WEBVTT - A Virtually Realistic TechStuff

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<v Speaker 1>Get in touch with technology with text up from dot

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<v Speaker 1>com Ever, everyone, and welcome to tex Stuff. I'm Jonathan Strickland,

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<v Speaker 1>and today I have a special guest in the studio

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<v Speaker 1>with me, Ruben Medina. How are you, Ruben. I'm good,

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<v Speaker 1>I'm here. I'm live in the studio. Yeah. Ruben is

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<v Speaker 1>a is a friend of mine. He's a local performer

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<v Speaker 1>here in Atlanta and improvisational genius now expectations. He's an

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<v Speaker 1>improvisational performer with moments of genius. And Rubens also written

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<v Speaker 1>for video game outlets that we often have conversations online

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<v Speaker 1>just about like issues in the video game world. This

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<v Speaker 1>is absolutely true. We'll just so there and say like,

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<v Speaker 1>oh man, it's crazy in it, and then uh, I'm like, yeah,

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<v Speaker 1>I can't believe that Polygon gave that a six point

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<v Speaker 1>five when clearly was a seven point four at least,

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<v Speaker 1>what's that about it? Together game journalists? But I let

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<v Speaker 1>I wanted Reuben to come onto the show, and I

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<v Speaker 1>gave him, of course, the opportunity to choose whatever topic

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<v Speaker 1>he wanted to talk about, and uh, you really want

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<v Speaker 1>to talk about virtual reality? Yeah? To escape my own

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<v Speaker 1>perilous and terrible life, I can totally understand that. I mean,

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<v Speaker 1>we has been the promise of virtual reality ever since

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<v Speaker 1>we first heard the term. Do you remember, you know,

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<v Speaker 1>approximately when you first heard about virtual reality? Geez um,

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<v Speaker 1>So I guess for reference, like I'm twenty eight, so

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<v Speaker 1>one of the first times I can I don't know,

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<v Speaker 1>probably like lawnmower Man or Johnny Demonic is one of

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<v Speaker 1>the first pop culture references I really saw to it. Yeah,

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<v Speaker 1>lawnmower Man was like, that was like the thing that

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<v Speaker 1>totally destroyed virtual reality in a way because the well

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<v Speaker 1>one Klant's lawnmar Man. It's terrible movie, but too well hey, no,

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<v Speaker 1>completely right now, It's awesome in its own way. It's

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<v Speaker 1>just not well made. It's still entertaining, just not the

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<v Speaker 1>way it was necessarily in ended to be in relative

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<v Speaker 1>to Johnny Nemonic, I mean that's true. We're we're talking,

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<v Speaker 1>you know, in comparison, but iced tea. Yeah, I mean,

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<v Speaker 1>that's that's a tough competition any way you slice it.

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<v Speaker 1>But the issue, and we'll talk about this more in

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<v Speaker 1>a little bit, was that the reality of what virtual

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<v Speaker 1>reality was was capable of doing versus what it was

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<v Speaker 1>being depicted as doing was totally different. Um personally. I

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<v Speaker 1>remember hearing about virtual reality in the early nineties. I

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<v Speaker 1>grew up in seventies and eighties, and but I remember

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<v Speaker 1>by the early nineties of a teenager and even one

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<v Speaker 1>of the malls here in the Metro Atlanta area had

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<v Speaker 1>a small virtual reality game center where you would go in,

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<v Speaker 1>stand on a platform, have a fifty pound head mounted

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<v Speaker 1>display put down on you. It was actually suspended by

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<v Speaker 1>cables because it was too heavy to put on just kids,

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<v Speaker 1>and then you would uh make yourself film nauseated as

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<v Speaker 1>you laid against polygone pterodactyls that flew and looked nothing

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<v Speaker 1>like anything that ever really existed. Ever dinosaur adventure, but

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<v Speaker 1>every dinosaur is just a couple of triangles. Yeah, it

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<v Speaker 1>was pretty much. That was it. And then you had

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<v Speaker 1>a little a little kind of prism looking like gun

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<v Speaker 1>that fired perfect cube bullets. Yeah it was. It was

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<v Speaker 1>pretty limited, but it showed what the promise of virtual

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<v Speaker 1>virtual reality could be. And I think a lot of

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<v Speaker 1>people focused more on the limitations than on the the

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<v Speaker 1>actual potential for the technology, and that really set the

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<v Speaker 1>entire industry back. But just as a quick overview of

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<v Speaker 1>the actual history, not just our personal history, you know,

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<v Speaker 1>the basic concept is pretty simple. It's the idea of

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<v Speaker 1>creating a virtual environment that mimics a physical environment, so

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<v Speaker 1>that the person who is in whatever set up you're

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<v Speaker 1>using feels as if they're in a real place, but

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<v Speaker 1>it's all virtual representation. So uh, two very important concepts

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<v Speaker 1>with this are immersion, which is your sense of being

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<v Speaker 1>in that space, and interactivity, which is your ability to

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<v Speaker 1>manipulate things within that space. So if you don't feel immersion,

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<v Speaker 1>then there's no illusion that you are in this environment

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<v Speaker 1>and it all kind of falls apart. And if you

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<v Speaker 1>don't have interaction, then it's like you are in a

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<v Speaker 1>an immersive movie, but you have no agency, You have

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<v Speaker 1>no ability to affect the things around you. Even more

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<v Speaker 1>than than it's sort of disconnecting when when you don't

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<v Speaker 1>have that one to one ratio of your own movement

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<v Speaker 1>and immersion happening, it can be complete disorienting. Oh yeah.

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<v Speaker 1>The big issue of VR is when you have that lag,

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<v Speaker 1>it can be what causes when people get really sick

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<v Speaker 1>from it. That's a major issue that happens. Oh sure, Yeah.

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<v Speaker 1>Latency is a terrible problem. I've I've had that experience

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<v Speaker 1>as well. In fact, I had it with that pterodactyl

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<v Speaker 1>based game, and that was super simple graphics, so there's

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<v Speaker 1>very low latency. There was still enough where it doesn't

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<v Speaker 1>take much for humans to pick up on it. We're

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<v Speaker 1>talking on the millisecond frame right, like something like sixty milliseconds.

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<v Speaker 1>Anything more than that you can start to kind of

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<v Speaker 1>feel it. It's one of the big challenges of the

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<v Speaker 1>Oculus Rift was to bring that latency number down as

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<v Speaker 1>far as possible. But then, you know, I've even used

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<v Speaker 1>the Oculus Rift and while the latency wasn't so bad,

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<v Speaker 1>there was a disconnect in the interface that made me

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<v Speaker 1>feel a little swimmy. UM. And I'll talk about that

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<v Speaker 1>a little bit later too. So we've got some interesting

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<v Speaker 1>examples of precursors to what we consider the typical virtual

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<v Speaker 1>reality gear. And I love that you pulled these up

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<v Speaker 1>in your research. Uh, going all the way back to

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<v Speaker 1>the nineteenth century here. Yeah, we're talking. UM eight. The

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<v Speaker 1>wheat Stone stereoscope. A stereoscope technology is a major major

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<v Speaker 1>component to virtual reality. Um. It's still being used, I

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<v Speaker 1>believe in Occulus Rift the current iterations to make that

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<v Speaker 1>three D immersive experience. Uh. And so we had these Uh,

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<v Speaker 1>like the wheat Stone stereoscope. It was basically a pair

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<v Speaker 1>of giant or is at forty five degree angles that

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<v Speaker 1>would make a stereoscopic image. Um. And we have this

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<v Speaker 1>sort of going on until we got the home Stereoscope

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<v Speaker 1>in one, which is a handheld version. Uh. And it

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<v Speaker 1>looks you can see photos of online. It looks very,

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<v Speaker 1>very similar to sort of a steampunk wooden version of

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<v Speaker 1>a virtual boy. Um. It's just it's a little mobile, handheld,

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<v Speaker 1>handheld put it on your face sort of interface. Except

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<v Speaker 1>I would imagine I don't know, maybe the headache is

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<v Speaker 1>quite as bad as virtual I sure hope not. Man.

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<v Speaker 1>Did you ever play with one of those? Yeah? And

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<v Speaker 1>it was heinous, right, Although it did introduce the world

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<v Speaker 1>to Warrior, which is great. I mean Warrio Mario Tennis

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<v Speaker 1>I think was on there. But it also made your

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<v Speaker 1>eyes bleed. Yeah. No, not not the most pleasant of

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<v Speaker 1>user experiences. Yeah. And stereoscopic effect is is pretty cool

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<v Speaker 1>because there's a technological element, but the really important step

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<v Speaker 1>is all done by your brain, because it's it's your

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<v Speaker 1>eyes getting too slightly different images and then your brain

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<v Speaker 1>combining that to create the what you perceive as a

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<v Speaker 1>three dimensional base. It's the same sort of principle that

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<v Speaker 1>comes out of three D movies, the idea that you're

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<v Speaker 1>you're getting just slightly different views to kind of mimic

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<v Speaker 1>what you would get with parallax. That's where your eyes

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<v Speaker 1>converge on a point and you get that sense of depth.

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<v Speaker 1>So super interesting. And then nine six you've got the

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<v Speaker 1>tell usphere mask. Yeah, this guy more Highlig he created this.

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<v Speaker 1>It's a stereoscopic three D TV with stereoston and wide

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<v Speaker 1>vision display and it's probably the first thing that I've

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<v Speaker 1>found that's similar to the head mounted displays we're kind

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<v Speaker 1>of more used to in looking at Project Morpheus or sorry,

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<v Speaker 1>Project Morpheus rather and Oculus rift um. And then uh,

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<v Speaker 1>two years later, the same guy makes this thing, the

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<v Speaker 1>Sense of Rama, which is an Arcad style three D

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<v Speaker 1>cabinet with a vibrating seat and scent producer um. It

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<v Speaker 1>reminds me of a lot of there is Disney rides.

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<v Speaker 1>That there's an alien Disney ride actually that you would

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<v Speaker 1>sit in this theater and there was three D, but

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<v Speaker 1>they would like you have water splashed on you when

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<v Speaker 1>the alien are crawling around a little like rubber tubes.

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<v Speaker 1>It hit your legs. It's that sort of full immersion,

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<v Speaker 1>same sort of thing with they have the It's Tough

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<v Speaker 1>to Be a Bug movie that's in the Animal Kingdom,

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<v Speaker 1>Disney Animal Kingdom, same sort of stuff where it comes

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<v Speaker 1>complete with the three dimensional movie. You get the sense

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<v Speaker 1>like when the stink bug does his thing, you get

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<v Speaker 1>a nice waft of a suitably stinky but disneyfied stinky smell. Yeah,

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<v Speaker 1>you're hope, you're hopeful that you know that that truro

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<v Speaker 1>that your your kid ate is not what's causing the problem. Uh.

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<v Speaker 1>And they even had um things under like incorporate in

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<v Speaker 1>the benches you sit in so that when the wasps attack,

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<v Speaker 1>a little thing pokes you in the back, or at

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<v Speaker 1>the very very end, when all the lights have gone

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<v Speaker 1>down and you haven't been they haven't come up, so

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<v Speaker 1>you can get up and walk away. Yet Uh, little

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<v Speaker 1>things directly under the seat, like under your butt move.

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<v Speaker 1>So it's supposed to be all the cockroaches. Yeah, it's

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<v Speaker 1>little creepy, but you know it is very immersive, terrifyingly immersive. Right.

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<v Speaker 1>And then we have Ivan Sutherland who created the sketch pad.

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<v Speaker 1>So yeah, yeah, I like this. Note you have to

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<v Speaker 1>about the precursor to CAD programs, computer assisted design programs,

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<v Speaker 1>and our computer aided design depends on who's spelling out

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<v Speaker 1>the acronym. But you know, the graphic user interface or

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<v Speaker 1>derived from this as well. Uh, this is one of

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<v Speaker 1>those things that ended up making a huge impact on

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<v Speaker 1>computing in general, not just virtual reality, but really the

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<v Speaker 1>way that we interact with our devices today. And it's

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<v Speaker 1>funny because this was in the VR headset he made,

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<v Speaker 1>which they called the sort of dominicles because it hung

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<v Speaker 1>from the scene. Of course, because it was so heavy,

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<v Speaker 1>and of course it's a nerdy name as long as

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<v Speaker 1>long as you didn't undo the Gordian knot totally okay,

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<v Speaker 1>But it's funny because this is and yet this sounds

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<v Speaker 1>very very similar to your Pterodactyl adventure set up. Yeah. Yeah,

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<v Speaker 1>so the technology it was massive and heavier for a while. Yeah.

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<v Speaker 1>I think a lot of these displays too, especially the

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<v Speaker 1>early ones you're talking about, probably cathode ray tube technology

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<v Speaker 1>and a cathode ray tube television. It's enormous. I had

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<v Speaker 1>to have a space for a vacuum tube in it.

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<v Speaker 1>That's the tube part to create the energy for the

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<v Speaker 1>electron gun to fire the electrons that create the images.

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<v Speaker 1>So yeah, you definitely needed to have some assistance there

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<v Speaker 1>to to carry that kind of weight. I mean, you know,

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<v Speaker 1>I don't I don't know how familiar you are with

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<v Speaker 1>CRT displays. Yeah, well enough. Yeah, if you've ever had

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<v Speaker 1>to move one and you think, yes, I want to

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<v Speaker 1>strap this to my face, probably not one of the

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<v Speaker 1>first things that occurs to you. I don't have you

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<v Speaker 1>seen my neck? I know, it's kind of like I

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<v Speaker 1>was thinking that, you know that you were just maybe

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<v Speaker 1>a little angry and went a little hulk ish, but

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<v Speaker 1>just in the neck area. The only thing I work

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<v Speaker 1>out of the gym is my neck. That's good. Well,

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<v Speaker 1>you know, it's it's important to concentrate on muscle groups. Yeah, anxactly.

