26,720 --> 00:28:29,240 Speaker 1: be able to appreciate the job you have that much more. 539 00:28:29,359 --> 00:28:31,040 Speaker 1: I haven't had to work for six months. It's time 540 00:28:31,040 --> 00:28:34,080 Speaker 1: to put on the cubical some of your area. This report, 541 00:28:34,119 --> 00:28:36,320 Speaker 1: Oh my god, this is crazy. Yeah, here's the water 542 00:28:36,400 --> 00:28:39,600 Speaker 1: cooler level. I love this level. What's going on to 543 00:28:39,680 --> 00:28:42,760 Speaker 1: c TV last night? This is great. So there's a 544 00:28:42,800 --> 00:28:53,280 Speaker 1: show called Lost getting back into virtual reality. Another interesting 545 00:28:53,480 --> 00:28:56,040 Speaker 1: aspect is the tactile part. We talked a little bit 546 00:28:56,040 --> 00:28:58,000 Speaker 1: about that with the user interface, But how do you 547 00:28:58,040 --> 00:29:01,320 Speaker 1: give feedback to somebody? And in some cases there is 548 00:29:01,320 --> 00:29:04,440 Speaker 1: no feedback. It's just like a video game where a 549 00:29:04,520 --> 00:29:06,280 Speaker 1: video game where you're using a controller where there's no 550 00:29:06,360 --> 00:29:09,600 Speaker 1: rumble pack, it's there's no physical feedback. It's just visual 551 00:29:09,680 --> 00:29:12,120 Speaker 1: and audio and that kind of stuff. But a haptic 552 00:29:12,160 --> 00:29:14,720 Speaker 1: system does give you physical feedback. A simple one is 553 00:29:14,720 --> 00:29:16,760 Speaker 1: like a rumble pack in a in a controller, so 554 00:29:17,200 --> 00:29:19,560 Speaker 1: like you know, you know, there are a lot of 555 00:29:19,560 --> 00:29:22,000 Speaker 1: games where if you're bordering on something dangerous, it starts 556 00:29:22,040 --> 00:29:24,280 Speaker 1: to rumble, alerting you. It's another way of letting the 557 00:29:24,280 --> 00:29:27,880 Speaker 1: player knows something's about to happen. Um. I've seen a 558 00:29:27,880 --> 00:29:30,920 Speaker 1: lot of different haptic feedback systems. They're active ones. Those 559 00:29:30,920 --> 00:29:33,760 Speaker 1: are ones that have motors in the respond to things 560 00:29:33,760 --> 00:29:36,120 Speaker 1: that are happening in the game. I've seen some that 561 00:29:36,160 --> 00:29:37,800 Speaker 1: were like it was like a vest that would give 562 00:29:37,800 --> 00:29:40,680 Speaker 1: you an impact if you got shot, and even a 563 00:29:40,720 --> 00:29:42,800 Speaker 1: helmet that would have a little knocking sounds if you've 564 00:29:42,840 --> 00:29:44,960 Speaker 1: got a head shot and uh, I remember seeing it 565 00:29:44,960 --> 00:29:46,240 Speaker 1: at c Yes, and they said, do you want to 566 00:29:46,240 --> 00:29:51,480 Speaker 1: try this on? No? Right, do you do? You want 567 00:29:51,520 --> 00:29:54,240 Speaker 1: a physical reminder of how terrible you are at Halo. 568 00:29:55,120 --> 00:29:59,400 Speaker 1: I'm pretty much reminded immediately upon lugging in all of 569 00:29:59,400 --> 00:30:04,480 Speaker 1: those twelve exactly twelve man that someone or nine. But 570 00:30:04,760 --> 00:30:08,640 Speaker 1: then you've got passive hat haptic systems. These are actual 571 00:30:08,720 --> 00:30:12,120 Speaker 1: physical objects that are in your physical environment that are 572 00:30:12,200 --> 00:30:15,640 Speaker 1: mapped to the virtual world that you are in. So 573 00:30:15,720 --> 00:30:17,960 Speaker 1: a simple one could be a chair that's bolted to 574 00:30:18,000 --> 00:30:20,120 Speaker 1: the floor so you can't move the chair, but the 575 00:30:20,200 --> 00:30:23,600 Speaker 1: chair represents an actual chair in the virtual world that 576 00:30:23,840 --> 00:30:25,960 Speaker 1: if you sit in it, your virtual character sits in 577 00:30:26,000 --> 00:30:28,520 Speaker 1: the virtual one. So it could be like the Game 578 00:30:28,560 --> 00:30:31,640 Speaker 1: of Thrones and that's the iron throne there. It's really 579 00:30:31,720 --> 00:30:33,400 Speaker 1: just a chair that's in the middle of the room 580 00:30:33,400 --> 00:30:35,840 Speaker 1: you're in. Just musical Game of Thrones. Yeah, that's what 581 00:30:36,080 --> 00:30:38,320 Speaker 1: it really could be. You can just the music plays 582 00:30:38,320 --> 00:30:40,200 Speaker 1: and at the end of it, a stark dies um. 583 00:30:40,880 --> 00:30:45,160 Speaker 1: But there's also a strailer. There's also there's also the 584 00:30:45,240 --> 00:30:47,880 Speaker 1: idea of having physical objects that you can actually pick up, 585 00:30:47,880 --> 00:30:50,719 Speaker 1: move and those are mapped to virtual objects. So the 586 00:30:50,760 --> 00:30:53,000 Speaker 1: idea is that the things you pick up have a 587 00:30:53,120 --> 00:30:56,120 Speaker 1: weight to them, they have a physical presence. You can 588 00:30:56,320 --> 00:30:58,479 Speaker 1: actually push them and pull them and pick them up 589 00:30:58,480 --> 00:31:01,040 Speaker 1: and move them around and mean, while in the virtual world, 590 00:31:01,080 --> 00:31:03,880 Speaker 1: your character is picking up whatever the virtual version of 591 00:31:03,920 --> 00:31:06,120 Speaker 1: that object is. So it might be something as simple 592 00:31:06,160 --> 00:31:09,080 Speaker 1: as like a basketball that you pick up in the 593 00:31:09,080 --> 00:31:12,720 Speaker 1: physical world, but in the virtual world, maybe it's someone's head, 594 00:31:13,600 --> 00:31:17,120 Speaker 1: someone's bouncy bouncy head, a star head. Yeah, it could 595 00:31:17,120 --> 00:31:20,080 Speaker 1: be a star For those of you who haven't watched 596 00:31:20,080 --> 00:31:22,840 Speaker 1: Season one, don't get too attached to Sean Bean. Um 597 00:31:23,000 --> 00:31:25,360 Speaker 1: should we ever be attached to Shan I mean, I 598 00:31:25,360 --> 00:31:29,360 Speaker 1: mean he's he's amazing, but you know immediately right what's 599 00:31:29,360 --> 00:31:30,800 Speaker 1: going to happen. I want them to have a Groundhog 600 00:31:30,880 --> 00:31:33,520 Speaker 1: Day maybe where he just dies a whole bunch redo 601 00:31:33,560 --> 00:31:35,400 Speaker 1: the Edge of Tomorrow, but have Sean Bean as the 602 00:31:35,400 --> 00:31:38,400 Speaker 1: main character. Exactly Why not him is that it Tom Cruise. 603 00:31:39,400 --> 00:31:41,360 Speaker 1: To be fair, though Tom Cruise was very entertaining in 604 00:31:41,360 --> 00:31:44,920 Speaker 1: that movie. I gotta watch it. It's good. It's interesting 605 00:31:44,960 --> 00:31:47,400 Speaker 1: because I know Microsoft Actually, um, so you mentioned like 606 00:31:47,920 --> 00:31:50,960 Speaker 1: my probably early experience with haptic feedbacks like the Nintendo 607 00:31:51,080 --> 00:31:55,560 Speaker 1: sixty four Rumble Pack, Star Fox sixty four whatever, the 608 00:31:55,600 --> 00:32:00,880 Speaker 1: old like nineties video game barrel roll exactly to etcetera. 609 00:32:01,280 --> 00:32:04,440 Speaker 1: Um And, Uh, it's interesting. One of the things I 610 00:32:04,440 --> 00:32:06,719 Speaker 1: actually like about the Xbox One as far as feedback 611 00:32:06,760 --> 00:32:09,600 Speaker 1: is concerned versus the PS four um is that they 612 00:32:09,640 --> 00:32:13,200 Speaker 1: actually win like above and beyond with the rumble feedback 613 00:32:13,240 --> 00:32:15,680 Speaker 1: on that if you play fours on it. Uh. They 614 00:32:15,760 --> 00:32:18,560 Speaker 1: put there's like the things that make the rumble happen, 615 00:32:18,600 --> 00:32:21,440 Speaker 1: these little weights that they basically spin at different frequencies, 616 00:32:21,520 --> 00:32:25,080 Speaker 1: different speeds, um and that kind of will pull different 617 00:32:25,120 --> 00:32:27,960 Speaker 1: directions or give you different variances in intensity. They put 618 00:32:28,000 --> 00:32:29,960 Speaker 1: some of them right in the triggers, like right under 619 00:32:30,000 --> 00:32:34,680 Speaker 1: the triggers. So breaking in forsa is surprisingly realistic feeling, 620 00:32:34,680 --> 00:32:36,520 Speaker 1: even though it's your fingers instead of your feet. The 621 00:32:36,680 --> 00:32:41,080 Speaker 1: feedback is really interesting. Um And and to the other spectrum, 622 00:32:41,440 --> 00:32:44,640 Speaker 1: there's stuff out there now, like gloves that you'll put 623 00:32:44,680 --> 00:32:47,560 Speaker 1: on and they'll if you're grabbing an object that's around, 624 00:32:47,600 --> 00:32:51,160 Speaker 1: they will harden or provide resistance so that you physically 625 00:32:51,480 --> 00:32:54,200 Speaker 1: can't fully close your hand because there is that object 626 00:32:54,200 --> 00:32:57,320 Speaker 1: in your hand virtually, and that's really really interesting. That's 627 00:32:57,320 --> 00:32:58,800 Speaker 1: really cool to me. It looks like you're wearing like 628 00:32:58,840 --> 00:33:01,680 Speaker 1: a plastic skeleton hand on top of your actual hand 629 00:33:01,680 --> 00:33:05,160 Speaker 1: because because they have these sort of levered arms that 630 00:33:05,360 --> 00:33:08,400 Speaker 1: end in rings, the rings slip around the ends of 631 00:33:08,400 --> 00:33:11,960 Speaker 1: your fingers, so when you are squeezing your hand, you're 632 00:33:11,960 --> 00:33:14,760 Speaker 1: actually pulling against these rings and these and these levered 633 00:33:14,920 --> 00:33:17,840 Speaker 1: arms that have usually some sort of pivot in the center. 