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<v Speaker 1>And then when we get up to nineteen eighties seven,

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<v Speaker 1>that's when a guy named Jarn Lanier created, or at

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<v Speaker 1>least as credited for creating, the term virtual reality. There's

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<v Speaker 1>some dispute over whether or not he actually coined it,

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<v Speaker 1>but he certainly popularized it. Now he was a computer scientist,

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<v Speaker 1>still is a computer scientist, I should say, because he's

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<v Speaker 1>still very much active. But he worked for Atari for

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<v Speaker 1>a while and then Atari, I don't know if you

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<v Speaker 1>know this, Struben, but in n at kind of blew up.

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<v Speaker 1>I've I've I've read. Yeah, I was, I was not alive.

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<v Speaker 1>I was there, Reuben, I was there. I've seen things, Ruben.

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<v Speaker 1>You can't unsee's eye. When Atari died, uh, you know it,

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<v Speaker 1>Actually it was. It was a restructuring and Lanier was

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<v Speaker 1>let go and he co founded a company called VPL Research,

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<v Speaker 1>and then uh he worked there for quite some time.

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<v Speaker 1>He's also done work for Advanced Networking Services as well

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<v Speaker 1>as for Microsoft Research, and he's been involved in tons

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<v Speaker 1>of big technology discussions, not just virtual reality but web

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<v Speaker 1>two point oh, which I think he argued didn't really

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<v Speaker 1>mean anything. I think I would agree with him on that.

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<v Speaker 1>I think it was more of a marketing term than

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<v Speaker 1>anything technologically. And then Uh, he's also weighed in on

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<v Speaker 1>discussions about singularity and futurism. If you think of Ray

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<v Speaker 1>kurtzwile as we're all going to be immortal robots, uh

0:12:21.840 --> 0:12:23.800
<v Speaker 1>and they're going to take over. He's kind of on

0:12:23.840 --> 0:12:27.200
<v Speaker 1>the opposite end of the spectrum, which is interesting because

0:12:27.480 --> 0:12:29.880
<v Speaker 1>I see a lot of coverage on the kurtswild side

0:12:30.160 --> 0:12:33.720
<v Speaker 1>and very little on the skeptical, like, wait a minute,

0:12:34.400 --> 0:12:36.880
<v Speaker 1>do you really think we're all gonna be robots? We

0:12:37.200 --> 0:12:38.840
<v Speaker 1>all like a fairy tale. I think we want to

0:12:39.320 --> 0:12:41.080
<v Speaker 1>that pine, this skuy dream of put my brain in

0:12:41.080 --> 0:12:43.800
<v Speaker 1>our robot body. Get that molder I want to believe,

0:12:43.880 --> 0:12:46.280
<v Speaker 1>poster on our on our walls. Put my brain in

0:12:46.320 --> 0:12:50.880
<v Speaker 1>a molder body. You know, I'll sign me up. That

0:12:51.040 --> 0:12:53.280
<v Speaker 1>is a huge upgrade from where I am right now.

0:12:54.000 --> 0:12:56.520
<v Speaker 1>But Lenar worked with Tom Zimmerman, who was the guy

0:12:56.559 --> 0:12:59.800
<v Speaker 1>who invented the data glove. Uh, the data glove being

0:12:59.840 --> 0:13:04.960
<v Speaker 1>the foundation for things like the Nintendo Power Glove. The

0:13:05.040 --> 0:13:08.560
<v Speaker 1>data glove was better, but yeah, he designed the data glove.

0:13:08.640 --> 0:13:11.200
<v Speaker 1>And then so Laniar and Zimmerman work together to create

0:13:11.240 --> 0:13:14.320
<v Speaker 1>some of the early examples of the typical VR hardware

0:13:14.360 --> 0:13:17.080
<v Speaker 1>that we see today, like the like the interfaces, not

0:13:17.160 --> 0:13:19.080
<v Speaker 1>just the head meld displays, which, as you have you

0:13:19.400 --> 0:13:22.559
<v Speaker 1>as you have pointed out, predate this. So Lanier and

0:13:22.640 --> 0:13:25.760
<v Speaker 1>Zimmerman work together on creating a lot of the hardware

0:13:25.840 --> 0:13:29.600
<v Speaker 1>that we associate with virtual reality, not just head meld displays,

0:13:29.640 --> 0:13:32.920
<v Speaker 1>which obviously pre date their work, but also some of

0:13:32.960 --> 0:13:36.160
<v Speaker 1>the other interfaces like how do you actually move around

0:13:36.200 --> 0:13:38.679
<v Speaker 1>and interact with this virtual environment. Because it's one thing

0:13:38.720 --> 0:13:41.040
<v Speaker 1>to see it, I mean a head meld display where

0:13:41.400 --> 0:13:43.840
<v Speaker 1>it tracks the movement of your head so that your

0:13:43.960 --> 0:13:48.760
<v Speaker 1>perspective changes as you as you look around. That's one thing,

0:13:48.920 --> 0:13:51.120
<v Speaker 1>but it's still that doesn't still give you the ability

0:13:51.160 --> 0:13:54.839
<v Speaker 1>to actually do anything in that space. Certainly, Like we

0:13:54.920 --> 0:13:58.240
<v Speaker 1>previously mentioned that one to one ratio, it's one thing

0:13:58.280 --> 0:14:00.520
<v Speaker 1>to like to see with your head and move around,

0:14:00.720 --> 0:14:03.640
<v Speaker 1>you know, with your eyes um, but to actually to

0:14:03.720 --> 0:14:06.280
<v Speaker 1>try to mimic walking if it's an omnidirectional try to

0:14:06.320 --> 0:14:09.560
<v Speaker 1>mill um holding whatever you're holding in your hands for

0:14:09.600 --> 0:14:12.360
<v Speaker 1>this and we so we see more and more interfaces

0:14:12.400 --> 0:14:13.880
<v Speaker 1>being added on. This is something we see in the

0:14:13.920 --> 0:14:16.640
<v Speaker 1>Oculus Rift is sort of just one ingredient in the

0:14:16.679 --> 0:14:19.560
<v Speaker 1>full immersion that they're trying to tell you one exactly. Yeah,

0:14:19.600 --> 0:14:21.800
<v Speaker 1>and that's is that's one of the biggest challenges. I

0:14:21.840 --> 0:14:25.160
<v Speaker 1>think we'll talk about some of the challenges of VR,

0:14:25.240 --> 0:14:29.080
<v Speaker 1>but interfaces alone, like how do you get an interface

0:14:29.160 --> 0:14:33.640
<v Speaker 1>that is transparent enough, not not physically, but transparent enough

0:14:33.640 --> 0:14:37.920
<v Speaker 1>where you're having a natural experience in this unnatural virtual

0:14:38.040 --> 0:14:41.560
<v Speaker 1>environment so that it fades way. The last thing you

0:14:41.600 --> 0:14:44.880
<v Speaker 1>want is for the user to be hyper aware of

0:14:44.920 --> 0:14:48.400
<v Speaker 1>the interface. You want that to fade out. So let's

0:14:48.440 --> 0:14:50.960
<v Speaker 1>talk about some of the gears. So we've already mentioned displays.

0:14:51.080 --> 0:14:53.720
<v Speaker 1>Headmond display is probably the most popular, although not the

0:14:53.760 --> 0:14:56.720
<v Speaker 1>only one. There are some displays that are an entire

0:14:56.840 --> 0:15:00.680
<v Speaker 1>room where things are projected onto walls or uh like

0:15:00.760 --> 0:15:03.760
<v Speaker 1>a sphere where it's projected on the inside of the

0:15:03.800 --> 0:15:05.800
<v Speaker 1>sphere and you sit down in the middle. So that

0:15:06.360 --> 0:15:09.960
<v Speaker 1>like like a lot of aircraft simulation is done in

0:15:09.960 --> 0:15:13.000
<v Speaker 1>this sort of style. But the one that we're mostly

0:15:13.040 --> 0:15:15.640
<v Speaker 1>familiar with, especially if you're talking about a consumer level,

0:15:15.920 --> 0:15:17.680
<v Speaker 1>is heading out a displace because most of us can't

0:15:17.680 --> 0:15:21.520
<v Speaker 1>convert room in our house to VR hardware. That's my

0:15:21.560 --> 0:15:25.920
<v Speaker 1>first question for a real tear is there, Yeah, there

0:15:25.920 --> 0:15:28.360
<v Speaker 1>can't be any windows, and no windows. Is gonna be

0:15:28.400 --> 0:15:31.920
<v Speaker 1>fully internal room, a perfect sphere if possible? Yeah, that

0:15:32.000 --> 0:15:34.160
<v Speaker 1>would be. That would be ideal you crafted outside of

0:15:34.240 --> 0:15:36.920
<v Speaker 1>zero g exactly. If it's completely out, if it's out

0:15:36.920 --> 0:15:38.880
<v Speaker 1>of true even by a little bit, it's going to

0:15:38.880 --> 0:15:41.360
<v Speaker 1>completely throw off my game of Skyrim. And I really

0:15:41.400 --> 0:15:43.400
<v Speaker 1>I'm really close to the end. I pull my laser

0:15:43.440 --> 0:15:46.680
<v Speaker 1>micrometer out to make sure this thing is perfect. Yeah, yeah,

0:15:46.760 --> 0:15:50.080
<v Speaker 1>that might be a little bit um well excessive, I

0:15:50.120 --> 0:15:54.880
<v Speaker 1>think would say. Yeah. So, the latest version of the

0:15:54.880 --> 0:15:57.560
<v Speaker 1>Oculus Rift developer kit, you know, because this still has

0:15:57.600 --> 0:16:00.000
<v Speaker 1>of the recording of this podcast, isn't a consumer product,

0:16:00.440 --> 0:16:03.680
<v Speaker 1>still in the developer phase, but the latest version has

0:16:04.200 --> 0:16:08.800
<v Speaker 1>tracking dots on it which an external camera can can track,

0:16:09.360 --> 0:16:12.200
<v Speaker 1>and it will be able to measure the different distances

0:16:12.240 --> 0:16:14.880
<v Speaker 1>between the different points and thus be able to tell

0:16:15.040 --> 0:16:18.920
<v Speaker 1>what orientation the mask is on. So not only do

0:16:18.960 --> 0:16:22.480
<v Speaker 1>you have the tracking technology built into the actual device

0:16:22.560 --> 0:16:26.040
<v Speaker 1>where it's got accelerometers and that kind of thing to

0:16:26.520 --> 0:16:28.880
<v Speaker 1>tell whether or not you're looking left, right, up or down,

0:16:29.560 --> 0:16:32.760
<v Speaker 1>it can actually tell the angle. So, for example, if

0:16:32.760 --> 0:16:35.200
<v Speaker 1>I wanted if I'm looking at a virtual table in

0:16:35.240 --> 0:16:37.240
<v Speaker 1>front of me and I want to see if someone

0:16:37.360 --> 0:16:40.000
<v Speaker 1>has written something on the underside of the table, I

0:16:40.040 --> 0:16:43.040
<v Speaker 1>can bend down and look up and it was able

0:16:43.080 --> 0:16:45.720
<v Speaker 1>to track that change an angle, so I can see

0:16:45.720 --> 0:16:48.520
<v Speaker 1>the underside of the table in the virtual world, which

0:16:48.560 --> 0:16:50.400
<v Speaker 1>is pretty cool. It's another one of those ways of

0:16:50.440 --> 0:16:53.880
<v Speaker 1>adding a level of immersion. Oculus has been really careful

0:16:53.920 --> 0:16:56.840
<v Speaker 1>to say this may not be in the final consumer version.

0:16:56.920 --> 0:16:59.560
<v Speaker 1>You know, you might not have this external tracking element

0:16:59.600 --> 0:17:02.640
<v Speaker 1>because it does require even more hardware. You have to

0:17:02.680 --> 0:17:05.480
<v Speaker 1>have that webcam to all the bust computers I think

0:17:05.480 --> 0:17:08.800
<v Speaker 1>are made with them now. Yeah, but it's it's one

0:17:08.840 --> 0:17:11.800
<v Speaker 1>of those things where it really does add that extra

0:17:11.840 --> 0:17:14.960
<v Speaker 1>element of interaction. Well, looking under tables is if you're

0:17:14.960 --> 0:17:16.800
<v Speaker 1>in a Hobo simulator, you've got to be able to

0:17:16.800 --> 0:17:19.440
<v Speaker 1>look under furniture to see Hobo marks to what's going on.

0:17:19.560 --> 0:17:22.520
<v Speaker 1>That's right, it's a big one one. Yeah, I can

0:17:22.600 --> 0:17:24.919
<v Speaker 1>I can imagine anything, well, anything where you're having to

0:17:24.960 --> 0:17:28.200
<v Speaker 1>look around a corner, like especially like survival horror games.

0:17:28.240 --> 0:17:31.720
<v Speaker 1>I mean, this will be so useful if you have

0:17:31.840 --> 0:17:34.919
<v Speaker 1>the guts to play a survival horror game that fully

0:17:34.960 --> 0:17:39.800
<v Speaker 1>immerses you. I'm thinking of PT the playable trailer. Yeah, yeah,

0:17:39.840 --> 0:17:42.320
<v Speaker 1>can you imagine if that were an innoculous riff situation

0:17:42.359 --> 0:17:45.240
<v Speaker 1>you probably you would probably never stop screaming. It's it was,

0:17:45.400 --> 0:17:47.880
<v Speaker 1>it was. I'm not easily scared by by any sort

0:17:47.920 --> 0:17:50.560
<v Speaker 1>of media. Usually that game was terrifying, So I can't

0:17:50.560 --> 0:17:52.840
<v Speaker 1>imagine like being you can't like not being able to

0:17:52.960 --> 0:17:54.960
<v Speaker 1>escape it, right, Yeah, you can't look away from the

0:17:55.000 --> 0:17:56.919
<v Speaker 1>screen because the screen is directly in front of your

0:17:56.920 --> 0:17:59.080
<v Speaker 1>eyes no matter where you look. Yeah, exactly, especially if

0:17:59.080 --> 0:18:02.359
<v Speaker 1>you have three dimensional sound and and uh, really good

0:18:02.920 --> 0:18:07.120
<v Speaker 1>headphones as well. That's what's really going to create that

0:18:07.119 --> 0:18:10.280
<v Speaker 1>that incredible experience that is probably gonna be unforgettable, and

0:18:10.320 --> 0:18:13.040
<v Speaker 1>not necessarily in a good way. It's interesting. So again

0:18:13.080 --> 0:18:14.760
<v Speaker 1>we're talking about this sort of this ecosystem you have

0:18:14.800 --> 0:18:17.680
<v Speaker 1>to build around not just the headset, but so the

0:18:17.680 --> 0:18:20.280
<v Speaker 1>the externally amounted camera. So like this Rift, they have

0:18:20.359 --> 0:18:24.240
<v Speaker 1>those points on the front to kind of to inform

0:18:24.320 --> 0:18:26.440
<v Speaker 1>the environment more of what angles you're looking at, etcetera.

0:18:27.000 --> 0:18:28.919
<v Speaker 1>A thing they've run into is that they don't have

0:18:28.960 --> 0:18:32.040
<v Speaker 1>a way to track the back of the head. Currently,

0:18:32.400 --> 0:18:35.600
<v Speaker 1>not a hard thing to fix. Um the Project Morpheus,

0:18:35.640 --> 0:18:39.760
<v Speaker 1>which is Sony's thing, because they're using um light instead

0:18:39.760 --> 0:18:41.959
<v Speaker 1>of these little marks, they're using led lights on the

0:18:41.960 --> 0:18:44.280
<v Speaker 1>front and the back of the set. UM. It's actually

0:18:44.320 --> 0:18:46.440
<v Speaker 1>a way too. If you turn around, the camera knows

0:18:46.520 --> 0:18:48.920
<v Speaker 1>that you're fully turned around, not just your vision, but

0:18:49.000 --> 0:18:51.240
<v Speaker 1>I'll track the back of your head. There's there's a

0:18:51.280 --> 0:18:54.640
<v Speaker 1>big deal because when I was playing with the Oculus

0:18:54.720 --> 0:18:58.680
<v Speaker 1>Rift just a week ago. UM, one of the big

0:18:58.680 --> 0:19:00.760
<v Speaker 1>issues I ran into is that it yeah, I could

0:19:00.760 --> 0:19:02.960
<v Speaker 1>turn my head to the left, but if I wanted

0:19:03.000 --> 0:19:07.800
<v Speaker 1>to actually change the orientation of the character character's body,

0:19:08.400 --> 0:19:11.240
<v Speaker 1>I had to use a controller to turn the character

0:19:11.359 --> 0:19:14.280
<v Speaker 1>to the left, which would then end up creating that

0:19:14.400 --> 0:19:16.800
<v Speaker 1>disconnect I was talking about, because that's not the way

0:19:16.840 --> 0:19:19.840
<v Speaker 1>we normally interact with our environments, right. We don't normally

0:19:19.880 --> 0:19:22.159
<v Speaker 1>hold a controller in our hands and say, well, I

0:19:22.160 --> 0:19:23.680
<v Speaker 1>need to go to the left now, and then push

0:19:23.680 --> 0:19:28.040
<v Speaker 1>a thumbstick over. So it's very disorienting. Something where it

0:19:28.080 --> 0:19:31.480
<v Speaker 1>can detect exactly where you are, you know, whether in

0:19:31.520 --> 0:19:36.480
<v Speaker 1>a full degree kind of way, UH could potentially allow

0:19:36.600 --> 0:19:40.879
<v Speaker 1>you to actually change that orientation in the game without

0:19:40.960 --> 0:19:42.760
<v Speaker 1>having to use a controller to do it. So if

0:19:42.760 --> 0:19:45.600
<v Speaker 1>I turned to the left, my character actively turns to

0:19:45.600 --> 0:19:48.240
<v Speaker 1>the left. You have to balance that out because do

0:19:48.280 --> 0:19:51.480
<v Speaker 1>you automatically make it so that the character is moving

0:19:51.600 --> 0:19:53.280
<v Speaker 1>in the direction you're looking, or do you want to

0:19:53.320 --> 0:19:55.120
<v Speaker 1>have it so that you can look to the left

0:19:55.119 --> 0:19:57.720
<v Speaker 1>but still keep running forward for example, And that's one

0:19:57.720 --> 0:20:00.280
<v Speaker 1>of the big things in VR I know for first

0:20:00.320 --> 0:20:03.479
<v Speaker 1>person shooter tap games was the ability to shoot somewhere

0:20:03.520 --> 0:20:06.040
<v Speaker 1>you were not looking, because up until now it's always

0:20:06.040 --> 0:20:08.639
<v Speaker 1>been contained to your vision either the center of the

0:20:08.680 --> 0:20:10.919
<v Speaker 1>screen like most fps is work or I want to

0:20:10.920 --> 0:20:14.320
<v Speaker 1>say like they're like the old Golden Eye actually let

0:20:14.359 --> 0:20:17.919
<v Speaker 1>you free range your cursor around the screen. Um, but

0:20:18.119 --> 0:20:20.160
<v Speaker 1>the ability to there's actually a great video on YouTube

0:20:20.160 --> 0:20:22.320
<v Speaker 1>of guy who's using knock this rift with a couple

0:20:22.320 --> 0:20:25.000
<v Speaker 1>of purples uh in Half Life two in a shooting

0:20:25.119 --> 0:20:27.520
<v Speaker 1>range and he's doing all sorts of crazy stuff behind

0:20:27.560 --> 0:20:30.040
<v Speaker 1>the back and over the over the head. I saw

0:20:30.080 --> 0:20:33.880
<v Speaker 1>one of those where they were using not the Oculus rift,

0:20:34.160 --> 0:20:38.439
<v Speaker 1>but a similar head mounted display and a vest, and

0:20:38.480 --> 0:20:41.040
<v Speaker 1>the vest was what was tracking all the body motions.

0:20:41.600 --> 0:20:44.760
<v Speaker 1>So it actually had sensors that went out to the

0:20:44.880 --> 0:20:48.320
<v Speaker 1>arms and too the legs. So if you squatted, the

0:20:48.400 --> 0:20:50.520
<v Speaker 1>character would squat in the video game. If you put

0:20:50.560 --> 0:20:53.000
<v Speaker 1>your hand behind your back, your character would put his

0:20:53.080 --> 0:20:56.159
<v Speaker 1>hand or her hand behind his or her back. And

0:20:56.240 --> 0:20:59.000
<v Speaker 1>so it was one of those things that got around

0:20:59.040 --> 0:21:01.439
<v Speaker 1>that by just take can a totally different approach to

0:21:01.600 --> 0:21:04.119
<v Speaker 1>the hardware. Of course, then you get into the question

0:21:04.119 --> 0:21:06.720
<v Speaker 1>of how expensive would it be to produce a full

0:21:06.800 --> 0:21:10.760
<v Speaker 1>suit and would people really want to have something like that.

0:21:11.040 --> 0:21:15.639
<v Speaker 1>You know, again, you'd be really aware of that interface,

0:21:15.680 --> 0:21:17.960
<v Speaker 1>at least at first. Maybe after a while it fades away.

0:21:18.600 --> 0:21:20.440
<v Speaker 1>But it's one of those things where again you don't

0:21:20.440 --> 0:21:24.320
<v Speaker 1>want the player to be too too aware of what's

0:21:24.359 --> 0:21:27.080
<v Speaker 1>going on on a technical level, because then then they're

0:21:27.119 --> 0:21:29.159
<v Speaker 1>thinking about that and so the experience that they're supposed

0:21:29.160 --> 0:21:30.879
<v Speaker 1>to have. And I think that that's sort of the

0:21:31.000 --> 0:21:34.520
<v Speaker 1>ultimate question that comes in with mass commercial acceptance of

0:21:34.640 --> 0:21:37.040
<v Speaker 1>VR is you know, ideally, if you wanted to get

0:21:37.520 --> 0:21:40.679
<v Speaker 1>some sort of like motion graph motion graphics set up

0:21:40.720 --> 0:21:43.280
<v Speaker 1>like mo capping. Uh, you know, I would imagine something

0:21:43.320 --> 0:21:44.960
<v Speaker 1>along those lines. Some sort of set up like that

0:21:45.000 --> 0:21:48.320
<v Speaker 1>would be ideal. The whole array of cameras you're covered

0:21:48.359 --> 0:21:50.920
<v Speaker 1>in little balls that say exactly where you are. Um,

0:21:50.960 --> 0:21:55.640
<v Speaker 1>but obviously not price effective. I mean, you could maybe

0:21:55.720 --> 0:21:58.479
<v Speaker 1>have an amusement park where that's something people can go

0:21:58.560 --> 0:22:00.720
<v Speaker 1>and do as part of the amount. Man, yeah, I

0:22:00.840 --> 0:22:03.960
<v Speaker 1>pay money for that. Yeah, that's all it was for

0:22:04.000 --> 0:22:07.359
<v Speaker 1>a little bit. Sure, I'd be jumped right on that.

0:22:07.400 --> 0:22:10.639
<v Speaker 1>I mean, I'm amazed actually that that's not something you

0:22:10.680 --> 0:22:14.040
<v Speaker 1>see it's a Disney Hollywood studios where you know, that's

0:22:14.160 --> 0:22:17.040
<v Speaker 1>that's what that that the impart is all about, is

0:22:17.080 --> 0:22:20.439
<v Speaker 1>about the production of film and television and all the

0:22:20.440 --> 0:22:23.400
<v Speaker 1>different stuff that goes into it. Um, maybe one day

0:22:23.440 --> 0:22:25.399
<v Speaker 1>we'll see that. I can't imagine that. It would be

0:22:25.440 --> 0:22:30.400
<v Speaker 1>a really slow loading kind of attraction. The wait time

0:22:30.440 --> 0:22:33.160
<v Speaker 1>for this is four hours and there are three people

0:22:33.200 --> 0:22:36.040
<v Speaker 1>ahead of you in line, like four days based on

0:22:36.600 --> 0:22:39.560
<v Speaker 1>ego to Disney the simmer for maybe maybe you can

0:22:39.640 --> 0:22:43.040
<v Speaker 1>fast pass it well other things, Like we mentioned audio,

0:22:43.200 --> 0:22:46.080
<v Speaker 1>that's another really big element in immersion, right if you

0:22:46.119 --> 0:22:49.359
<v Speaker 1>are looking at something, if something's kind of on the

0:22:49.480 --> 0:22:51.720
<v Speaker 1>right side of the peripheral of your vision, but you're

0:22:51.720 --> 0:22:54.920
<v Speaker 1>hearing stuff from the left, that's really disorienting, UM, because

0:22:54.960 --> 0:22:57.040
<v Speaker 1>first you think, oh, well, whatever that is, there's it's

0:22:57.080 --> 0:22:59.600
<v Speaker 1>brother is right next to me. But then you look

0:22:59.600 --> 0:23:01.600
<v Speaker 1>and there's nothing there. So you really have to have

0:23:01.800 --> 0:23:05.719
<v Speaker 1>very good sound design and sound orientation as well. And

0:23:05.760 --> 0:23:08.320
<v Speaker 1>there are a lot of cool ways of doing that,

0:23:08.400 --> 0:23:12.760
<v Speaker 1>like binaural microphones which mimic the way sound goes into

0:23:12.920 --> 0:23:16.159
<v Speaker 1>the human head. Yeah, I experienced that with UM. We

0:23:16.160 --> 0:23:18.480
<v Speaker 1>were talking about SMR, which you just did the podcast on.

0:23:18.840 --> 0:23:20.320
<v Speaker 1>I listened to it at work and that pretty good

0:23:20.359 --> 0:23:24.680
<v Speaker 1>headphones there, and I was just like, oh, this is delightful. Yeah, yeah,

0:23:24.800 --> 0:23:28.879
<v Speaker 1>having the sound of someone slowly walking around you while

0:23:28.920 --> 0:23:32.000
<v Speaker 1>talking and if you close your eyes, it's like you're there.

0:23:32.040 --> 0:23:33.320
<v Speaker 1>In fact, there are a lot of a s MR

0:23:33.480 --> 0:23:36.359
<v Speaker 1>videos that are about things like a like a visit

0:23:36.400 --> 0:23:39.479
<v Speaker 1>to the barbershop. That's a really popular one. And you know,

0:23:39.600 --> 0:23:42.560
<v Speaker 1>I don't have hair anymore, but I remember when I do,

0:23:42.880 --> 0:23:46.280
<v Speaker 1>and and so so I there was. There's there's a

0:23:46.280 --> 0:23:48.760
<v Speaker 1>lot where it's like the sound of scissors cutting near you,

0:23:48.880 --> 0:23:51.440
<v Speaker 1>and it's amazing how immersive this is. And that's only

0:23:51.480 --> 0:23:54.440
<v Speaker 1>one sense. If you close your eyes, it's as if

0:23:54.480 --> 0:23:56.159
<v Speaker 1>you were there, to the point where you can almost

0:23:56.160 --> 0:23:59.760
<v Speaker 1>imagine feeling it, even though there's nothing physically touching you

0:23:59.800 --> 0:24:04.880
<v Speaker 1>up from your headphones. But it's amazing how convincing that experiences.