634 00:33:18,440 --> 00:33:22,040 Speaker 1: And there's a there's actually a kickstarter for this. There's 635 00:33:22,040 --> 00:33:24,960 Speaker 1: a kickstarter for a specific glove that does this kind 636 00:33:24,960 --> 00:33:28,240 Speaker 1: of thing where you map it to a virtual object 637 00:33:28,280 --> 00:33:30,440 Speaker 1: like a ball. And yeah, just like you said, as 638 00:33:30,480 --> 00:33:33,000 Speaker 1: your hands close in on what the dimensions of the 639 00:33:33,000 --> 00:33:36,160 Speaker 1: ball would be in the virtual world, those those connections 640 00:33:36,160 --> 00:33:38,800 Speaker 1: stiffen so that you get that resistance and it feels 641 00:33:38,800 --> 00:33:41,440 Speaker 1: as if you're holding something. Now granted there's no weight there, 642 00:33:41,560 --> 00:33:43,800 Speaker 1: but there is that resistance so that you know, you 643 00:33:43,920 --> 00:33:47,720 Speaker 1: have the feeling, oh, this weightless ball is in my 644 00:33:47,760 --> 00:33:50,800 Speaker 1: hand now, which is kind of neat um. And whatever 645 00:33:50,840 --> 00:33:53,120 Speaker 1: fail safes are in that glove to keep it from 646 00:33:53,120 --> 00:33:57,200 Speaker 1: going the opposite ring, right, it broke every finger I 647 00:33:57,280 --> 00:34:00,600 Speaker 1: had I should have known not to pick up that ball. Uh, 648 00:34:00,640 --> 00:34:03,520 Speaker 1: you shouldn't have gotten the deaf kid. Maybe wait for 649 00:34:03,560 --> 00:34:07,120 Speaker 1: the consumer version. There are other really cool ones that 650 00:34:07,080 --> 00:34:09,279 Speaker 1: we've talked about. You talked about the Censorama, where there 651 00:34:09,320 --> 00:34:12,200 Speaker 1: was a cabinet that actually also produced scent. Then we 652 00:34:12,200 --> 00:34:15,120 Speaker 1: talked about the Disney the Disney Experience. There's also a 653 00:34:15,160 --> 00:34:18,680 Speaker 1: Disney right called sore In that incorporates smells in that 654 00:34:18,719 --> 00:34:20,799 Speaker 1: it has three different smells. As I recalled, this is 655 00:34:20,880 --> 00:34:22,520 Speaker 1: trivia for you guys. And by the way, if you 656 00:34:22,560 --> 00:34:25,200 Speaker 1: ever are in a Disney trivia game, they do ask 657 00:34:25,280 --> 00:34:28,200 Speaker 1: this question. The three smells are the smell of the ocean, 658 00:34:28,440 --> 00:34:31,560 Speaker 1: the smell of evergreens, and the smell of oranges. Because 659 00:34:31,560 --> 00:34:34,800 Speaker 1: it's sore In over California, and you go to different 660 00:34:34,880 --> 00:34:38,440 Speaker 1: environments over California, so Sorein incorporates a lot of the 661 00:34:38,480 --> 00:34:41,480 Speaker 1: elements we're talking about with virtual reality. It's a huge 662 00:34:41,520 --> 00:34:44,840 Speaker 1: screen that that fills up your your peripheral, so you're seeing. 663 00:34:44,880 --> 00:34:48,359 Speaker 1: Everything you see is related to a a fly over 664 00:34:48,920 --> 00:34:53,600 Speaker 1: sequence over California. It blows wind at you, so that's 665 00:34:53,640 --> 00:34:57,960 Speaker 1: sort of a haptic feedback, getting a tactile sensation Um, 666 00:34:58,000 --> 00:35:00,759 Speaker 1: so you're getting this breeze blown at you. So it's 667 00:35:01,280 --> 00:35:03,360 Speaker 1: or simulates what would happen if you were hang gliding 668 00:35:03,400 --> 00:35:06,600 Speaker 1: over this space. You are in a row of seats 669 00:35:06,640 --> 00:35:09,480 Speaker 1: that is suspended from the ceiling and swoops around as 670 00:35:09,520 --> 00:35:13,200 Speaker 1: if you are actually flying. So that's another tactile response. 671 00:35:13,320 --> 00:35:16,200 Speaker 1: And you get this scent in certain scenes where they 672 00:35:16,840 --> 00:35:19,600 Speaker 1: incorporate the scent in the breeze that hits you. So 673 00:35:19,920 --> 00:35:22,520 Speaker 1: you're flying over an orange grove and you smell oranges 674 00:35:23,239 --> 00:35:27,520 Speaker 1: over long Beach and you smell medical marijuana, right, yeah, 675 00:35:27,600 --> 00:35:30,560 Speaker 1: you fly fly over muscle Beach and you just smell 676 00:35:30,640 --> 00:35:35,720 Speaker 1: like tanning oil and yeah, you know. Sure they decided 677 00:35:35,760 --> 00:35:37,840 Speaker 1: not to go the full route with immersion because it 678 00:35:37,960 --> 00:35:42,400 Speaker 1: is California. But no, it was really pretty, pretty interesting, 679 00:35:42,400 --> 00:35:47,640 Speaker 1: pretty immersive. And I don't know of any consumer approaches 680 00:35:47,719 --> 00:35:50,280 Speaker 1: to trying this because it's problematic. How do you produce 681 00:35:50,360 --> 00:35:52,920 Speaker 1: the sense? How many would you produce? How do you 682 00:35:53,000 --> 00:35:55,440 Speaker 1: clean something like that so that you don't you know, 683 00:35:55,440 --> 00:35:58,600 Speaker 1: like everything smells like oranges now, you know, it's it's 684 00:35:58,640 --> 00:36:00,879 Speaker 1: a little tricky. So I don't expect that this will 685 00:36:00,920 --> 00:36:04,440 Speaker 1: become something that we commonly see in the in the 686 00:36:04,520 --> 00:36:07,680 Speaker 1: home market. But you have to mentorize some sort of 687 00:36:07,760 --> 00:36:10,960 Speaker 1: chemical synthesis down to a tiny, tiny packet of a 688 00:36:11,000 --> 00:36:14,799 Speaker 1: billion mixtures for a billion different combinations and make certain right, Yeah, 689 00:36:14,880 --> 00:36:16,839 Speaker 1: it would be impossible. Or you have a really good 690 00:36:16,880 --> 00:36:20,080 Speaker 1: friend who just has a huge box of stuff and 691 00:36:20,160 --> 00:36:22,840 Speaker 1: it's just waiting and like you say something like, wow, 692 00:36:22,880 --> 00:36:25,640 Speaker 1: that really does look like pizza. Pizza, pizza. Here you go, 693 00:36:25,680 --> 00:36:27,359 Speaker 1: and then just hold it under your nose. I mean 694 00:36:27,360 --> 00:36:29,760 Speaker 1: that's really the only other word version just by twenty 695 00:36:29,840 --> 00:36:34,960 Speaker 1: Yankee candles and put him in front of exactly, okay, pizza. 