0:24:04.960 --> 0:24:08.239
<v Speaker 1>So sound is really important, so you need to make

0:24:08.280 --> 0:24:11.000
<v Speaker 1>sure that that is is well done, just as well

0:24:11.040 --> 0:24:13.520
<v Speaker 1>done as the graphics, if not more so, I think.

0:24:14.400 --> 0:24:17.159
<v Speaker 1>Um As for the interface, that's the other issue we

0:24:17.160 --> 0:24:20.119
<v Speaker 1>were talking about. How do you let the person explore

0:24:20.160 --> 0:24:25.160
<v Speaker 1>that virtual environment. Is it a controller, is it a treadmill?

0:24:25.200 --> 0:24:28.280
<v Speaker 1>We talked about there there are omnidirectional treadmills out there

0:24:28.320 --> 0:24:31.040
<v Speaker 1>that can allow you to actually turn and run and

0:24:31.359 --> 0:24:34.240
<v Speaker 1>so that way you're not limited to just forward or backward.

0:24:35.119 --> 0:24:39.000
<v Speaker 1>I've never tried one. I'm curious about things like momentum

0:24:39.240 --> 0:24:41.959
<v Speaker 1>and inertia and if you if you run in one

0:24:41.960 --> 0:24:44.840
<v Speaker 1>direction and then you suddenly need to turn to another one,

0:24:44.920 --> 0:24:48.119
<v Speaker 1>does it keep going so that you're stumbling sideways as

0:24:48.119 --> 0:24:51.080
<v Speaker 1>you're trying to move to a different direction. Or I

0:24:51.080 --> 0:24:53.600
<v Speaker 1>have seen one that looks like, uh, kind of like

0:24:53.640 --> 0:24:56.119
<v Speaker 1>almost like a walk. It's it's just you know what

0:24:56.160 --> 0:25:00.920
<v Speaker 1>I'm talking about right on the teflon, sir fist. Yeah,

0:25:00.600 --> 0:25:03.960
<v Speaker 1>it's meant to reduce friction to a minimum so that

0:25:04.040 --> 0:25:06.360
<v Speaker 1>you can just run as if you know, you can

0:25:06.400 --> 0:25:09.880
<v Speaker 1>do an all outsprint on this thing. I've seen it.

0:25:10.440 --> 0:25:12.879
<v Speaker 1>I don't trust myself on it. I just for that

0:25:13.080 --> 0:25:15.840
<v Speaker 1>when I imagine like missing a step and then suddenly

0:25:15.840 --> 0:25:20.200
<v Speaker 1>just doing a whoopsie daisy, you know, catapulting myself into

0:25:20.240 --> 0:25:22.760
<v Speaker 1>the air as I fall down and then immediately slide

0:25:22.840 --> 0:25:26.240
<v Speaker 1>up through the other side. But it's an interesting approach

0:25:26.280 --> 0:25:29.440
<v Speaker 1>to a difficult problem. It's certainly since the most commercially

0:25:29.520 --> 0:25:33.399
<v Speaker 1>viable version of that that I've seen, um and and

0:25:33.400 --> 0:25:35.200
<v Speaker 1>they they've built in a bunch of things like stabilize

0:25:35.240 --> 0:25:37.760
<v Speaker 1>yourself at the waist and all this stuff. But again, like, yeah,

0:25:37.880 --> 0:25:40.520
<v Speaker 1>the question is just like basic momentum, like when you're

0:25:40.640 --> 0:25:43.120
<v Speaker 1>when you see a runner, like a football runner um

0:25:43.600 --> 0:25:48.760
<v Speaker 1>that they called football they they're called football runners like that.

0:25:48.760 --> 0:25:51.359
<v Speaker 1>I'm pretty sure there's at least seventeen football runners ut

0:25:51.400 --> 0:25:54.120
<v Speaker 1>per side. And then, given you're asking the wrong guy,

0:25:54.440 --> 0:25:58.440
<v Speaker 1>I'm sorry, Well, you know sports guys, sports ball. Yeah,

0:25:58.480 --> 0:26:00.880
<v Speaker 1>when you see guys in sports running, know that ability

0:26:00.920 --> 0:26:03.880
<v Speaker 1>to to to duke or quick pivot like whatever you're doing.

0:26:03.920 --> 0:26:07.359
<v Speaker 1>You know, if you're if you're playing Maddened twenty billion

0:26:07.400 --> 0:26:09.720
<v Speaker 1>in the future and it's vr, are we gonna be

0:26:09.720 --> 0:26:12.560
<v Speaker 1>able to emulate that sort of ability, that sort of

0:26:12.600 --> 0:26:16.160
<v Speaker 1>athleticism or do you want to? Yeah, there's has come

0:26:16.200 --> 0:26:18.400
<v Speaker 1>a point where you say, all right, well, how immersive

0:26:18.440 --> 0:26:21.760
<v Speaker 1>do I want this experience to be? Because uh, games

0:26:21.800 --> 0:26:24.399
<v Speaker 1>are about escapism, And there comes a point where you

0:26:24.480 --> 0:26:26.720
<v Speaker 1>turn the corner on that right where you're no longer

0:26:26.920 --> 0:26:30.520
<v Speaker 1>escaping it, you are experiencing it. If you have if

0:26:30.560 --> 0:26:32.960
<v Speaker 1>you have managed to replicate the experience to the point

0:26:32.960 --> 0:26:36.399
<v Speaker 1>where it's indistinguishable from the real thing. Then you're really

0:26:36.480 --> 0:26:39.480
<v Speaker 1>having that experience. So then you're having the question of

0:26:39.640 --> 0:26:42.440
<v Speaker 1>do I want that, I mean like a war game.

0:26:42.480 --> 0:26:45.760
<v Speaker 1>If I were really like war and not not some

0:26:45.840 --> 0:26:50.160
<v Speaker 1>sort of gamification version of war, that would be a

0:26:50.280 --> 0:26:54.600
<v Speaker 1>pretty traumatizing and terrifying experience. Maybe we'd have less real war.

0:26:54.800 --> 0:26:58.800
<v Speaker 1>Maybe we would. Maybe we would, Maybe people's opinion about

0:26:58.840 --> 0:27:02.040
<v Speaker 1>the games would change. Will say, you know, I I

0:27:02.119 --> 0:27:04.720
<v Speaker 1>get why these other games are fun because they remove

0:27:04.800 --> 0:27:09.600
<v Speaker 1>all the truly negative things of war and they just

0:27:09.640 --> 0:27:12.600
<v Speaker 1>make it a competition, like it's just a winner lose,

0:27:13.040 --> 0:27:16.080
<v Speaker 1>and so that it removes the ambiguity, it removes all

0:27:16.119 --> 0:27:20.120
<v Speaker 1>the ethics. It's it's really all about what's your skill level.

0:27:20.160 --> 0:27:22.560
<v Speaker 1>But if you were to add that back in through immersions,

0:27:22.640 --> 0:27:25.480
<v Speaker 1>then suddenly you've got another conversation going on. I truly

0:27:25.520 --> 0:27:27.359
<v Speaker 1>can't wait till I come on from work and I

0:27:27.440 --> 0:27:30.000
<v Speaker 1>see my student loan bills in the mail, and I go,

0:27:30.160 --> 0:27:31.760
<v Speaker 1>I can't deal with this right now, And I put

0:27:31.760 --> 0:27:33.880
<v Speaker 1>on my VR headset and I play my student loan

0:27:34.200 --> 0:27:38.520
<v Speaker 1>bills right and I just stress about it. In virtual

0:27:38.680 --> 0:27:40.320
<v Speaker 1>have you played you know this is this is not

0:27:40.359 --> 0:27:42.520
<v Speaker 1>exactly virtual reality, but it does remind me. Have you

0:27:42.560 --> 0:27:46.200
<v Speaker 1>played Papers Please? I was exactly thinking Papers play amazing game. Yeah,

0:27:46.320 --> 0:27:48.359
<v Speaker 1>because it's it's it's a it's not virtual reality, but

0:27:48.400 --> 0:27:50.399
<v Speaker 1>it's immersion. Like all your all you do is the

0:27:50.400 --> 0:27:52.919
<v Speaker 1>exact same job of border guard would do, and you

0:27:52.960 --> 0:27:56.719
<v Speaker 1>need to do it well and fast, and you have

0:27:56.800 --> 0:28:00.200
<v Speaker 1>to make some pretty tough decisions based upon your own

0:28:00.200 --> 0:28:04.240
<v Speaker 1>family's situation. And there's gamification to it, certainly, but it's

0:28:04.280 --> 0:28:07.840
<v Speaker 1>pretty pretty honest to what the experiences is like from

0:28:07.840 --> 0:28:10.480
<v Speaker 1>what I've seen, and that's what makes it terrified and interesting.

0:28:11.440 --> 0:28:13.879
<v Speaker 1>And I'm just waiting for the Occulus riff version of

0:28:13.880 --> 0:28:18.320
<v Speaker 1>Papers Please. We're all gonna we're gonna start escaping two jobs,

0:28:18.359 --> 0:28:20.639
<v Speaker 1>because what's gonna happen. It's really just like I just

0:28:20.720 --> 0:28:25.119
<v Speaker 1>want some other job now. Either that either that's because

0:28:25.160 --> 0:28:26.720
<v Speaker 1>you don't like your job or you just want to

0:28:26.720 --> 0:28:29.240
<v Speaker 1>be able to appreciate the job you have that much more.

0:28:29.359 --> 0:28:31.040
<v Speaker 1>I haven't had to work for six months. It's time

0:28:31.040 --> 0:28:34.080
<v Speaker 1>to put on the cubical some of your area. This report,

0:28:34.119 --> 0:28:36.320
<v Speaker 1>Oh my god, this is crazy. Yeah, here's the water

0:28:36.400 --> 0:28:39.600
<v Speaker 1>cooler level. I love this level. What's going on to

0:28:39.680 --> 0:28:42.760
<v Speaker 1>c TV last night? This is great. So there's a

0:28:42.800 --> 0:28:53.280
<v Speaker 1>show called Lost getting back into virtual reality. Another interesting

0:28:53.480 --> 0:28:56.040
<v Speaker 1>aspect is the tactile part. We talked a little bit

0:28:56.040 --> 0:28:58.000
<v Speaker 1>about that with the user interface, But how do you

0:28:58.040 --> 0:29:01.320
<v Speaker 1>give feedback to somebody? And in some cases there is

0:29:01.320 --> 0:29:04.440
<v Speaker 1>no feedback. It's just like a video game where a

0:29:04.520 --> 0:29:06.280
<v Speaker 1>video game where you're using a controller where there's no

0:29:06.360 --> 0:29:09.600
<v Speaker 1>rumble pack, it's there's no physical feedback. It's just visual

0:29:09.680 --> 0:29:12.120
<v Speaker 1>and audio and that kind of stuff. But a haptic

0:29:12.160 --> 0:29:14.720
<v Speaker 1>system does give you physical feedback. A simple one is

0:29:14.720 --> 0:29:16.760
<v Speaker 1>like a rumble pack in a in a controller, so

0:29:17.200 --> 0:29:19.560
<v Speaker 1>like you know, you know, there are a lot of

0:29:19.560 --> 0:29:22.000
<v Speaker 1>games where if you're bordering on something dangerous, it starts

0:29:22.040 --> 0:29:24.280
<v Speaker 1>to rumble, alerting you. It's another way of letting the

0:29:24.280 --> 0:29:27.880
<v Speaker 1>player knows something's about to happen. Um. I've seen a

0:29:27.880 --> 0:29:30.920
<v Speaker 1>lot of different haptic feedback systems. They're active ones. Those

0:29:30.920 --> 0:29:33.760
<v Speaker 1>are ones that have motors in the respond to things

0:29:33.760 --> 0:29:36.120
<v Speaker 1>that are happening in the game. I've seen some that

0:29:36.160 --> 0:29:37.800
<v Speaker 1>were like it was like a vest that would give

0:29:37.800 --> 0:29:40.680
<v Speaker 1>you an impact if you got shot, and even a

0:29:40.720 --> 0:29:42.800
<v Speaker 1>helmet that would have a little knocking sounds if you've

0:29:42.840 --> 0:29:44.960
<v Speaker 1>got a head shot and uh, I remember seeing it

0:29:44.960 --> 0:29:46.240
<v Speaker 1>at c Yes, and they said, do you want to

0:29:46.240 --> 0:29:51.480
<v Speaker 1>try this on? No? Right, do you do? You want

0:29:51.520 --> 0:29:54.240
<v Speaker 1>a physical reminder of how terrible you are at Halo.

0:29:55.120 --> 0:29:59.400
<v Speaker 1>I'm pretty much reminded immediately upon lugging in all of

0:29:59.400 --> 0:30:04.480
<v Speaker 1>those twelve exactly twelve man that someone or nine. But

0:30:04.760 --> 0:30:08.640
<v Speaker 1>then you've got passive hat haptic systems. These are actual

0:30:08.720 --> 0:30:12.120
<v Speaker 1>physical objects that are in your physical environment that are

0:30:12.200 --> 0:30:15.640
<v Speaker 1>mapped to the virtual world that you are in. So

0:30:15.720 --> 0:30:17.960
<v Speaker 1>a simple one could be a chair that's bolted to

0:30:18.000 --> 0:30:20.120
<v Speaker 1>the floor so you can't move the chair, but the

0:30:20.200 --> 0:30:23.600
<v Speaker 1>chair represents an actual chair in the virtual world that

0:30:23.840 --> 0:30:25.960
<v Speaker 1>if you sit in it, your virtual character sits in

0:30:26.000 --> 0:30:28.520
<v Speaker 1>the virtual one. So it could be like the Game

0:30:28.560 --> 0:30:31.640
<v Speaker 1>of Thrones and that's the iron throne there. It's really

0:30:31.720 --> 0:30:33.400
<v Speaker 1>just a chair that's in the middle of the room

0:30:33.400 --> 0:30:35.840
<v Speaker 1>you're in. Just musical Game of Thrones. Yeah, that's what

0:30:36.080 --> 0:30:38.320
<v Speaker 1>it really could be. You can just the music plays

0:30:38.320 --> 0:30:40.200
<v Speaker 1>and at the end of it, a stark dies um.

0:30:40.880 --> 0:30:45.160
<v Speaker 1>But there's also a strailer. There's also there's also the

0:30:45.240 --> 0:30:47.880
<v Speaker 1>idea of having physical objects that you can actually pick up,

0:30:47.880 --> 0:30:50.719
<v Speaker 1>move and those are mapped to virtual objects. So the

0:30:50.760 --> 0:30:53.000
<v Speaker 1>idea is that the things you pick up have a

0:30:53.120 --> 0:30:56.120
<v Speaker 1>weight to them, they have a physical presence. You can

0:30:56.320 --> 0:30:58.479
<v Speaker 1>actually push them and pull them and pick them up

0:30:58.480 --> 0:31:01.040
<v Speaker 1>and move them around and mean, while in the virtual world,

0:31:01.080 --> 0:31:03.880
<v Speaker 1>your character is picking up whatever the virtual version of

0:31:03.920 --> 0:31:06.120
<v Speaker 1>that object is. So it might be something as simple

0:31:06.160 --> 0:31:09.080
<v Speaker 1>as like a basketball that you pick up in the

0:31:09.080 --> 0:31:12.720
<v Speaker 1>physical world, but in the virtual world, maybe it's someone's head,

0:31:13.600 --> 0:31:17.120
<v Speaker 1>someone's bouncy bouncy head, a star head. Yeah, it could

0:31:17.120 --> 0:31:20.080
<v Speaker 1>be a star For those of you who haven't watched

0:31:20.080 --> 0:31:22.840
<v Speaker 1>Season one, don't get too attached to Sean Bean. Um

0:31:23.000 --> 0:31:25.360
<v Speaker 1>should we ever be attached to Shan I mean, I

0:31:25.360 --> 0:31:29.360
<v Speaker 1>mean he's he's amazing, but you know immediately right what's

0:31:29.360 --> 0:31:30.800
<v Speaker 1>going to happen. I want them to have a Groundhog

0:31:30.880 --> 0:31:33.520
<v Speaker 1>Day maybe where he just dies a whole bunch redo

0:31:33.560 --> 0:31:35.400
<v Speaker 1>the Edge of Tomorrow, but have Sean Bean as the

0:31:35.400 --> 0:31:38.400
<v Speaker 1>main character. Exactly Why not him is that it Tom Cruise.

0:31:39.400 --> 0:31:41.360
<v Speaker 1>To be fair, though Tom Cruise was very entertaining in

0:31:41.360 --> 0:31:44.920
<v Speaker 1>that movie. I gotta watch it. It's good. It's interesting

0:31:44.960 --> 0:31:47.400
<v Speaker 1>because I know Microsoft Actually, um, so you mentioned like

0:31:47.920 --> 0:31:50.960
<v Speaker 1>my probably early experience with haptic feedbacks like the Nintendo

0:31:51.080 --> 0:31:55.560
<v Speaker 1>sixty four Rumble Pack, Star Fox sixty four whatever, the

0:31:55.600 --> 0:32:00.880
<v Speaker 1>old like nineties video game barrel roll exactly to etcetera.

0:32:01.280 --> 0:32:04.440
<v Speaker 1>Um And, Uh, it's interesting. One of the things I

0:32:04.440 --> 0:32:06.719
<v Speaker 1>actually like about the Xbox One as far as feedback

0:32:06.760 --> 0:32:09.600
<v Speaker 1>is concerned versus the PS four um is that they

0:32:09.640 --> 0:32:13.200
<v Speaker 1>actually win like above and beyond with the rumble feedback

0:32:13.240 --> 0:32:15.680
<v Speaker 1>on that if you play fours on it. Uh. They

0:32:15.760 --> 0:32:18.560
<v Speaker 1>put there's like the things that make the rumble happen,

0:32:18.600 --> 0:32:21.440
<v Speaker 1>these little weights that they basically spin at different frequencies,

0:32:21.520 --> 0:32:25.080
<v Speaker 1>different speeds, um and that kind of will pull different

0:32:25.120 --> 0:32:27.960
<v Speaker 1>directions or give you different variances in intensity. They put

0:32:28.000 --> 0:32:29.960
<v Speaker 1>some of them right in the triggers, like right under

0:32:30.000 --> 0:32:34.680
<v Speaker 1>the triggers. So breaking in forsa is surprisingly realistic feeling,

0:32:34.680 --> 0:32:36.520
<v Speaker 1>even though it's your fingers instead of your feet. The

0:32:36.680 --> 0:32:41.080
<v Speaker 1>feedback is really interesting. Um And and to the other spectrum,

0:32:41.440 --> 0:32:44.640
<v Speaker 1>there's stuff out there now, like gloves that you'll put

0:32:44.680 --> 0:32:47.560
<v Speaker 1>on and they'll if you're grabbing an object that's around,

0:32:47.600 --> 0:32:51.160
<v Speaker 1>they will harden or provide resistance so that you physically

0:32:51.480 --> 0:32:54.200
<v Speaker 1>can't fully close your hand because there is that object

0:32:54.200 --> 0:32:57.320
<v Speaker 1>in your hand virtually, and that's really really interesting. That's

0:32:57.320 --> 0:32:58.800
<v Speaker 1>really cool to me. It looks like you're wearing like

0:32:58.840 --> 0:33:01.680
<v Speaker 1>a plastic skeleton hand on top of your actual hand

0:33:01.680 --> 0:33:05.160
<v Speaker 1>because because they have these sort of levered arms that

0:33:05.360 --> 0:33:08.400
<v Speaker 1>end in rings, the rings slip around the ends of

0:33:08.400 --> 0:33:11.960
<v Speaker 1>your fingers, so when you are squeezing your hand, you're

0:33:11.960 --> 0:33:14.760
<v Speaker 1>actually pulling against these rings and these and these levered

0:33:14.920 --> 0:33:17.840
<v Speaker 1>arms that have usually some sort of pivot in the center.

0:33:18.440 --> 0:33:22.040
<v Speaker 1>And there's a there's actually a kickstarter for this. There's

0:33:22.040 --> 0:33:24.960
<v Speaker 1>a kickstarter for a specific glove that does this kind

0:33:24.960 --> 0:33:28.240
<v Speaker 1>of thing where you map it to a virtual object

0:33:28.280 --> 0:33:30.440
<v Speaker 1>like a ball. And yeah, just like you said, as

0:33:30.480 --> 0:33:33.000
<v Speaker 1>your hands close in on what the dimensions of the

0:33:33.000 --> 0:33:36.160
<v Speaker 1>ball would be in the virtual world, those those connections

0:33:36.160 --> 0:33:38.800
<v Speaker 1>stiffen so that you get that resistance and it feels

0:33:38.800 --> 0:33:41.440
<v Speaker 1>as if you're holding something. Now granted there's no weight there,

0:33:41.560 --> 0:33:43.800
<v Speaker 1>but there is that resistance so that you know, you

0:33:43.920 --> 0:33:47.720
<v Speaker 1>have the feeling, oh, this weightless ball is in my

0:33:47.760 --> 0:33:50.800
<v Speaker 1>hand now, which is kind of neat um. And whatever

0:33:50.840 --> 0:33:53.120
<v Speaker 1>fail safes are in that glove to keep it from

0:33:53.120 --> 0:33:57.200
<v Speaker 1>going the opposite ring, right, it broke every finger I

0:33:57.280 --> 0:34:00.600
<v Speaker 1>had I should have known not to pick up that ball. Uh,

0:34:00.640 --> 0:34:03.520
<v Speaker 1>you shouldn't have gotten the deaf kid. Maybe wait for

0:34:03.560 --> 0:34:07.120
<v Speaker 1>the consumer version. There are other really cool ones that

0:34:07.080 --> 0:34:09.279
<v Speaker 1>we've talked about. You talked about the Censorama, where there

0:34:09.320 --> 0:34:12.200
<v Speaker 1>was a cabinet that actually also produced scent. Then we

0:34:12.200 --> 0:34:15.120
<v Speaker 1>talked about the Disney the Disney Experience. There's also a

0:34:15.160 --> 0:34:18.680
<v Speaker 1>Disney right called sore In that incorporates smells in that

0:34:18.719 --> 0:34:20.799
<v Speaker 1>it has three different smells. As I recalled, this is

0:34:20.880 --> 0:34:22.520
<v Speaker 1>trivia for you guys. And by the way, if you

0:34:22.560 --> 0:34:25.200
<v Speaker 1>ever are in a Disney trivia game, they do ask

0:34:25.280 --> 0:34:28.200
<v Speaker 1>this question. The three smells are the smell of the ocean,

0:34:28.440 --> 0:34:31.560
<v Speaker 1>the smell of evergreens, and the smell of oranges. Because

0:34:31.560 --> 0:34:34.800
<v Speaker 1>it's sore In over California, and you go to different

0:34:34.880 --> 0:34:38.440
<v Speaker 1>environments over California, so Sorein incorporates a lot of the

0:34:38.480 --> 0:34:41.480
<v Speaker 1>elements we're talking about with virtual reality. It's a huge

0:34:41.520 --> 0:34:44.840
<v Speaker 1>screen that that fills up your your peripheral, so you're seeing.

0:34:44.880 --> 0:34:48.359
<v Speaker 1>Everything you see is related to a a fly over

0:34:48.920 --> 0:34:53.600
<v Speaker 1>sequence over California. It blows wind at you, so that's

0:34:53.640 --> 0:34:57.960
<v Speaker 1>sort of a haptic feedback, getting a tactile sensation Um,

0:34:58.000 --> 0:35:00.759
<v Speaker 1>so you're getting this breeze blown at you. So it's

0:35:01.280 --> 0:35:03.360
<v Speaker 1>or simulates what would happen if you were hang gliding

0:35:03.400 --> 0:35:06.600
<v Speaker 1>over this space. You are in a row of seats

0:35:06.640 --> 0:35:09.480
<v Speaker 1>that is suspended from the ceiling and swoops around as

0:35:09.520 --> 0:35:13.200
<v Speaker 1>if you are actually flying. So that's another tactile response.

0:35:13.320 --> 0:35:16.200
<v Speaker 1>And you get this scent in certain scenes where they

0:35:16.840 --> 0:35:19.600
<v Speaker 1>incorporate the scent in the breeze that hits you. So

0:35:19.920 --> 0:35:22.520
<v Speaker 1>you're flying over an orange grove and you smell oranges

0:35:23.239 --> 0:35:27.520
<v Speaker 1>over long Beach and you smell medical marijuana, right, yeah,

0:35:27.600 --> 0:35:30.560
<v Speaker 1>you fly fly over muscle Beach and you just smell

0:35:30.640 --> 0:35:35.720
<v Speaker 1>like tanning oil and yeah, you know. Sure they decided

0:35:35.760 --> 0:35:37.840
<v Speaker 1>not to go the full route with immersion because it

0:35:37.960 --> 0:35:42.400
<v Speaker 1>is California. But no, it was really pretty, pretty interesting,

0:35:42.400 --> 0:35:47.640
<v Speaker 1>pretty immersive. And I don't know of any consumer approaches

0:35:47.719 --> 0:35:50.280
<v Speaker 1>to trying this because it's problematic. How do you produce

0:35:50.360 --> 0:35:52.920
<v Speaker 1>the sense? How many would you produce? How do you

0:35:53.000 --> 0:35:55.440
<v Speaker 1>clean something like that so that you don't you know,

0:35:55.440 --> 0:35:58.600
<v Speaker 1>like everything smells like oranges now, you know, it's it's

0:35:58.640 --> 0:36:00.879
<v Speaker 1>a little tricky. So I don't expect that this will

0:36:00.920 --> 0:36:04.440
<v Speaker 1>become something that we commonly see in the in the

0:36:04.520 --> 0:36:07.680
<v Speaker 1>home market. But you have to mentorize some sort of

0:36:07.760 --> 0:36:10.960
<v Speaker 1>chemical synthesis down to a tiny, tiny packet of a

0:36:11.000 --> 0:36:14.799
<v Speaker 1>billion mixtures for a billion different combinations and make certain right, Yeah,

0:36:14.880 --> 0:36:16.839
<v Speaker 1>it would be impossible. Or you have a really good

0:36:16.880 --> 0:36:20.080
<v Speaker 1>friend who just has a huge box of stuff and

0:36:20.160 --> 0:36:22.840
<v Speaker 1>it's just waiting and like you say something like, wow,

0:36:22.880 --> 0:36:25.640
<v Speaker 1>that really does look like pizza. Pizza, pizza. Here you go,

0:36:25.680 --> 0:36:27.359
<v Speaker 1>and then just hold it under your nose. I mean

0:36:27.360 --> 0:36:29.760
<v Speaker 1>that's really the only other word version just by twenty

0:36:29.840 --> 0:36:34.960
<v Speaker 1>Yankee candles and put him in front of exactly, okay, pizza.