696 00:36:35,120 --> 00:36:37,279 Speaker 1: See that's I'm gonna go with. I'm gonna go with 697 00:36:37,360 --> 00:36:42,600 Speaker 1: Apple Christmas. And how's that pizza, Apple Christmas Pizza. I 698 00:36:42,640 --> 00:36:45,600 Speaker 1: don't know somebody's gonna do it. Yeah, I'll sign me up. Uh. 699 00:36:45,840 --> 00:36:48,120 Speaker 1: Then we have, of course, the sense of taste, which 700 00:36:48,160 --> 00:36:50,440 Speaker 1: I don't even want to think about. I don't I 701 00:36:50,440 --> 00:36:52,319 Speaker 1: don't need that kind of level of immersion. I don't 702 00:36:52,440 --> 00:36:53,879 Speaker 1: use one game I've played where I'm like, I want 703 00:36:53,880 --> 00:36:56,560 Speaker 1: to taste what's happening here? Did you ever see the 704 00:36:56,560 --> 00:37:00,680 Speaker 1: British comedy series hyper Drive as Nick for lost Uh. 705 00:37:00,760 --> 00:37:03,320 Speaker 1: In it, he plays the lead character who's a captain 706 00:37:03,360 --> 00:37:05,880 Speaker 1: of a of a starship and it's a very kind 707 00:37:05,920 --> 00:37:08,160 Speaker 1: of hopeless crew and they mess up all the time. 708 00:37:08,480 --> 00:37:10,439 Speaker 1: In one of the episodes, one of the characters has 709 00:37:10,520 --> 00:37:13,919 Speaker 1: a device that is a glowing ball that you put 710 00:37:13,960 --> 00:37:16,200 Speaker 1: in your mouth. It's got a cable attached to it 711 00:37:16,239 --> 00:37:21,319 Speaker 1: and in a handheld um uh interface where you tell 712 00:37:21,360 --> 00:37:24,239 Speaker 1: it what flavor you want it to be. So it's 713 00:37:24,320 --> 00:37:26,839 Speaker 1: just supposed to be a thing that lets you taste 714 00:37:26,840 --> 00:37:28,400 Speaker 1: different flavors. And of course he hands it to a 715 00:37:28,440 --> 00:37:30,680 Speaker 1: friend of his who immediately starts putting in horrible flavors 716 00:37:30,680 --> 00:37:34,000 Speaker 1: as the guy's got in his mouth. And never trust friends, never, 717 00:37:34,560 --> 00:37:37,279 Speaker 1: But that's one of the big reasons, Like, even if 718 00:37:37,320 --> 00:37:39,880 Speaker 1: that were such a thing, I can't imagine keeping that 719 00:37:40,120 --> 00:37:42,719 Speaker 1: clean or wanting to put it in my mouth or 720 00:37:43,160 --> 00:37:46,400 Speaker 1: so I'm pretty sure taste is out. Um And a 721 00:37:46,440 --> 00:37:49,719 Speaker 1: lot of VR gear, whether it's meant for games, because 722 00:37:49,760 --> 00:37:51,640 Speaker 1: we think of it in terms of games, but VR 723 00:37:51,719 --> 00:37:54,360 Speaker 1: has a lot of applications outside of video games. But 724 00:37:54,400 --> 00:37:57,279 Speaker 1: a lot of the gear that researchers and VR use 725 00:37:57,680 --> 00:38:00,880 Speaker 1: is just repurposed video game gear, And the reason for 726 00:38:00,920 --> 00:38:04,680 Speaker 1: that is it's expensive to develop your own technology to 727 00:38:04,800 --> 00:38:06,759 Speaker 1: do this sort of stuff. And I talked to a 728 00:38:06,840 --> 00:38:09,480 Speaker 1: VR specialist a few years ago. It was actually when 729 00:38:09,480 --> 00:38:12,480 Speaker 1: the Nintendo we first came out, and she was so 730 00:38:12,560 --> 00:38:15,799 Speaker 1: excited about the Wii because she thought the WE controller 731 00:38:15,880 --> 00:38:19,120 Speaker 1: the we mote was an incredible boon for VR research 732 00:38:19,560 --> 00:38:22,759 Speaker 1: and was a new way of interfacing with VR. Same 733 00:38:22,760 --> 00:38:27,760 Speaker 1: thing with the connect, huge boon to VR research. So 734 00:38:28,280 --> 00:38:30,520 Speaker 1: the interesting thing to me is that virtual environments are 735 00:38:30,520 --> 00:38:33,640 Speaker 1: still very much part of the research world, but they're 736 00:38:33,680 --> 00:38:38,239 Speaker 1: so dependent upon companies like Oculus making stuff because without it, 737 00:38:38,320 --> 00:38:39,880 Speaker 1: they just don't have the money to go out and 738 00:38:39,920 --> 00:38:41,879 Speaker 1: develop the technology. You don't want to do a one 739 00:38:41,920 --> 00:38:44,399 Speaker 1: off every single time. Yeah, and it's it's sort of 740 00:38:44,520 --> 00:38:47,320 Speaker 1: I think a sad reverse that. Um, the funding for 741 00:38:47,360 --> 00:38:49,600 Speaker 1: the science usually isn't there and nless we find a 742 00:38:49,600 --> 00:38:53,440 Speaker 1: commercially viable thing for it, and video games are money makers, 743 00:38:53,800 --> 00:38:56,080 Speaker 1: it's super commercially viable. So when we see that stuff happen, 744 00:38:56,120 --> 00:38:58,120 Speaker 1: it's like, great, we have the tools. Um, that's yeah, 745 00:38:58,160 --> 00:39:01,360 Speaker 1: that's been There's always the always needed to be something 746 00:39:01,520 --> 00:39:03,640 Speaker 1: to kind of bring new mediums, new formats for it. 747 00:39:04,280 --> 00:39:06,560 Speaker 1: Video games. You could argue that the PS three really 748 00:39:06,560 --> 00:39:09,120 Speaker 1: made blue ray take off as opposed to HTDVD because 749 00:39:09,160 --> 00:39:11,480 Speaker 1: the PS three had it built in and people had that, 750 00:39:11,840 --> 00:39:15,160 Speaker 1: um crazy enough. Frankly, pornography is a big boon to 751 00:39:15,239 --> 00:39:17,839 Speaker 1: a lot of medium formats taking off. There's there's been 752 00:39:17,880 --> 00:39:24,360 Speaker 1: Google class pornography for VR type usage. That's a terrible idea. 753 00:39:24,640 --> 00:39:28,719 Speaker 1: It's terrible idea. Yeah, people, you can see what's on 754 00:39:28,760 --> 00:39:30,680 Speaker 1: that screen from the other side. I don't know if 755 00:39:30,680 --> 00:39:33,080 Speaker 1: you know that or not. Yeah, uh no, but at 756 00:39:33,120 --> 00:39:35,360 Speaker 1: any rate, yeah, no, we we had the same discussion. 757 00:39:35,400 --> 00:39:37,719 Speaker 1: I did a podcast, a couple of podcasts with i 758 00:39:37,840 --> 00:39:41,160 Speaker 1: Azactar of c net, and we talked about technology has 759 00:39:41,160 --> 00:39:44,000 Speaker 1: that gone obsolete? And we talked about then that no, 760 00:39:44,280 --> 00:39:48,320 Speaker 1: pornography actually is an industry leader. You start to see 761 00:39:48,360 --> 00:39:51,279 Speaker 1: which standards are going to be adopted because that's the 762 00:39:51,280 --> 00:39:53,880 Speaker 1: one that it moves to one first and that becomes 763 00:39:53,880 --> 00:39:57,880 Speaker 1: the standard. And it's odd. It's a surprising barometer if you, 764 00:39:57,920 --> 00:39:59,960 Speaker 1: I mean, if you if there's a format war coming up, 765 00:40:00,520 --> 00:40:02,920 Speaker 1: you can pretty much look at the adult industry as 766 00:40:02,960 --> 00:40:05,800 Speaker 1: a good indicator of what's gonna probably went out. Yeah, 767 00:40:05,800 --> 00:40:10,000 Speaker 1: it's it's there's almost a full episode there but I'm 768 00:40:10,040 --> 00:40:13,200 Speaker 1: not sure I'm comfortable enough doing it, but it is 769 00:40:13,920 --> 00:40:17,120 Speaker 1: research hours. I'll put it in. John. Well, that's I'm 770 00:40:17,120 --> 00:40:20,040 Speaker 1: glad to know you got my back anytime. All right. Well, 771 00:40:20,080 --> 00:40:22,560 Speaker 1: you know you've got some interesting things here too about 772 00:40:22,600 --> 00:40:25,920 Speaker 1: other uses of not just virtual reality, but augmented reality, 773 00:40:25,920 --> 00:40:28,640 Speaker 1: which we haven't really touched on yet. But augmented reality 774 00:40:28,719 --> 00:40:32,280 Speaker 1: does share a lot of the same features with virtual reality. 775 00:40:32,320 --> 00:40:36,240 Speaker 1: It's more about marrying the virtual world with the physical 776 00:40:36,280 --> 00:40:39,400 Speaker 1: world in a way where it's almost like an overlay 777 00:40:39,719 --> 00:40:41,719 Speaker 1: on top of the physical world. So one of the 778 00:40:41,760 --> 00:40:44,160 Speaker 1: examples I saw was recently at Georgia Tech at their 779 00:40:44,200 --> 00:40:47,719 Speaker 1: augmented reality lab, and they have um uh, they have 780 00:40:47,719 --> 00:40:51,600 Speaker 1: an Auburn Avenue experience where the ideas you you put 781 00:40:51,640 --> 00:40:55,320 Speaker 1: on or you hold up a display. You don't necessarily 782 00:40:55,360 --> 00:40:56,880 Speaker 1: have to wear one. It can be on a phone 783 00:40:56,960 --> 00:40:59,520 Speaker 1: or a tablet or whatever, and you hold it up 784 00:41:00,360 --> 00:41:02,440 Speaker 1: while you're on Auburn Avenue and it will show you 785 00:41:02,560 --> 00:41:06,080 Speaker 1: historic views of what it looked like in decades past, 786 00:41:06,680 --> 00:41:10,280 Speaker 1: which gives you this ability to explore a physical space 787 00:41:10,360 --> 00:41:13,319 Speaker 1: in a new way. And that's something I've always been 788 00:41:13,320 --> 00:41:16,080 Speaker 1: really excited about. But it is interesting also to see 789 00:41:16,520 --> 00:41:20,840 Speaker 1: other elements using augmented reality. You have a whole sectional 790 00:41:21,000 --> 00:41:24,520 Speaker 1: augmented reality therapy, which I wasn't even aware of. Yeah, 791 00:41:24,560 --> 00:41:29,120 Speaker 1: it's a surprisingly interesting field for medicinal uses. Uh, there's 792 00:41:29,160 --> 00:41:31,839 Speaker 1: a phantom limb syndrome. If you guys are unfamiliar, it's 793 00:41:31,960 --> 00:41:35,799 Speaker 1: basically the ideas a lot of amputees, the brain when 794 00:41:35,840 --> 00:41:40,360 Speaker 1: you lose that limb rewires itself UM and they victim 795 00:41:40,400 --> 00:41:44,319 Speaker 1: are victim but a UM, someone suffering from from being 796 00:41:44,360 --> 00:41:47,800 Speaker 1: an amputee. They can have these phantom limbs, these phantom 797 00:41:47,840 --> 00:41:51,320 Speaker 1: limbs sensations. They'll still feel the pain of these limbs 798 00:41:51,320 --> 00:41:54,800 Speaker 1: that aren't there anymore, and there's no way to uh 799 00:41:54,800 --> 00:41:56,640 Speaker 1: to calm this pain or make it better. The limbs 800 00:41:56,680 --> 00:41:59,520 Speaker 1: not there might might feel an itch on a limb 801 00:41:59,520 --> 00:42:01,920 Speaker 1: that doesn't exists, so there's no way you can scratch that. 802 00:42:02,400 --> 00:42:04,560 Speaker 1: You can't scratch it, you can't treat it. Um. It's 803 00:42:04,600 --> 00:42:07,439 Speaker 1: it's been a thing that's been plaguing amputees since since 804 00:42:07,560 --> 00:42:12,200 Speaker 1: it's been in the medical arena. And so this interesting thing. 805 00:42:12,360 --> 00:42:14,440 Speaker 1: One of the ways that used to actually treat phantom 806 00:42:14,520 --> 00:42:17,200 Speaker 1: limb was a mirror. They would take a mirror, and 807 00:42:17,239 --> 00:42:19,399 Speaker 1: they would mirror it to the limb that you still have. 808 00:42:19,480 --> 00:42:21,799 Speaker 1: So let's say I don't have my left arm, but 809 00:42:21,880 --> 00:42:24,600 Speaker 1: I have my right they would mirror it, so it 810 00:42:24,680 --> 00:42:26,640 Speaker 1: looks like to your brain you have though it's in 811 00:42:26,640 --> 00:42:29,160 Speaker 1: a mirror and it's very obvious. There's actually an episode 812 00:42:29,200 --> 00:42:31,239 Speaker 1: of House Empty where they do this, UM and it's 813 00:42:31,239 --> 00:42:34,399 Speaker 1: actually like pretty accurate. Um. But the idea is that 814 00:42:34,920 --> 00:42:37,440 Speaker 1: you took your brain into scene into thinking that that 815 00:42:37,520 --> 00:42:41,080 Speaker 1: limit is back, and then you can go about changing 816 00:42:41,080 --> 00:42:44,200 Speaker 1: those feelings, uh, those those itches, those pains that you have. 817 00:42:44,640 --> 00:42:48,359 Speaker 1: And so there's this really really interesting um uh. There's 818 00:42:48,400 --> 00:42:54,080 Speaker 1: an article in Frontiers and Neuroscience UM about using virtual reality, 819 00:42:54,400 --> 00:42:56,520 Speaker 1: so you could you could be an emputee and in 820 00:42:56,600 --> 00:42:59,520 Speaker 1: multiple ways multiple limbs missing, and they put on this 821 00:42:59,600 --> 00:43:03,520 Speaker 1: virtual audi in the your brain being tricked into thinking 822 00:43:03,520 --> 00:43:06,719 Speaker 1: that you now have these limbs back in this virtual world. Uh. 823 00:43:06,840 --> 00:43:09,440 Speaker 1: It's it's been shown to be more effective than drug treatment. 824 00:43:09,520 --> 00:43:12,160 Speaker 1: Even there's they've cited a guy who he had been 825 00:43:12,160 --> 00:43:14,560 Speaker 1: suffering from a phantom limp pain for forty eight years 826 00:43:15,320 --> 00:43:19,000 Speaker 1: and this is the first time that it felt treated 827 00:43:19,080 --> 00:43:21,759 Speaker 1: that he was having some relief, which is nuts is 828 00:43:22,040 --> 00:43:25,279 Speaker 1: incredible to think that the immersion can be so convincing 829 00:43:25,360 --> 00:43:28,640 Speaker 1: as to have that profound an effect on our psychology. 830 00:43:28,719 --> 00:43:31,600 Speaker 1: As smart as we are, the brain is so easily tricked, yeh. 831 00:43:31,640 --> 00:43:33,400 Speaker 1: I mean, we could talk about placebo effect in the 832 00:43:33,440 --> 00:43:36,879 Speaker 1: whole little thing, or even stage magicians who very much 833 00:43:36,880 --> 00:43:39,759 Speaker 1: depend upon the things our brains. The shortcuts that we 834 00:43:39,840 --> 00:43:44,120 Speaker 1: take where we make assumptions that we have perceived something 835 00:43:44,120 --> 00:43:46,600 Speaker 1: even if we haven't actually perceived it. I mean, there 836 00:43:46,640 --> 00:43:50,280 Speaker 1: are whole businesses, both legitimate and otherwise, that are based 837 00:43:50,280 --> 00:43:53,360 Speaker 1: on that premise. Yeah, exactly. There's another one. There's a 838 00:43:53,400 --> 00:43:57,560 Speaker 1: burned patient treatment that Loyal University Hospital has been using. UM. 839 00:43:57,560 --> 00:44:00,239 Speaker 1: And this one's interesting because they basically, uh, it's a 840 00:44:00,280 --> 00:44:02,960 Speaker 1: VR game, but it's like a VR FPS, but in 841 00:44:03,000 --> 00:44:06,080 Speaker 1: this case, it's like a first person snowballer. I guess 842 00:44:06,120 --> 00:44:08,680 Speaker 1: like the ideas it's a it's a it's a game 843 00:44:08,680 --> 00:44:11,440 Speaker 1: where you throw snowballs and you're in this arctic world. 844 00:44:11,480 --> 00:44:13,319 Speaker 1: And it's not like the graphics. I was watching the 845 00:44:13,400 --> 00:44:17,200 Speaker 1: video of it. It looks like PS one maybe early 846 00:44:17,239 --> 00:44:22,040 Speaker 1: PS two er graphics. UM, But the sensation of being 847 00:44:22,080 --> 00:44:24,680 Speaker 1: in this world, that's all ice and all snow and 848 00:44:24,760 --> 00:44:27,600 Speaker 1: you're throwing snowballs at penguins and it's happy and you're 849 00:44:27,600 --> 00:44:29,799 Speaker 1: having a good time. They'll put this on patients while 850 00:44:29,800 --> 00:44:32,920 Speaker 1: they're receiving treatment that's usually intensely painful. Um. Some of 851 00:44:32,960 --> 00:44:35,919 Speaker 1: the treatments for for burn patient victims is like skin 852 00:44:36,000 --> 00:44:38,839 Speaker 1: stretching is one thing which is painful without you know, 853 00:44:38,960 --> 00:44:44,680 Speaker 1: having burn woods. Um. And consistently patients site uh, not 854 00:44:44,719 --> 00:44:47,279 Speaker 1: feeling the pain nearly as much. Some of them even 855 00:44:47,320 --> 00:44:49,200 Speaker 1: have a little bit of fun during it because they're 856 00:44:49,200 --> 00:44:52,719 Speaker 1: playing this game. UM. And it's again amazing. It's that 857 00:44:53,440 --> 00:44:55,920 Speaker 1: this one little thing, even with the graphics that aren't 858 00:44:55,960 --> 00:44:59,319 Speaker 1: that realistic, you have the sense of a cooling sensation 859 00:44:59,680 --> 00:45:02,279 Speaker 1: of feeling that burning sensation for a moment. Yeah. I've 860 00:45:02,320 --> 00:45:07,719 Speaker 1: seen that sort of response from other VR like researchers. 861 00:45:07,719 --> 00:45:09,920 Speaker 1: I've talked to them and they say, yeah, there are 862 00:45:09,960 --> 00:45:13,080 Speaker 1: times where you can have graphics that if you were 863 00:45:13,120 --> 00:45:14,960 Speaker 1: to look at this on a screen, you'd say, well, 864 00:45:14,960 --> 00:45:17,080 Speaker 1: that's not convincing at all. I mean it looks like 865 00:45:17,160 --> 00:45:20,480 Speaker 1: big polygone blocky graphics. It's not that far off from 866 00:45:20,480 --> 00:45:23,560 Speaker 1: the pterodactyl experience I was talking about. Maybe you know 867 00:45:23,680 --> 00:45:26,040 Speaker 1: better than that, but not so much that you'd say 868 00:45:26,040 --> 00:45:28,719 Speaker 1: it was a you know, a quantum leap forward. But 869 00:45:29,040 --> 00:45:32,280 Speaker 1: they'd say this is this doesn't matter. If you spend 870 00:45:32,760 --> 00:45:35,759 Speaker 1: enough time to acclimate yourself to the virtual environment, your 871 00:45:35,800 --> 00:45:38,840 Speaker 1: brain just starts to make those assumptions and starts to 872 00:45:39,000 --> 00:45:43,800 Speaker 1: actually produce those kind of reactions. And typically speaking, if 873 00:45:43,840 --> 00:45:46,520 Speaker 1: the latency is low, because that's one of the big issues. 