0:36:35.120 --> 0:36:37.279
<v Speaker 1>See that's I'm gonna go with. I'm gonna go with

0:36:37.360 --> 0:36:42.600
<v Speaker 1>Apple Christmas. And how's that pizza, Apple Christmas Pizza. I

0:36:42.640 --> 0:36:45.600
<v Speaker 1>don't know somebody's gonna do it. Yeah, I'll sign me up. Uh.

0:36:45.840 --> 0:36:48.120
<v Speaker 1>Then we have, of course, the sense of taste, which

0:36:48.160 --> 0:36:50.440
<v Speaker 1>I don't even want to think about. I don't I

0:36:50.440 --> 0:36:52.319
<v Speaker 1>don't need that kind of level of immersion. I don't

0:36:52.440 --> 0:36:53.879
<v Speaker 1>use one game I've played where I'm like, I want

0:36:53.880 --> 0:36:56.560
<v Speaker 1>to taste what's happening here? Did you ever see the

0:36:56.560 --> 0:37:00.680
<v Speaker 1>British comedy series hyper Drive as Nick for lost Uh.

0:37:00.760 --> 0:37:03.320
<v Speaker 1>In it, he plays the lead character who's a captain

0:37:03.360 --> 0:37:05.880
<v Speaker 1>of a of a starship and it's a very kind

0:37:05.920 --> 0:37:08.160
<v Speaker 1>of hopeless crew and they mess up all the time.

0:37:08.480 --> 0:37:10.439
<v Speaker 1>In one of the episodes, one of the characters has

0:37:10.520 --> 0:37:13.919
<v Speaker 1>a device that is a glowing ball that you put

0:37:13.960 --> 0:37:16.200
<v Speaker 1>in your mouth. It's got a cable attached to it

0:37:16.239 --> 0:37:21.319
<v Speaker 1>and in a handheld um uh interface where you tell

0:37:21.360 --> 0:37:24.239
<v Speaker 1>it what flavor you want it to be. So it's

0:37:24.320 --> 0:37:26.839
<v Speaker 1>just supposed to be a thing that lets you taste

0:37:26.840 --> 0:37:28.400
<v Speaker 1>different flavors. And of course he hands it to a

0:37:28.440 --> 0:37:30.680
<v Speaker 1>friend of his who immediately starts putting in horrible flavors

0:37:30.680 --> 0:37:34.000
<v Speaker 1>as the guy's got in his mouth. And never trust friends, never,

0:37:34.560 --> 0:37:37.279
<v Speaker 1>But that's one of the big reasons, Like, even if

0:37:37.320 --> 0:37:39.880
<v Speaker 1>that were such a thing, I can't imagine keeping that

0:37:40.120 --> 0:37:42.719
<v Speaker 1>clean or wanting to put it in my mouth or

0:37:43.160 --> 0:37:46.400
<v Speaker 1>so I'm pretty sure taste is out. Um And a

0:37:46.440 --> 0:37:49.719
<v Speaker 1>lot of VR gear, whether it's meant for games, because

0:37:49.760 --> 0:37:51.640
<v Speaker 1>we think of it in terms of games, but VR

0:37:51.719 --> 0:37:54.360
<v Speaker 1>has a lot of applications outside of video games. But

0:37:54.400 --> 0:37:57.279
<v Speaker 1>a lot of the gear that researchers and VR use

0:37:57.680 --> 0:38:00.880
<v Speaker 1>is just repurposed video game gear, And the reason for

0:38:00.920 --> 0:38:04.680
<v Speaker 1>that is it's expensive to develop your own technology to

0:38:04.800 --> 0:38:06.759
<v Speaker 1>do this sort of stuff. And I talked to a

0:38:06.840 --> 0:38:09.480
<v Speaker 1>VR specialist a few years ago. It was actually when

0:38:09.480 --> 0:38:12.480
<v Speaker 1>the Nintendo we first came out, and she was so

0:38:12.560 --> 0:38:15.799
<v Speaker 1>excited about the Wii because she thought the WE controller

0:38:15.880 --> 0:38:19.120
<v Speaker 1>the we mote was an incredible boon for VR research

0:38:19.560 --> 0:38:22.759
<v Speaker 1>and was a new way of interfacing with VR. Same

0:38:22.760 --> 0:38:27.760
<v Speaker 1>thing with the connect, huge boon to VR research. So

0:38:28.280 --> 0:38:30.520
<v Speaker 1>the interesting thing to me is that virtual environments are

0:38:30.520 --> 0:38:33.640
<v Speaker 1>still very much part of the research world, but they're

0:38:33.680 --> 0:38:38.239
<v Speaker 1>so dependent upon companies like Oculus making stuff because without it,

0:38:38.320 --> 0:38:39.880
<v Speaker 1>they just don't have the money to go out and

0:38:39.920 --> 0:38:41.879
<v Speaker 1>develop the technology. You don't want to do a one

0:38:41.920 --> 0:38:44.399
<v Speaker 1>off every single time. Yeah, and it's it's sort of

0:38:44.520 --> 0:38:47.320
<v Speaker 1>I think a sad reverse that. Um, the funding for

0:38:47.360 --> 0:38:49.600
<v Speaker 1>the science usually isn't there and nless we find a

0:38:49.600 --> 0:38:53.440
<v Speaker 1>commercially viable thing for it, and video games are money makers,

0:38:53.800 --> 0:38:56.080
<v Speaker 1>it's super commercially viable. So when we see that stuff happen,

0:38:56.120 --> 0:38:58.120
<v Speaker 1>it's like, great, we have the tools. Um, that's yeah,

0:38:58.160 --> 0:39:01.360
<v Speaker 1>that's been There's always the always needed to be something

0:39:01.520 --> 0:39:03.640
<v Speaker 1>to kind of bring new mediums, new formats for it.

0:39:04.280 --> 0:39:06.560
<v Speaker 1>Video games. You could argue that the PS three really

0:39:06.560 --> 0:39:09.120
<v Speaker 1>made blue ray take off as opposed to HTDVD because

0:39:09.160 --> 0:39:11.480
<v Speaker 1>the PS three had it built in and people had that,

0:39:11.840 --> 0:39:15.160
<v Speaker 1>um crazy enough. Frankly, pornography is a big boon to

0:39:15.239 --> 0:39:17.839
<v Speaker 1>a lot of medium formats taking off. There's there's been

0:39:17.880 --> 0:39:24.360
<v Speaker 1>Google class pornography for VR type usage. That's a terrible idea.

0:39:24.640 --> 0:39:28.719
<v Speaker 1>It's terrible idea. Yeah, people, you can see what's on

0:39:28.760 --> 0:39:30.680
<v Speaker 1>that screen from the other side. I don't know if

0:39:30.680 --> 0:39:33.080
<v Speaker 1>you know that or not. Yeah, uh no, but at

0:39:33.120 --> 0:39:35.360
<v Speaker 1>any rate, yeah, no, we we had the same discussion.

0:39:35.400 --> 0:39:37.719
<v Speaker 1>I did a podcast, a couple of podcasts with i

0:39:37.840 --> 0:39:41.160
<v Speaker 1>Azactar of c net, and we talked about technology has

0:39:41.160 --> 0:39:44.000
<v Speaker 1>that gone obsolete? And we talked about then that no,

0:39:44.280 --> 0:39:48.320
<v Speaker 1>pornography actually is an industry leader. You start to see

0:39:48.360 --> 0:39:51.279
<v Speaker 1>which standards are going to be adopted because that's the

0:39:51.280 --> 0:39:53.880
<v Speaker 1>one that it moves to one first and that becomes

0:39:53.880 --> 0:39:57.880
<v Speaker 1>the standard. And it's odd. It's a surprising barometer if you,

0:39:57.920 --> 0:39:59.960
<v Speaker 1>I mean, if you if there's a format war coming up,

0:40:00.520 --> 0:40:02.920
<v Speaker 1>you can pretty much look at the adult industry as

0:40:02.960 --> 0:40:05.800
<v Speaker 1>a good indicator of what's gonna probably went out. Yeah,

0:40:05.800 --> 0:40:10.000
<v Speaker 1>it's it's there's almost a full episode there but I'm

0:40:10.040 --> 0:40:13.200
<v Speaker 1>not sure I'm comfortable enough doing it, but it is

0:40:13.920 --> 0:40:17.120
<v Speaker 1>research hours. I'll put it in. John. Well, that's I'm

0:40:17.120 --> 0:40:20.040
<v Speaker 1>glad to know you got my back anytime. All right. Well,

0:40:20.080 --> 0:40:22.560
<v Speaker 1>you know you've got some interesting things here too about

0:40:22.600 --> 0:40:25.920
<v Speaker 1>other uses of not just virtual reality, but augmented reality,

0:40:25.920 --> 0:40:28.640
<v Speaker 1>which we haven't really touched on yet. But augmented reality

0:40:28.719 --> 0:40:32.280
<v Speaker 1>does share a lot of the same features with virtual reality.

0:40:32.320 --> 0:40:36.240
<v Speaker 1>It's more about marrying the virtual world with the physical

0:40:36.280 --> 0:40:39.400
<v Speaker 1>world in a way where it's almost like an overlay

0:40:39.719 --> 0:40:41.719
<v Speaker 1>on top of the physical world. So one of the

0:40:41.760 --> 0:40:44.160
<v Speaker 1>examples I saw was recently at Georgia Tech at their

0:40:44.200 --> 0:40:47.719
<v Speaker 1>augmented reality lab, and they have um uh, they have

0:40:47.719 --> 0:40:51.600
<v Speaker 1>an Auburn Avenue experience where the ideas you you put

0:40:51.640 --> 0:40:55.320
<v Speaker 1>on or you hold up a display. You don't necessarily

0:40:55.360 --> 0:40:56.880
<v Speaker 1>have to wear one. It can be on a phone

0:40:56.960 --> 0:40:59.520
<v Speaker 1>or a tablet or whatever, and you hold it up

0:41:00.360 --> 0:41:02.440
<v Speaker 1>while you're on Auburn Avenue and it will show you

0:41:02.560 --> 0:41:06.080
<v Speaker 1>historic views of what it looked like in decades past,

0:41:06.680 --> 0:41:10.280
<v Speaker 1>which gives you this ability to explore a physical space

0:41:10.360 --> 0:41:13.319
<v Speaker 1>in a new way. And that's something I've always been

0:41:13.320 --> 0:41:16.080
<v Speaker 1>really excited about. But it is interesting also to see

0:41:16.520 --> 0:41:20.840
<v Speaker 1>other elements using augmented reality. You have a whole sectional

0:41:21.000 --> 0:41:24.520
<v Speaker 1>augmented reality therapy, which I wasn't even aware of. Yeah,

0:41:24.560 --> 0:41:29.120
<v Speaker 1>it's a surprisingly interesting field for medicinal uses. Uh, there's

0:41:29.160 --> 0:41:31.839
<v Speaker 1>a phantom limb syndrome. If you guys are unfamiliar, it's

0:41:31.960 --> 0:41:35.799
<v Speaker 1>basically the ideas a lot of amputees, the brain when

0:41:35.840 --> 0:41:40.360
<v Speaker 1>you lose that limb rewires itself UM and they victim

0:41:40.400 --> 0:41:44.319
<v Speaker 1>are victim but a UM, someone suffering from from being

0:41:44.360 --> 0:41:47.800
<v Speaker 1>an amputee. They can have these phantom limbs, these phantom

0:41:47.840 --> 0:41:51.320
<v Speaker 1>limbs sensations. They'll still feel the pain of these limbs

0:41:51.320 --> 0:41:54.800
<v Speaker 1>that aren't there anymore, and there's no way to uh

0:41:54.800 --> 0:41:56.640
<v Speaker 1>to calm this pain or make it better. The limbs

0:41:56.680 --> 0:41:59.520
<v Speaker 1>not there might might feel an itch on a limb

0:41:59.520 --> 0:42:01.920
<v Speaker 1>that doesn't exists, so there's no way you can scratch that.

0:42:02.400 --> 0:42:04.560
<v Speaker 1>You can't scratch it, you can't treat it. Um. It's

0:42:04.600 --> 0:42:07.439
<v Speaker 1>it's been a thing that's been plaguing amputees since since

0:42:07.560 --> 0:42:12.200
<v Speaker 1>it's been in the medical arena. And so this interesting thing.

0:42:12.360 --> 0:42:14.440
<v Speaker 1>One of the ways that used to actually treat phantom

0:42:14.520 --> 0:42:17.200
<v Speaker 1>limb was a mirror. They would take a mirror, and

0:42:17.239 --> 0:42:19.399
<v Speaker 1>they would mirror it to the limb that you still have.

0:42:19.480 --> 0:42:21.799
<v Speaker 1>So let's say I don't have my left arm, but

0:42:21.880 --> 0:42:24.600
<v Speaker 1>I have my right they would mirror it, so it

0:42:24.680 --> 0:42:26.640
<v Speaker 1>looks like to your brain you have though it's in

0:42:26.640 --> 0:42:29.160
<v Speaker 1>a mirror and it's very obvious. There's actually an episode

0:42:29.200 --> 0:42:31.239
<v Speaker 1>of House Empty where they do this, UM and it's

0:42:31.239 --> 0:42:34.399
<v Speaker 1>actually like pretty accurate. Um. But the idea is that

0:42:34.920 --> 0:42:37.440
<v Speaker 1>you took your brain into scene into thinking that that

0:42:37.520 --> 0:42:41.080
<v Speaker 1>limit is back, and then you can go about changing

0:42:41.080 --> 0:42:44.200
<v Speaker 1>those feelings, uh, those those itches, those pains that you have.