874 00:45:46,880 --> 00:45:48,680 Speaker 1: The latency is low so that you don't have this 875 00:45:49,040 --> 00:45:52,280 Speaker 1: disorienting feeling as you move around, takes about thirty seconds 876 00:45:52,320 --> 00:45:55,960 Speaker 1: to a minute to really start to get acclimated. Yeah, 877 00:45:56,000 --> 00:45:58,680 Speaker 1: it's amazing. It also shows how plastic our brains are 878 00:45:59,200 --> 00:46:01,920 Speaker 1: that we're able to add that quickly. Yeah, there's a 879 00:46:02,000 --> 00:46:05,520 Speaker 1: there's another um Uh. Surgeons are using VR simulators even 880 00:46:05,840 --> 00:46:08,880 Speaker 1: so back in the day, you'd have to test cadavers, 881 00:46:09,239 --> 00:46:11,279 Speaker 1: which you're only gonna have so many of um that 882 00:46:11,320 --> 00:46:12,759 Speaker 1: can be tested on so many ways before we have 883 00:46:12,760 --> 00:46:15,239 Speaker 1: to move on to a new one. Ideally hopefully you're 884 00:46:15,239 --> 00:46:19,240 Speaker 1: not testing on patients live, which you know was happening 885 00:46:19,360 --> 00:46:22,200 Speaker 1: way way back. Why a lot of scientific progress made 886 00:46:22,200 --> 00:46:27,120 Speaker 1: in that unethical science. Um. But so now we have 887 00:46:27,400 --> 00:46:31,680 Speaker 1: VR systems that are super realistic um that surgeons can 888 00:46:31,760 --> 00:46:34,359 Speaker 1: use can use to train. And it's an interesting This 889 00:46:34,400 --> 00:46:36,200 Speaker 1: is sort of related to that there are surgeons in 890 00:46:36,200 --> 00:46:38,960 Speaker 1: Florida that they would find before surgery, they would have 891 00:46:39,000 --> 00:46:42,080 Speaker 1: the surgeons play super monkey Ball, which is, if you 892 00:46:42,120 --> 00:46:44,920 Speaker 1: haven't played it, super monkey Ball is a highly frustrating 893 00:46:45,000 --> 00:46:48,000 Speaker 1: game where they the old wood game Labyrinth where you 894 00:46:48,000 --> 00:46:50,120 Speaker 1: put the marble in the maze. There's holes all over 895 00:46:51,120 --> 00:46:52,799 Speaker 1: to move the marble. Yeah, you have a couple of 896 00:46:52,800 --> 00:46:55,200 Speaker 1: axes of tilting that you can do. Um, it's very 897 00:46:55,200 --> 00:46:58,080 Speaker 1: similar to that, very very similar um. And they found 898 00:46:58,120 --> 00:47:01,400 Speaker 1: that surgeons who played just twenty minutes of this before 899 00:47:01,440 --> 00:47:05,080 Speaker 1: surgery had was steady your hands much much better spatial 900 00:47:05,880 --> 00:47:09,319 Speaker 1: reasoning and abilities. Interesting uh and again like very very 901 00:47:09,400 --> 00:47:13,399 Speaker 1: little of practicing these reflexes in a virtual environment, giving 902 00:47:13,400 --> 00:47:16,120 Speaker 1: them the ability to work much better while they're actually 903 00:47:16,480 --> 00:47:18,719 Speaker 1: cutting you open and doing things inside you. Right. Yeah, 904 00:47:18,719 --> 00:47:22,040 Speaker 1: So there are other ways of using VR in this 905 00:47:22,360 --> 00:47:24,959 Speaker 1: same sort of sense. In fact, one that I've seen 906 00:47:24,960 --> 00:47:28,120 Speaker 1: that psychologists have used is immersion therapy for people who 907 00:47:28,160 --> 00:47:32,000 Speaker 1: have post traumatic stress disorder or they have a phobia. 908 00:47:32,480 --> 00:47:34,959 Speaker 1: They might not be able to cope in a real 909 00:47:35,040 --> 00:47:39,360 Speaker 1: situation where something might trigger that that reaction, and so 910 00:47:39,600 --> 00:47:42,440 Speaker 1: to get them more accustomed to it so they can 911 00:47:42,440 --> 00:47:45,880 Speaker 1: build up to dealing with that in a real world situation. 912 00:47:46,800 --> 00:47:50,279 Speaker 1: Virtual environments have been used to acclimate people to that, 913 00:47:50,440 --> 00:47:54,000 Speaker 1: so that because we have this feeling of immersion, if 914 00:47:54,040 --> 00:47:56,160 Speaker 1: it's done well, just well enough. It doesn't even have 915 00:47:56,160 --> 00:47:58,239 Speaker 1: to be fantastic, It just needs to be well enough 916 00:47:58,760 --> 00:48:01,279 Speaker 1: to convince the brain that you're going through this the 917 00:48:01,360 --> 00:48:05,360 Speaker 1: sequence of events that normally would trigger a negative response, 918 00:48:06,840 --> 00:48:09,120 Speaker 1: that would be enough to get the physiological response going. 919 00:48:09,239 --> 00:48:11,920 Speaker 1: So if someone is afraid of heights and you put 920 00:48:11,960 --> 00:48:13,680 Speaker 1: them in a virtual environment where it looks like they're 921 00:48:13,719 --> 00:48:16,319 Speaker 1: on top of a building, their heart rates starts to 922 00:48:16,320 --> 00:48:18,720 Speaker 1: go up, their blood pressure changes. I mean, they actually 923 00:48:18,760 --> 00:48:22,480 Speaker 1: start to experience the physical reaction they would have if 924 00:48:22,520 --> 00:48:25,680 Speaker 1: they were encountering this in real life. And yet you 925 00:48:25,719 --> 00:48:28,160 Speaker 1: can reassure them that they are in a safe place. 926 00:48:28,280 --> 00:48:30,799 Speaker 1: They are on the ground, they are nowhere near an 927 00:48:30,880 --> 00:48:34,760 Speaker 1: edge of anything, and they can start to allow themselves 928 00:48:34,760 --> 00:48:37,319 Speaker 1: to acclimate and get used to this and explore. So 929 00:48:37,520 --> 00:48:40,040 Speaker 1: the first time of patient might do this. They might 930 00:48:40,120 --> 00:48:42,520 Speaker 1: just sit and look for a little bit and tell 931 00:48:42,560 --> 00:48:45,600 Speaker 1: the psychologist. When they can't, they like, I can't do 932 00:48:45,640 --> 00:48:47,680 Speaker 1: this anymore. Then they might get to a point where 933 00:48:47,680 --> 00:48:49,399 Speaker 1: they're moving around, they might get to a point where 934 00:48:49,400 --> 00:48:51,520 Speaker 1: they're able to walk to an edge. The goal of 935 00:48:51,560 --> 00:48:54,440 Speaker 1: this is never to cure someone. The goal is so 936 00:48:54,520 --> 00:48:56,520 Speaker 1: that you can move up to a point where the 937 00:48:56,520 --> 00:49:01,040 Speaker 1: patient feels comfortable enough to actually do some immersion in 938 00:49:01,040 --> 00:49:05,879 Speaker 1: in real life. So with the heights example, after you've 939 00:49:05,920 --> 00:49:07,800 Speaker 1: done this for a while and done a few therapy 940 00:49:07,840 --> 00:49:11,160 Speaker 1: sessions and UH and helped the patient be able to 941 00:49:11,160 --> 00:49:14,560 Speaker 1: manage these responses, you might take a trip out to 942 00:49:15,000 --> 00:49:17,680 Speaker 1: a building that has a few floors to it and 943 00:49:17,719 --> 00:49:20,040 Speaker 1: go up to the top floor and allow the person 944 00:49:20,120 --> 00:49:23,759 Speaker 1: to walk toward the window and and confront this in 945 00:49:23,760 --> 00:49:25,880 Speaker 1: a real space, and because they've already done it in 946 00:49:25,880 --> 00:49:28,680 Speaker 1: the virtual space, they're more capable of dealing with that. 947 00:49:29,160 --> 00:49:31,880 Speaker 1: I've also seen it for people who are afraid of airplanes, 948 00:49:31,960 --> 00:49:34,560 Speaker 1: where they'll use it to have a virtual visit to 949 00:49:34,640 --> 00:49:37,440 Speaker 1: an airport and they have the same experience of stress 950 00:49:37,440 --> 00:49:39,200 Speaker 1: and anxiety that they would if they were to really 951 00:49:39,239 --> 00:49:41,239 Speaker 1: go in a real place, And then the goal would 952 00:49:41,239 --> 00:49:43,839 Speaker 1: be to ultimately take them to an actual airport so 953 00:49:43,880 --> 00:49:47,319 Speaker 1: that they could confront this in in person once they 954 00:49:47,360 --> 00:49:53,040 Speaker 1: feel comfortable in the virtual environment. Being a top seller. 