0:42:44.640 --> 0:42:48.359
<v Speaker 1>And so there's this really really interesting um uh. There's

0:42:48.400 --> 0:42:54.080
<v Speaker 1>an article in Frontiers and Neuroscience UM about using virtual reality,

0:42:54.400 --> 0:42:56.520
<v Speaker 1>so you could you could be an emputee and in

0:42:56.600 --> 0:42:59.520
<v Speaker 1>multiple ways multiple limbs missing, and they put on this

0:42:59.600 --> 0:43:03.520
<v Speaker 1>virtual audi in the your brain being tricked into thinking

0:43:03.520 --> 0:43:06.719
<v Speaker 1>that you now have these limbs back in this virtual world. Uh.

0:43:06.840 --> 0:43:09.440
<v Speaker 1>It's it's been shown to be more effective than drug treatment.

0:43:09.520 --> 0:43:12.160
<v Speaker 1>Even there's they've cited a guy who he had been

0:43:12.160 --> 0:43:14.560
<v Speaker 1>suffering from a phantom limp pain for forty eight years

0:43:15.320 --> 0:43:19.000
<v Speaker 1>and this is the first time that it felt treated

0:43:19.080 --> 0:43:21.759
<v Speaker 1>that he was having some relief, which is nuts is

0:43:22.040 --> 0:43:25.279
<v Speaker 1>incredible to think that the immersion can be so convincing

0:43:25.360 --> 0:43:28.640
<v Speaker 1>as to have that profound an effect on our psychology.

0:43:28.719 --> 0:43:31.600
<v Speaker 1>As smart as we are, the brain is so easily tricked, yeh.

0:43:31.640 --> 0:43:33.400
<v Speaker 1>I mean, we could talk about placebo effect in the

0:43:33.440 --> 0:43:36.879
<v Speaker 1>whole little thing, or even stage magicians who very much

0:43:36.880 --> 0:43:39.759
<v Speaker 1>depend upon the things our brains. The shortcuts that we

0:43:39.840 --> 0:43:44.120
<v Speaker 1>take where we make assumptions that we have perceived something

0:43:44.120 --> 0:43:46.600
<v Speaker 1>even if we haven't actually perceived it. I mean, there

0:43:46.640 --> 0:43:50.280
<v Speaker 1>are whole businesses, both legitimate and otherwise, that are based

0:43:50.280 --> 0:43:53.360
<v Speaker 1>on that premise. Yeah, exactly. There's another one. There's a

0:43:53.400 --> 0:43:57.560
<v Speaker 1>burned patient treatment that Loyal University Hospital has been using. UM.

0:43:57.560 --> 0:44:00.239
<v Speaker 1>And this one's interesting because they basically, uh, it's a

0:44:00.280 --> 0:44:02.960
<v Speaker 1>VR game, but it's like a VR FPS, but in

0:44:03.000 --> 0:44:06.080
<v Speaker 1>this case, it's like a first person snowballer. I guess

0:44:06.120 --> 0:44:08.680
<v Speaker 1>like the ideas it's a it's a it's a game

0:44:08.680 --> 0:44:11.440
<v Speaker 1>where you throw snowballs and you're in this arctic world.

0:44:11.480 --> 0:44:13.319
<v Speaker 1>And it's not like the graphics. I was watching the

0:44:13.400 --> 0:44:17.200
<v Speaker 1>video of it. It looks like PS one maybe early

0:44:17.239 --> 0:44:22.040
<v Speaker 1>PS two er graphics. UM, But the sensation of being

0:44:22.080 --> 0:44:24.680
<v Speaker 1>in this world, that's all ice and all snow and

0:44:24.760 --> 0:44:27.600
<v Speaker 1>you're throwing snowballs at penguins and it's happy and you're

0:44:27.600 --> 0:44:29.799
<v Speaker 1>having a good time. They'll put this on patients while

0:44:29.800 --> 0:44:32.920
<v Speaker 1>they're receiving treatment that's usually intensely painful. Um. Some of

0:44:32.960 --> 0:44:35.919
<v Speaker 1>the treatments for for burn patient victims is like skin

0:44:36.000 --> 0:44:38.839
<v Speaker 1>stretching is one thing which is painful without you know,

0:44:38.960 --> 0:44:44.680
<v Speaker 1>having burn woods. Um. And consistently patients site uh, not

0:44:44.719 --> 0:44:47.279
<v Speaker 1>feeling the pain nearly as much. Some of them even

0:44:47.320 --> 0:44:49.200
<v Speaker 1>have a little bit of fun during it because they're

0:44:49.200 --> 0:44:52.719
<v Speaker 1>playing this game. UM. And it's again amazing. It's that

0:44:53.440 --> 0:44:55.920
<v Speaker 1>this one little thing, even with the graphics that aren't

0:44:55.960 --> 0:44:59.319
<v Speaker 1>that realistic, you have the sense of a cooling sensation

0:44:59.680 --> 0:45:02.279
<v Speaker 1>of feeling that burning sensation for a moment. Yeah. I've

0:45:02.320 --> 0:45:07.719
<v Speaker 1>seen that sort of response from other VR like researchers.

0:45:07.719 --> 0:45:09.920
<v Speaker 1>I've talked to them and they say, yeah, there are

0:45:09.960 --> 0:45:13.080
<v Speaker 1>times where you can have graphics that if you were

0:45:13.120 --> 0:45:14.960
<v Speaker 1>to look at this on a screen, you'd say, well,

0:45:14.960 --> 0:45:17.080
<v Speaker 1>that's not convincing at all. I mean it looks like

0:45:17.160 --> 0:45:20.480
<v Speaker 1>big polygone blocky graphics. It's not that far off from

0:45:20.480 --> 0:45:23.560
<v Speaker 1>the pterodactyl experience I was talking about. Maybe you know

0:45:23.680 --> 0:45:26.040
<v Speaker 1>better than that, but not so much that you'd say

0:45:26.040 --> 0:45:28.719
<v Speaker 1>it was a you know, a quantum leap forward. But

0:45:29.040 --> 0:45:32.280
<v Speaker 1>they'd say this is this doesn't matter. If you spend

0:45:32.760 --> 0:45:35.759
<v Speaker 1>enough time to acclimate yourself to the virtual environment, your

0:45:35.800 --> 0:45:38.840
<v Speaker 1>brain just starts to make those assumptions and starts to

0:45:39.000 --> 0:45:43.800
<v Speaker 1>actually produce those kind of reactions. And typically speaking, if

0:45:43.840 --> 0:45:46.520
<v Speaker 1>the latency is low, because that's one of the big issues.

0:45:46.880 --> 0:45:48.680
<v Speaker 1>The latency is low so that you don't have this

0:45:49.040 --> 0:45:52.280
<v Speaker 1>disorienting feeling as you move around, takes about thirty seconds

0:45:52.320 --> 0:45:55.960
<v Speaker 1>to a minute to really start to get acclimated. Yeah,

0:45:56.000 --> 0:45:58.680
<v Speaker 1>it's amazing. It also shows how plastic our brains are

0:45:59.200 --> 0:46:01.920
<v Speaker 1>that we're able to add that quickly. Yeah, there's a

0:46:02.000 --> 0:46:05.520
<v Speaker 1>there's another um Uh. Surgeons are using VR simulators even

0:46:05.840 --> 0:46:08.880
<v Speaker 1>so back in the day, you'd have to test cadavers,

0:46:09.239 --> 0:46:11.279
<v Speaker 1>which you're only gonna have so many of um that

0:46:11.320 --> 0:46:12.759
<v Speaker 1>can be tested on so many ways before we have

0:46:12.760 --> 0:46:15.239
<v Speaker 1>to move on to a new one. Ideally hopefully you're

0:46:15.239 --> 0:46:19.240
<v Speaker 1>not testing on patients live, which you know was happening

0:46:19.360 --> 0:46:22.200
<v Speaker 1>way way back. Why a lot of scientific progress made

0:46:22.200 --> 0:46:27.120
<v Speaker 1>in that unethical science. Um. But so now we have

0:46:27.400 --> 0:46:31.680
<v Speaker 1>VR systems that are super realistic um that surgeons can

0:46:31.760 --> 0:46:34.359
<v Speaker 1>use can use to train. And it's an interesting This

0:46:34.400 --> 0:46:36.200
<v Speaker 1>is sort of related to that there are surgeons in

0:46:36.200 --> 0:46:38.960
<v Speaker 1>Florida that they would find before surgery, they would have

0:46:39.000 --> 0:46:42.080
<v Speaker 1>the surgeons play super monkey Ball, which is, if you

0:46:42.120 --> 0:46:44.920
<v Speaker 1>haven't played it, super monkey Ball is a highly frustrating

0:46:45.000 --> 0:46:48.000
<v Speaker 1>game where they the old wood game Labyrinth where you

0:46:48.000 --> 0:46:50.120
<v Speaker 1>put the marble in the maze. There's holes all over

0:46:51.120 --> 0:46:52.799
<v Speaker 1>to move the marble. Yeah, you have a couple of

0:46:52.800 --> 0:46:55.200
<v Speaker 1>axes of tilting that you can do. Um, it's very

0:46:55.200 --> 0:46:58.080
<v Speaker 1>similar to that, very very similar um. And they found

0:46:58.120 --> 0:47:01.400
<v Speaker 1>that surgeons who played just twenty minutes of this before

0:47:01.440 --> 0:47:05.080
<v Speaker 1>surgery had was steady your hands much much better spatial

0:47:05.880 --> 0:47:09.319
<v Speaker 1>reasoning and abilities. Interesting uh and again like very very

0:47:09.400 --> 0:47:13.399
<v Speaker 1>little of practicing these reflexes in a virtual environment, giving

0:47:13.400 --> 0:47:16.120
<v Speaker 1>them the ability to work much better while they're actually

0:47:16.480 --> 0:47:18.719
<v Speaker 1>cutting you open and doing things inside you. Right. Yeah,

0:47:18.719 --> 0:47:22.040
<v Speaker 1>So there are other ways of using VR in this

0:47:22.360 --> 0:47:24.959
<v Speaker 1>same sort of sense. In fact, one that I've seen

0:47:24.960 --> 0:47:28.120
<v Speaker 1>that psychologists have used is immersion therapy for people who

0:47:28.160 --> 0:47:32.000
<v Speaker 1>have post traumatic stress disorder or they have a phobia.

0:47:32.480 --> 0:47:34.959
<v Speaker 1>They might not be able to cope in a real

0:47:35.040 --> 0:47:39.360
<v Speaker 1>situation where something might trigger that that reaction, and so

0:47:39.600 --> 0:47:42.440
<v Speaker 1>to get them more accustomed to it so they can

0:47:42.440 --> 0:47:45.880
<v Speaker 1>build up to dealing with that in a real world situation.

0:47:46.800 --> 0:47:50.279
<v Speaker 1>Virtual environments have been used to acclimate people to that,

0:47:50.440 --> 0:47:54.000
<v Speaker 1>so that because we have this feeling of immersion, if

0:47:54.040 --> 0:47:56.160
<v Speaker 1>it's done well, just well enough. It doesn't even have

0:47:56.160 --> 0:47:58.239
<v Speaker 1>to be fantastic, It just needs to be well enough

0:47:58.760 --> 0:48:01.279
<v Speaker 1>to convince the brain that you're going through this the

0:48:01.360 --> 0:48:05.360
<v Speaker 1>sequence of events that normally would trigger a negative response,

0:48:06.840 --> 0:48:09.120
<v Speaker 1>that would be enough to get the physiological response going.

0:48:09.239 --> 0:48:11.920
<v Speaker 1>So if someone is afraid of heights and you put

0:48:11.960 --> 0:48:13.680
<v Speaker 1>them in a virtual environment where it looks like they're

0:48:13.719 --> 0:48:16.319
<v Speaker 1>on top of a building, their heart rates starts to

0:48:16.320 --> 0:48:18.720
<v Speaker 1>go up, their blood pressure changes. I mean, they actually

0:48:18.760 --> 0:48:22.480
<v Speaker 1>start to experience the physical reaction they would have if

0:48:22.520 --> 0:48:25.680
<v Speaker 1>they were encountering this in real life. And yet you

0:48:25.719 --> 0:48:28.160
<v Speaker 1>can reassure them that they are in a safe place.

0:48:28.280 --> 0:48:30.799
<v Speaker 1>They are on the ground, they are nowhere near an

0:48:30.880 --> 0:48:34.760
<v Speaker 1>edge of anything, and they can start to allow themselves

0:48:34.760 --> 0:48:37.319
<v Speaker 1>to acclimate and get used to this and explore. So

0:48:37.520 --> 0:48:40.040
<v Speaker 1>the first time of patient might do this. They might

0:48:40.120 --> 0:48:42.520
<v Speaker 1>just sit and look for a little bit and tell

0:48:42.560 --> 0:48:45.600
<v Speaker 1>the psychologist. When they can't, they like, I can't do

0:48:45.640 --> 0:48:47.680
<v Speaker 1>this anymore. Then they might get to a point where

0:48:47.680 --> 0:48:49.399
<v Speaker 1>they're moving around, they might get to a point where

0:48:49.400 --> 0:48:51.520
<v Speaker 1>they're able to walk to an edge. The goal of

0:48:51.560 --> 0:48:54.440
<v Speaker 1>this is never to cure someone. The goal is so

0:48:54.520 --> 0:48:56.520
<v Speaker 1>that you can move up to a point where the

0:48:56.520 --> 0:49:01.040
<v Speaker 1>patient feels comfortable enough to actually do some immersion in

0:49:01.040 --> 0:49:05.879
<v Speaker 1>in real life. So with the heights example, after you've

0:49:05.920 --> 0:49:07.800
<v Speaker 1>done this for a while and done a few therapy

0:49:07.840 --> 0:49:11.160
<v Speaker 1>sessions and UH and helped the patient be able to

0:49:11.160 --> 0:49:14.560
<v Speaker 1>manage these responses, you might take a trip out to

0:49:15.000 --> 0:49:17.680
<v Speaker 1>a building that has a few floors to it and

0:49:17.719 --> 0:49:20.040
<v Speaker 1>go up to the top floor and allow the person

0:49:20.120 --> 0:49:23.759
<v Speaker 1>to walk toward the window and and confront this in

0:49:23.760 --> 0:49:25.880
<v Speaker 1>a real space, and because they've already done it in

0:49:25.880 --> 0:49:28.680
<v Speaker 1>the virtual space, they're more capable of dealing with that.