955 00:49:53,320 --> 00:49:56,479 Speaker 1: It's funny because the the VR specialist I was talking 956 00:49:56,520 --> 00:49:59,400 Speaker 1: to you said, yeah, changes in security have made it 957 00:49:59,520 --> 00:50:01,440 Speaker 1: much hard order to deal with this because in the 958 00:50:01,480 --> 00:50:04,120 Speaker 1: old days, you used to be able to go through 959 00:50:04,160 --> 00:50:06,960 Speaker 1: security even without a ticket, Like you could just show 960 00:50:07,000 --> 00:50:09,040 Speaker 1: up at the airport, go through security, and then walk 961 00:50:09,120 --> 00:50:11,120 Speaker 1: to a gate because then you could you know Greek 962 00:50:11,120 --> 00:50:12,759 Speaker 1: people when they got off the plane, right at the 963 00:50:12,840 --> 00:50:14,600 Speaker 1: gate that they were at. I used to do it 964 00:50:14,640 --> 00:50:16,759 Speaker 1: all the time. You can't do that anymore. You have 965 00:50:16,800 --> 00:50:18,480 Speaker 1: to have a ticket to go through security, so it 966 00:50:18,520 --> 00:50:21,480 Speaker 1: makes it makes it much more expensive to treat these 967 00:50:21,560 --> 00:50:23,280 Speaker 1: kind of things. You have to actually buy a ticket 968 00:50:23,280 --> 00:50:25,920 Speaker 1: on a trip in order to be able to go 969 00:50:26,040 --> 00:50:28,920 Speaker 1: through the security. So but that's, you know, a totally 970 00:50:28,920 --> 00:50:32,719 Speaker 1: different barrier than the VR stuff. The military also uses 971 00:50:32,800 --> 00:50:35,600 Speaker 1: VR not just for training soldiers, but also as part 972 00:50:35,760 --> 00:50:39,640 Speaker 1: of uh UH systems that allow people who are operating 973 00:50:39,719 --> 00:50:41,759 Speaker 1: vehicles that normally wouldn't have a good line of sight 974 00:50:41,880 --> 00:50:43,880 Speaker 1: to be able to see around them. In fact, some 975 00:50:43,920 --> 00:50:46,960 Speaker 1: of the earliest headmale displays were made for pilots so 976 00:50:47,040 --> 00:50:50,640 Speaker 1: that they could have a sixty degree view around the 977 00:50:50,680 --> 00:50:54,440 Speaker 1: aircraft they were in, because there were parts of the 978 00:50:54,480 --> 00:50:56,560 Speaker 1: aircraft that would block their visions and there'd be no 979 00:50:56,600 --> 00:50:58,920 Speaker 1: way of seeing through. That same thing with tanks. I've 980 00:50:58,920 --> 00:51:01,719 Speaker 1: seen some tanks that have had um head mound displays 981 00:51:01,760 --> 00:51:04,880 Speaker 1: and external mounted cameras with like a hundred eighty degree 982 00:51:04,960 --> 00:51:08,080 Speaker 1: field of view so that you can get a real 983 00:51:08,160 --> 00:51:12,600 Speaker 1: time They actually, uh, they stitched together all the videos 984 00:51:13,040 --> 00:51:15,799 Speaker 1: so that you can turn around in place and see 985 00:51:15,840 --> 00:51:19,120 Speaker 1: a three sixty degree view around the tank that you're in. Yeah, 986 00:51:19,160 --> 00:51:21,520 Speaker 1: and that's you know, any any sort of thing that 987 00:51:21,560 --> 00:51:24,279 Speaker 1: allows vision like physically is probably gonna be a weak 988 00:51:24,280 --> 00:51:26,360 Speaker 1: point on your craft. It actually reminds me of like 989 00:51:26,480 --> 00:51:30,120 Speaker 1: Iron Man's heads up display. You know, that's his entire 990 00:51:30,200 --> 00:51:33,640 Speaker 1: thing is being beamed into his suit, into his eyes. 991 00:51:34,000 --> 00:51:35,960 Speaker 1: It's all video coming right back in. You know. If 992 00:51:35,960 --> 00:51:37,719 Speaker 1: you had a big window face, he would be way 993 00:51:37,719 --> 00:51:41,520 Speaker 1: more susceptible to all those. Yeah, and if any external 994 00:51:41,560 --> 00:51:45,560 Speaker 1: cameras went dead, then he'd be blind. Yeah, exactly. Yeah, 995 00:51:45,600 --> 00:51:49,080 Speaker 1: it's a it's it's certainly an interesting approach of using 996 00:51:49,120 --> 00:51:52,200 Speaker 1: that same technology for something different. As for the challenges 997 00:51:52,239 --> 00:51:54,400 Speaker 1: of the R Well, the earliest one was that perception 998 00:51:54,440 --> 00:51:58,160 Speaker 1: problem I talked about where we had Hollywood telling us 999 00:51:58,160 --> 00:52:00,840 Speaker 1: that VR was going to be the future of interacting 1000 00:52:00,840 --> 00:52:03,319 Speaker 1: with machines, that you know, you weren't going to use 1001 00:52:03,360 --> 00:52:05,320 Speaker 1: a keyboard and a display anymore, you were going to 1002 00:52:05,360 --> 00:52:09,160 Speaker 1: be in the computer program. My favorite is any depiction 1003 00:52:09,280 --> 00:52:13,719 Speaker 1: of hacking where you would actually walk through amaze. Yeah, 1004 00:52:13,719 --> 00:52:15,919 Speaker 1: he turn turn, take a right, and then you see 1005 00:52:15,960 --> 00:52:18,680 Speaker 1: like a skull and crossbones. You're like, oh, firewall and 1006 00:52:18,680 --> 00:52:20,439 Speaker 1: you turn around. What the other way? Do you think? 1007 00:52:20,480 --> 00:52:22,719 Speaker 1: This is not the way this works. I got to 1008 00:52:22,760 --> 00:52:25,440 Speaker 1: punch this firewall out of the way. Excuse me when 1009 00:52:25,480 --> 00:52:27,439 Speaker 1: I punched the firewall in the face. And you also 1010 00:52:27,480 --> 00:52:29,680 Speaker 1: have to wear a really off like you have to 1011 00:52:29,680 --> 00:52:32,200 Speaker 1: wear like a hot topic costume. Yeah, you have to 1012 00:52:32,200 --> 00:52:34,960 Speaker 1: do that. Also, just just in case you ever do 1013 00:52:35,200 --> 00:52:38,560 Speaker 1: enter an antiquated system, just know that no matter what 1014 00:52:39,200 --> 00:52:41,480 Speaker 1: the password is, it doesn't matter. The first two guesses 1015 00:52:41,520 --> 00:52:42,680 Speaker 1: are going to be wrong and the third one is 1016 00:52:42,680 --> 00:52:47,440 Speaker 1: gonna be right. Yeah, third one. Ah, that's what it 1017 00:52:47,480 --> 00:52:51,360 Speaker 1: was his birthday and his uh dog's name. Yeah yeah, 1018 00:52:51,680 --> 00:52:54,160 Speaker 1: So use a strong password generator. Is the moral of 1019 00:52:54,160 --> 00:52:56,399 Speaker 1: that story. Not your birthday and your dog. No, don't 1020 00:52:56,480 --> 00:52:58,640 Speaker 1: not not my birthday and my dog either, because it 1021 00:52:58,880 --> 00:53:01,960 Speaker 1: is my birthday and I know the trick. Um late 1022 00:53:02,000 --> 00:53:05,160 Speaker 1: and see again. Another big issue that is the thing 1023 00:53:05,239 --> 00:53:08,359 Speaker 1: that can make you feel pretty nauseated pretty quickly if 1024 00:53:08,400 --> 00:53:11,680 Speaker 1: it's not solved. And then that interface like we're talking 1025 00:53:11,719 --> 00:53:14,320 Speaker 1: about before, if you don't have that fade into the background, 1026 00:53:14,840 --> 00:53:17,760 Speaker 1: it can really become a barrier to immersion and interactivity. 1027 00:53:18,080 --> 00:53:20,880 Speaker 1: So here comes the last little bit of this episode. 1028 00:53:21,000 --> 00:53:24,279 Speaker 1: It's been an epic episode, Ruben. What do you think 1029 00:53:24,600 --> 00:53:27,799 Speaker 1: you think is the consumer market ready for virtual reality now? 1030 00:53:27,840 --> 00:53:30,200 Speaker 1: I mean I remember in the nineties when it was 1031 00:53:30,239 --> 00:53:32,640 Speaker 1: first coming out, that the whole virtual boy era. I 1032 00:53:32,640 --> 00:53:35,720 Speaker 1: remember all of that really well, and it definitely wasn't 1033 00:53:35,719 --> 00:53:39,680 Speaker 1: ready yet. Do you think it's ready now? Um? You know, 1034 00:53:39,960 --> 00:53:41,640 Speaker 1: it's funny. I think we're I think we're in the 1035 00:53:41,680 --> 00:53:44,560 Speaker 1: early days of it becoming a real thing. Um. I 1036 00:53:44,560 --> 00:53:47,319 Speaker 1: think Iculus riffed the Kickstarters apport behind that. I think 1037 00:53:47,320 --> 00:53:49,520 Speaker 1: it's proof enough that there's a market for it, that 1038 00:53:49,560 --> 00:53:52,000 Speaker 1: people want it. I mean they made multiple times more 1039 00:53:52,000 --> 00:53:53,560 Speaker 1: than what they were asked. Yeah, you know, it was 1040 00:53:53,600 --> 00:53:55,440 Speaker 1: it was one. It was for a while, it was 1041 00:53:55,520 --> 00:53:59,080 Speaker 1: the most successful kickstarter. Uh. If you compare what they 1042 00:53:59,080 --> 00:54:00,880 Speaker 1: were asking for versus is what they got, it was 1043 00:54:00,920 --> 00:54:03,160 Speaker 1: ten times the amount. And I think it's a great 1044 00:54:03,360 --> 00:54:06,799 Speaker 1: it's a great idea, especially the technology is getting there. 1045 00:54:06,840 --> 00:54:09,440 Speaker 1: As far as the visual thing, you can actually they 1046 00:54:09,440 --> 00:54:12,759 Speaker 1: make little headpieces. Google has a cardboard box. You can 1047 00:54:12,800 --> 00:54:15,719 Speaker 1: put your smartphone in it and get steroscopic vision to 1048 00:54:15,800 --> 00:54:19,000 Speaker 1: your cell phone. Like we have tiny tiny five inch 1049 00:54:19,440 --> 00:54:22,520 Speaker 1: slabs of l C deer, amile D whatever it is 1050 00:54:23,080 --> 00:54:26,319 Speaker 1: UM that are strong enough and fast enough to uh 1051 00:54:26,520 --> 00:54:28,440 Speaker 1: to produce these virtual images. So I think a lot 1052 00:54:28,440 --> 00:54:32,120 Speaker 1: of our technology for the visions there. The biggest hindrance 1053 00:54:32,160 --> 00:54:34,360 Speaker 1: I think is going to be cost. Like the Oculus 1054 00:54:34,400 --> 00:54:37,279 Speaker 1: rift is actually a fairly reasonable price wise, but then 1055 00:54:37,640 --> 00:54:41,000 Speaker 1: you get omnidirectional treadmill thing. Even if it's just that 1056 00:54:41,360 --> 00:54:45,960 Speaker 1: that teflon one, no moving parts really, UM, that's still 1057 00:54:46,080 --> 00:54:49,640 Speaker 1: fairly expensive and it requires space, which means that's another 1058 00:54:49,680 --> 00:54:53,040 Speaker 1: expense because you know, we don't think of it as 1059 00:54:53,080 --> 00:54:57,160 Speaker 1: space equals money, but not everyone has a place big 1060 00:54:57,280 --> 00:55:00,920 Speaker 1: enough to have a standing, you know, pet stole that 1061 00:55:01,160 --> 00:55:04,279 Speaker 1: is just there as an interface for computer game. The 1062 00:55:04,360 --> 00:55:07,200 Speaker 1: first connect for the Xbox of the new connect connected 1063 00:55:07,239 --> 00:55:10,040 Speaker 1: to I guess has a much wider field division from 1064 00:55:10,080 --> 00:55:11,880 Speaker 1: up close, but the first one didn't, and a lot 1065 00:55:11,920 --> 00:55:14,080 Speaker 1: of game reviewers ran into problems in their tiny New 1066 00:55:14,160 --> 00:55:16,680 Speaker 1: York apartments of like, I can't I can't play this 1067 00:55:16,719 --> 00:55:20,040 Speaker 1: game apartment. It cuts off all of my limbs because 1068 00:55:20,080 --> 00:55:21,960 Speaker 1: I'm too close to the camera. But if we even 1069 00:55:21,960 --> 00:55:24,920 Speaker 1: just think about, like so Sony's Project Morpheus, which they 1070 00:55:24,920 --> 00:55:27,480 Speaker 1: have a lot of the ecosystem already there, the PlayStation 1071 00:55:27,480 --> 00:55:29,760 Speaker 1: for a camera. So not only you need the headset 1072 00:55:29,840 --> 00:55:33,359 Speaker 1: the Morpheus itself whenever it becomes commercially available, if it does, 1073 00:55:34,080 --> 00:55:36,799 Speaker 1: you need the camera, You need the headset, You need 1074 00:55:37,160 --> 00:55:39,360 Speaker 1: at least one probably of the two two of the 1075 00:55:39,360 --> 00:55:42,440 Speaker 1: move controllers who can map your hands. We're not even 1076 00:55:42,560 --> 00:55:46,799 Speaker 1: going into uh, your lower body, and that's that's a 1077 00:55:46,800 --> 00:55:49,480 Speaker 1: lot of and the PS four so we're talking about, 1078 00:55:49,520 --> 00:55:52,640 Speaker 1: you know about a grand buy in just for the 1079 00:55:52,760 --> 00:55:56,080 Speaker 1: very very basics yet yeah, and not even a game 1080 00:55:56,160 --> 00:55:59,520 Speaker 1: for it. Um So, I definitely think that we're sort 1081 00:55:59,520 --> 00:56:02,759 Speaker 1: of on that us of doing things that are reminiscent 1082 00:56:02,840 --> 00:56:04,800 Speaker 1: of the crazy stuff that we saw in the nineties 1083 00:56:04,800 --> 00:56:07,759 Speaker 1: and will be exactly that. But we're getting closer. But 1084 00:56:07,840 --> 00:56:10,279 Speaker 1: as far as like mass adoption, I feel like i'd 1085 00:56:10,280 --> 00:56:13,000 Speaker 1: give us five to ten years. Yeah, I I agree 1086 00:56:13,040 --> 00:56:15,440 Speaker 1: with that. I think I think on top of that, 1087 00:56:15,560 --> 00:56:18,000 Speaker 1: on top of all the challenges you mentioned, there are 1088 00:56:18,000 --> 00:56:20,560 Speaker 1: other ones that we don't think about as consumers that 1089 00:56:20,600 --> 00:56:23,840 Speaker 1: are on the back end, like developing for this system, 1090 00:56:24,000 --> 00:56:27,400 Speaker 1: because developing a game that actually works in this environment 1091 00:56:27,560 --> 00:56:31,279 Speaker 1: and is fun and functional, that's a that's a tall order. 1092 00:56:31,320 --> 00:56:34,600 Speaker 1: I mean, you're really talking about the difference between say, 1093 00:56:34,600 --> 00:56:38,000 Speaker 1: shooting a movie as a regular cinematic experience and shooting 1094 00:56:38,000 --> 00:56:40,440 Speaker 1: an actual three D movie that was intended to be 1095 00:56:40,480 --> 00:56:42,560 Speaker 1: three D the entire time. And we talk about ten 1096 00:56:42,640 --> 00:56:44,560 Speaker 1: a DP and everything. When you're do in virtual reality, 1097 00:56:44,600 --> 00:56:48,120 Speaker 1: you're splitting, you have to split your resolution into so 1098 00:56:48,160 --> 00:56:50,720 Speaker 1: that's a crazy horsepower to can maintain the same fidelity 1099 00:56:50,719 --> 00:56:52,960 Speaker 1: we have in a single vision. Sure. Yeah. Yeah, So 1100 00:56:53,000 --> 00:56:55,960 Speaker 1: there there's some big challenges that we're going to be 1101 00:56:56,000 --> 00:56:59,239 Speaker 1: facing technologically as well as just economically. You know the 1102 00:56:59,280 --> 00:57:02,920 Speaker 1: idea of doing the system where it's affordable, do we 1103 00:57:03,239 --> 00:57:05,160 Speaker 1: make it a loss leader where we're going to try 1104 00:57:05,200 --> 00:57:07,239 Speaker 1: and make it up in the content we create. If 1105 00:57:07,280 --> 00:57:09,160 Speaker 1: we don't sell enough of them, are we going to 1106 00:57:09,160 --> 00:57:11,040 Speaker 1: be able to create the content that will let us 1107 00:57:11,080 --> 00:57:13,160 Speaker 1: recapture the costs? I mean, there are a lot of 1108 00:57:13,239 --> 00:57:16,800 Speaker 1: questions to answer, and I don't think we're quite there yet. 1109 00:57:16,840 --> 00:57:20,320 Speaker 1: I think we are on that that edge where excuse 1110 00:57:20,320 --> 00:57:25,440 Speaker 1: me again, I don't think we're right we're there just yet. 1111 00:57:25,480 --> 00:57:27,040 Speaker 1: I think we're around the edge where it could go 1112 00:57:27,080 --> 00:57:31,680 Speaker 1: either way, where we could either see some really promising 1113 00:57:31,720 --> 00:57:35,840 Speaker 1: development and thus that pushes consumers to really get excited 1114 00:57:35,880 --> 00:57:39,919 Speaker 1: by it, or we could have these challenges we've talked 1115 00:57:39,920 --> 00:57:43,320 Speaker 1: about show that we're not quite ready, that there's still 1116 00:57:43,360 --> 00:57:46,120 Speaker 1: some pieces missing that we need to solve first, and 1117 00:57:46,160 --> 00:57:49,560 Speaker 1: then maybe in five to ten years we'll have the 1118 00:57:49,560 --> 00:57:52,920 Speaker 1: pieces there where this will become at least a form 1119 00:57:53,040 --> 00:57:56,080 Speaker 1: of consuming entertainment. I don't. I also don't think it's 1120 00:57:56,080 --> 00:57:59,440 Speaker 1: ever going to become the predominant one. I think it 1121 00:57:59,480 --> 00:58:03,080 Speaker 1: will always be a section of the gaming community. I 1122 00:58:03,080 --> 00:58:05,720 Speaker 1: don't think it's going to be like I can't imagine 1123 00:58:05,720 --> 00:58:09,040 Speaker 1: that the console, the next console in ten years, with 1124 00:58:09,080 --> 00:58:12,000 Speaker 1: the PS four and Xbox One, I've completely gone through 1125 00:58:12,040 --> 00:58:15,880 Speaker 1: their life cycle, is going to be a head mounted system. Yeah, 1126 00:58:15,880 --> 00:58:17,920 Speaker 1: I think we'll see it asn't been supported maybe in 1127 00:58:17,920 --> 00:58:19,480 Speaker 1: the next generation, as sort of like it's going to 1128 00:58:19,520 --> 00:58:23,480 Speaker 1: support this automatically like three D was supported stuff last gen. Um. 1129 00:58:23,520 --> 00:58:25,960 Speaker 1: I do think gaming is probably gonna be the herald 1130 00:58:26,320 --> 00:58:29,320 Speaker 1: of this by all means. But we see like Google 1131 00:58:29,320 --> 00:58:33,280 Speaker 1: Glass with the augmented reality that is not necessarily for 1132 00:58:33,320 --> 00:58:36,280 Speaker 1: gamers at all. There's some there's some filmmakers that are 1133 00:58:36,320 --> 00:58:39,760 Speaker 1: exploring the ability of of making stuff specifically for people 1134 00:58:40,120 --> 00:58:43,760 Speaker 1: to watch while wearing the oculus where you you can 1135 00:58:43,920 --> 00:58:47,520 Speaker 1: look around an entire scene and see everything that's going on. Now, 1136 00:58:47,800 --> 00:58:52,040 Speaker 1: that of course, presents its own series of incredible challenges 1137 00:58:52,080 --> 00:58:55,400 Speaker 1: to the filmmaking industry. Film the three sixty degrees every 1138 00:58:55,440 --> 00:58:58,640 Speaker 1: time everywhere? Have you not see the set somehow not 1139 00:58:58,720 --> 00:59:02,760 Speaker 1: see not see like like the the teamsters lounging in 1140 00:59:02,760 --> 00:59:06,520 Speaker 1: the background smoking cigarettes and drinking coffee, or or in 1141 00:59:06,560 --> 00:59:10,000 Speaker 1: the case of h you know, um uh other forms 1142 00:59:10,000 --> 00:59:13,520 Speaker 1: of media just do you how do you make everything 1143 00:59:13,600 --> 00:59:16,720 Speaker 1: interesting enough to look at, knowing that someone is always 1144 00:59:16,720 --> 00:59:19,240 Speaker 1: going to be looking at that point at any given moment. 1145 00:59:19,760 --> 00:59:22,520 Speaker 1: Not everyone will, but you know, it's just like theater 1146 00:59:22,600 --> 00:59:24,280 Speaker 1: in the round. If you if you set up a 1147 00:59:24,320 --> 00:59:26,960 Speaker 1: theater in the round, you have to assume that someone 1148 00:59:27,080 --> 00:59:29,920 Speaker 1: is looking at every single part of that scene at 1149 00:59:29,960 --> 00:59:32,400 Speaker 1: any given time. You know, even if that's not supposed 1150 00:59:32,440 --> 00:59:34,520 Speaker 1: to be the focus of the scene, someone's looking there. 1151 00:59:35,040 --> 00:59:37,040 Speaker 1: So you've got to be present, and you've gotta be 1152 00:59:37,080 --> 00:59:39,240 Speaker 1: ready to go, and you've gotta make sure it looks good. 1153 00:59:39,640 --> 00:59:42,480 Speaker 1: And UH has its own huge sets of challenges. I 1154 00:59:42,480 --> 00:59:46,080 Speaker 1: think when the most terrifying indicators that it is going 1155 00:59:46,160 --> 00:59:51,080 Speaker 1: to happen is Facebook taking them Facebook buying oculus, I'm 1156 00:59:51,120 --> 00:59:53,880 Speaker 1: taking too massive steak and something that used to you go, oh, 1157 00:59:53,920 --> 00:59:57,400 Speaker 1: why would why would Facebook want this? They firmly believe 1158 00:59:57,440 --> 00:59:59,640 Speaker 1: in the integration that it has and you know, they 1159 00:59:59,680 --> 01:00:02,240 Speaker 1: have a alien users. There's only you know, after a while, 1160 01:00:02,480 --> 01:00:05,040 Speaker 1: like growth plateaus, and then you think, all right, well 1161 01:00:05,040 --> 01:00:07,760 Speaker 1: we have to diversify. If we only concentrate on this 1162 01:00:07,800 --> 01:00:09,720 Speaker 1: one thing, we can't grow year over year. And if 1163 01:00:09,720 --> 01:00:13,240 Speaker 1: we can't grow, investors aren't happy, and the investors aren't happy, 1164 01:00:13,240 --> 01:00:16,000 Speaker 1: then we lose money and then that's a downward spiral. 1165 01:00:16,440 --> 01:00:18,680 Speaker 1: So this is a you know, this is a big 1166 01:00:18,720 --> 01:00:22,120 Speaker 1: bet for Facebook and UH personally, I hope it pays off, 1167 01:00:22,120 --> 01:00:24,400 Speaker 1: because I think it the future could be really incredible 1168 01:00:24,480 --> 01:00:28,680 Speaker 1: with us uh and uh, I certainly, I'm I'm enthusiastic 1169 01:00:28,680 --> 01:00:31,400 Speaker 1: about it, even though my own personal experience was a 1170 01:00:31,400 --> 01:00:34,160 Speaker 1: little uh, you know, stomach turning. But again, I didn't 1171 01:00:34,160 --> 01:00:37,520 Speaker 1: have enough time to really um acclimate myself, so I 1172 01:00:37,560 --> 01:00:39,240 Speaker 1: think after a little while I probably would have gotten 1173 01:00:39,280 --> 01:00:41,080 Speaker 1: used to it. If I can be a virtual sandwich 1174 01:00:41,160 --> 01:00:45,800 Speaker 1: artist and I go home, I'll be so happy. I 1175 01:00:45,920 --> 01:00:48,520 Speaker 1: was going to go right back to papers. Please, Ruben, 1176 01:00:48,800 --> 01:00:51,320 Speaker 1: thank you so much for joining me today. This is 1177 01:00:52,040 --> 01:00:56,280 Speaker 1: fantastic conversation, pretty long episode. I hope you guys enjoyed it. Ruben. 1178 01:00:56,360 --> 01:00:59,720 Speaker 1: Where can people find you? Oh boy? Um, so I 1179 01:00:59,760 --> 01:01:04,280 Speaker 1: guess uh. I'm out on Twitter, um at robots r 1180 01:01:04,320 --> 01:01:07,800 Speaker 1: O O b O T s um heads up, very 1181 01:01:07,840 --> 01:01:09,720 Speaker 1: little things. A very few of the things I'll mention 1182 01:01:09,760 --> 01:01:13,680 Speaker 1: here are safer work, including my Twitter. Um. But also 1183 01:01:14,440 --> 01:01:16,000 Speaker 1: you can find me at Dad's garage. That's where do 1184 01:01:16,120 --> 01:01:17,880 Speaker 1: most of my theater stuff here in town in Atlanta. 1185 01:01:17,920 --> 01:01:19,760 Speaker 1: So if you're in town by all means comes wing 1186 01:01:19,800 --> 01:01:22,360 Speaker 1: by check out a show. Definitely do that. Dad's garage 1187 01:01:22,400 --> 01:01:24,560 Speaker 1: is one of my favorite places in the city. We're 1188 01:01:24,600 --> 01:01:27,400 Speaker 1: doing a murder mystery tonight that's Star Wars themed. Just 1189 01:01:27,440 --> 01:01:30,920 Speaker 1: in case you're you're concerned about our nerd credentials, Trust me, 1190 01:01:31,040 --> 01:01:33,080 Speaker 1: the people at Dad's garage are probably some of the 1191 01:01:33,120 --> 01:01:36,320 Speaker 1: nerdiest prints I'd have was. I was painting Karelian blood 1192 01:01:36,320 --> 01:01:39,160 Speaker 1: stripes on pants last night for Han Solo wonderful so 1193 01:01:39,320 --> 01:01:41,800 Speaker 1: um yeah. Um also ed Tom and Reuben dot com. 1194 01:01:41,960 --> 01:01:43,840 Speaker 1: It's a little dicky say, I threw up for me 1195 01:01:43,880 --> 01:01:47,960 Speaker 1: and two guys from Dad's. We are doing sketches and podcasts. Um. 1196 01:01:47,960 --> 01:01:50,600 Speaker 1: We have a podcast called Welcome to super Basement. Um. 1197 01:01:50,920 --> 01:01:53,400 Speaker 1: Trying to think of how to truncate the description. How 1198 01:01:53,440 --> 01:01:55,760 Speaker 1: would you describe it? John? Welcome to Super Basement is 1199 01:01:55,800 --> 01:01:58,920 Speaker 1: the story of three friends who inhabit a basement that 1200 01:01:59,040 --> 01:02:03,160 Speaker 1: is so huge that it incorporates everything in reality and 1201 01:02:03,200 --> 01:02:07,600 Speaker 1: fantasy and science fiction all in one. It is completely improvised. 1202 01:02:07,840 --> 01:02:11,600 Speaker 1: It is approximately a half hour per episode where the 1203 01:02:11,680 --> 01:02:15,720 Speaker 1: three friends discover some form of adventure and then go 1204 01:02:15,800 --> 01:02:20,320 Speaker 1: on it and maybe there's a conclusion and inappropriate jam. 1205 01:02:20,440 --> 01:02:22,439 Speaker 1: Oh yeah, No. It's very much not safe for work, 1206 01:02:22,480 --> 01:02:27,320 Speaker 1: but it's incredibly hilarious. I absolutely adore the show. I 1207 01:02:27,400 --> 01:02:30,120 Speaker 1: highly recommend checking out Welcome to super Basement. If you 1208 01:02:30,160 --> 01:02:33,959 Speaker 1: are of an age to appreciate not safe for work humor, 1209 01:02:35,000 --> 01:02:38,040 Speaker 1: you can subscribe on there. Yeah, that's fantastic, Reuben, Thank 1210 01:02:38,040 --> 01:02:41,080 Speaker 1: you again. Thank you guys. I hope you enjoyed this episode. 1211 01:02:41,120 --> 01:02:43,840 Speaker 1: If you have suggestions for future episodes, or maybe a 1212 01:02:43,880 --> 01:02:47,960 Speaker 1: request for a special guest host or interview, let me know. 1213 01:02:48,160 --> 01:02:51,200 Speaker 1: Send me a message my email addresses, text stuff at 1214 01:02:51,200 --> 01:02:53,680 Speaker 1: how stuff works dot com, or drop me a line 1215 01:02:53,720 --> 01:02:56,479 Speaker 1: on Facebook, Twitter or Tumbler. The handle it all three 1216 01:02:56,560 --> 01:02:59,120 Speaker 1: is tech Stuff hs W and will talk to you 1217 01:02:59,160 --> 01:03:05,720 Speaker 1: again really soon for more on this and thousands of 1218 01:03:05,720 --> 01:03:17,680 Speaker 1: other topics. Because it has to have work dot com