0:49:29.160 --> 0:49:31.880
<v Speaker 1>I've also seen it for people who are afraid of airplanes,

0:49:31.960 --> 0:49:34.560
<v Speaker 1>where they'll use it to have a virtual visit to

0:49:34.640 --> 0:49:37.440
<v Speaker 1>an airport and they have the same experience of stress

0:49:37.440 --> 0:49:39.200
<v Speaker 1>and anxiety that they would if they were to really

0:49:39.239 --> 0:49:41.239
<v Speaker 1>go in a real place, And then the goal would

0:49:41.239 --> 0:49:43.839
<v Speaker 1>be to ultimately take them to an actual airport so

0:49:43.880 --> 0:49:47.319
<v Speaker 1>that they could confront this in in person once they

0:49:47.360 --> 0:49:53.040
<v Speaker 1>feel comfortable in the virtual environment. Being a top seller.

0:49:53.320 --> 0:49:56.479
<v Speaker 1>It's funny because the the VR specialist I was talking

0:49:56.520 --> 0:49:59.400
<v Speaker 1>to you said, yeah, changes in security have made it

0:49:59.520 --> 0:50:01.440
<v Speaker 1>much hard order to deal with this because in the

0:50:01.480 --> 0:50:04.120
<v Speaker 1>old days, you used to be able to go through

0:50:04.160 --> 0:50:06.960
<v Speaker 1>security even without a ticket, Like you could just show

0:50:07.000 --> 0:50:09.040
<v Speaker 1>up at the airport, go through security, and then walk

0:50:09.120 --> 0:50:11.120
<v Speaker 1>to a gate because then you could you know Greek

0:50:11.120 --> 0:50:12.759
<v Speaker 1>people when they got off the plane, right at the

0:50:12.840 --> 0:50:14.600
<v Speaker 1>gate that they were at. I used to do it

0:50:14.640 --> 0:50:16.759
<v Speaker 1>all the time. You can't do that anymore. You have

0:50:16.800 --> 0:50:18.480
<v Speaker 1>to have a ticket to go through security, so it

0:50:18.520 --> 0:50:21.480
<v Speaker 1>makes it makes it much more expensive to treat these

0:50:21.560 --> 0:50:23.280
<v Speaker 1>kind of things. You have to actually buy a ticket

0:50:23.280 --> 0:50:25.920
<v Speaker 1>on a trip in order to be able to go

0:50:26.040 --> 0:50:28.920
<v Speaker 1>through the security. So but that's, you know, a totally

0:50:28.920 --> 0:50:32.719
<v Speaker 1>different barrier than the VR stuff. The military also uses

0:50:32.800 --> 0:50:35.600
<v Speaker 1>VR not just for training soldiers, but also as part

0:50:35.760 --> 0:50:39.640
<v Speaker 1>of uh UH systems that allow people who are operating

0:50:39.719 --> 0:50:41.759
<v Speaker 1>vehicles that normally wouldn't have a good line of sight

0:50:41.880 --> 0:50:43.880
<v Speaker 1>to be able to see around them. In fact, some

0:50:43.920 --> 0:50:46.960
<v Speaker 1>of the earliest headmale displays were made for pilots so

0:50:47.040 --> 0:50:50.640
<v Speaker 1>that they could have a sixty degree view around the

0:50:50.680 --> 0:50:54.440
<v Speaker 1>aircraft they were in, because there were parts of the

0:50:54.480 --> 0:50:56.560
<v Speaker 1>aircraft that would block their visions and there'd be no

0:50:56.600 --> 0:50:58.920
<v Speaker 1>way of seeing through. That same thing with tanks. I've

0:50:58.920 --> 0:51:01.719
<v Speaker 1>seen some tanks that have had um head mound displays

0:51:01.760 --> 0:51:04.880
<v Speaker 1>and external mounted cameras with like a hundred eighty degree

0:51:04.960 --> 0:51:08.080
<v Speaker 1>field of view so that you can get a real

0:51:08.160 --> 0:51:12.600
<v Speaker 1>time They actually, uh, they stitched together all the videos

0:51:13.040 --> 0:51:15.799
<v Speaker 1>so that you can turn around in place and see

0:51:15.840 --> 0:51:19.120
<v Speaker 1>a three sixty degree view around the tank that you're in. Yeah,

0:51:19.160 --> 0:51:21.520
<v Speaker 1>and that's you know, any any sort of thing that

0:51:21.560 --> 0:51:24.279
<v Speaker 1>allows vision like physically is probably gonna be a weak

0:51:24.280 --> 0:51:26.360
<v Speaker 1>point on your craft. It actually reminds me of like

0:51:26.480 --> 0:51:30.120
<v Speaker 1>Iron Man's heads up display. You know, that's his entire

0:51:30.200 --> 0:51:33.640
<v Speaker 1>thing is being beamed into his suit, into his eyes.

0:51:34.000 --> 0:51:35.960
<v Speaker 1>It's all video coming right back in. You know. If

0:51:35.960 --> 0:51:37.719
<v Speaker 1>you had a big window face, he would be way

0:51:37.719 --> 0:51:41.520
<v Speaker 1>more susceptible to all those. Yeah, and if any external

0:51:41.560 --> 0:51:45.560
<v Speaker 1>cameras went dead, then he'd be blind. Yeah, exactly. Yeah,

0:51:45.600 --> 0:51:49.080
<v Speaker 1>it's a it's it's certainly an interesting approach of using

0:51:49.120 --> 0:51:52.200
<v Speaker 1>that same technology for something different. As for the challenges

0:51:52.239 --> 0:51:54.400
<v Speaker 1>of the R Well, the earliest one was that perception

0:51:54.440 --> 0:51:58.160
<v Speaker 1>problem I talked about where we had Hollywood telling us

0:51:58.160 --> 0:52:00.840
<v Speaker 1>that VR was going to be the future of interacting

0:52:00.840 --> 0:52:03.319
<v Speaker 1>with machines, that you know, you weren't going to use

0:52:03.360 --> 0:52:05.320
<v Speaker 1>a keyboard and a display anymore, you were going to

0:52:05.360 --> 0:52:09.160
<v Speaker 1>be in the computer program. My favorite is any depiction

0:52:09.280 --> 0:52:13.719
<v Speaker 1>of hacking where you would actually walk through amaze. Yeah,

0:52:13.719 --> 0:52:15.919
<v Speaker 1>he turn turn, take a right, and then you see

0:52:15.960 --> 0:52:18.680
<v Speaker 1>like a skull and crossbones. You're like, oh, firewall and

0:52:18.680 --> 0:52:20.439
<v Speaker 1>you turn around. What the other way? Do you think?

0:52:20.480 --> 0:52:22.719
<v Speaker 1>This is not the way this works. I got to

0:52:22.760 --> 0:52:25.440
<v Speaker 1>punch this firewall out of the way. Excuse me when

0:52:25.480 --> 0:52:27.439
<v Speaker 1>I punched the firewall in the face. And you also

0:52:27.480 --> 0:52:29.680
<v Speaker 1>have to wear a really off like you have to

0:52:29.680 --> 0:52:32.200
<v Speaker 1>wear like a hot topic costume. Yeah, you have to

0:52:32.200 --> 0:52:34.960
<v Speaker 1>do that. Also, just just in case you ever do

0:52:35.200 --> 0:52:38.560
<v Speaker 1>enter an antiquated system, just know that no matter what

0:52:39.200 --> 0:52:41.480
<v Speaker 1>the password is, it doesn't matter. The first two guesses

0:52:41.520 --> 0:52:42.680
<v Speaker 1>are going to be wrong and the third one is

0:52:42.680 --> 0:52:47.440
<v Speaker 1>gonna be right. Yeah, third one. Ah, that's what it

0:52:47.480 --> 0:52:51.360
<v Speaker 1>was his birthday and his uh dog's name. Yeah yeah,

0:52:51.680 --> 0:52:54.160
<v Speaker 1>So use a strong password generator. Is the moral of

0:52:54.160 --> 0:52:56.399
<v Speaker 1>that story. Not your birthday and your dog. No, don't

0:52:56.480 --> 0:52:58.640
<v Speaker 1>not not my birthday and my dog either, because it

0:52:58.880 --> 0:53:01.960
<v Speaker 1>is my birthday and I know the trick. Um late

0:53:02.000 --> 0:53:05.160
<v Speaker 1>and see again. Another big issue that is the thing

0:53:05.239 --> 0:53:08.359
<v Speaker 1>that can make you feel pretty nauseated pretty quickly if

0:53:08.400 --> 0:53:11.680
<v Speaker 1>it's not solved. And then that interface like we're talking

0:53:11.719 --> 0:53:14.320
<v Speaker 1>about before, if you don't have that fade into the background,

0:53:14.840 --> 0:53:17.760
<v Speaker 1>it can really become a barrier to immersion and interactivity.

0:53:18.080 --> 0:53:20.880
<v Speaker 1>So here comes the last little bit of this episode.

0:53:21.000 --> 0:53:24.279
<v Speaker 1>It's been an epic episode, Ruben. What do you think

0:53:24.600 --> 0:53:27.799
<v Speaker 1>you think is the consumer market ready for virtual reality now?

0:53:27.840 --> 0:53:30.200
<v Speaker 1>I mean I remember in the nineties when it was

0:53:30.239 --> 0:53:32.640
<v Speaker 1>first coming out, that the whole virtual boy era. I

0:53:32.640 --> 0:53:35.720
<v Speaker 1>remember all of that really well, and it definitely wasn't

0:53:35.719 --> 0:53:39.680
<v Speaker 1>ready yet. Do you think it's ready now? Um? You know,

0:53:39.960 --> 0:53:41.640
<v Speaker 1>it's funny. I think we're I think we're in the

0:53:41.680 --> 0:53:44.560
<v Speaker 1>early days of it becoming a real thing. Um. I

0:53:44.560 --> 0:53:47.319
<v Speaker 1>think Iculus riffed the Kickstarters apport behind that. I think

0:53:47.320 --> 0:53:49.520
<v Speaker 1>it's proof enough that there's a market for it, that

0:53:49.560 --> 0:53:52.000
<v Speaker 1>people want it. I mean they made multiple times more

0:53:52.000 --> 0:53:53.560
<v Speaker 1>than what they were asked. Yeah, you know, it was

0:53:53.600 --> 0:53:55.440
<v Speaker 1>it was one. It was for a while, it was

0:53:55.520 --> 0:53:59.080
<v Speaker 1>the most successful kickstarter. Uh. If you compare what they

0:53:59.080 --> 0:54:00.880
<v Speaker 1>were asking for versus is what they got, it was

0:54:00.920 --> 0:54:03.160
<v Speaker 1>ten times the amount. And I think it's a great

0:54:03.360 --> 0:54:06.799
<v Speaker 1>it's a great idea, especially the technology is getting there.

0:54:06.840 --> 0:54:09.440
<v Speaker 1>As far as the visual thing, you can actually they

0:54:09.440 --> 0:54:12.759
<v Speaker 1>make little headpieces. Google has a cardboard box. You can

0:54:12.800 --> 0:54:15.719
<v Speaker 1>put your smartphone in it and get steroscopic vision to

0:54:15.800 --> 0:54:19.000
<v Speaker 1>your cell phone. Like we have tiny tiny five inch

0:54:19.440 --> 0:54:22.520
<v Speaker 1>slabs of l C deer, amile D whatever it is

0:54:23.080 --> 0:54:26.319
<v Speaker 1>UM that are strong enough and fast enough to uh

0:54:26.520 --> 0:54:28.440
<v Speaker 1>to produce these virtual images. So I think a lot

0:54:28.440 --> 0:54:32.120
<v Speaker 1>of our technology for the visions there. The biggest hindrance

0:54:32.160 --> 0:54:34.360
<v Speaker 1>I think is going to be cost. Like the Oculus

0:54:34.400 --> 0:54:37.279
<v Speaker 1>rift is actually a fairly reasonable price wise, but then

0:54:37.640 --> 0:54:41.000
<v Speaker 1>you get omnidirectional treadmill thing. Even if it's just that

0:54:41.360 --> 0:54:45.960
<v Speaker 1>that teflon one, no moving parts really, UM, that's still

0:54:46.080 --> 0:54:49.640
<v Speaker 1>fairly expensive and it requires space, which means that's another

0:54:49.680 --> 0:54:53.040
<v Speaker 1>expense because you know, we don't think of it as

0:54:53.080 --> 0:54:57.160
<v Speaker 1>space equals money, but not everyone has a place big

0:54:57.280 --> 0:55:00.920
<v Speaker 1>enough to have a standing, you know, pet stole that

0:55:01.160 --> 0:55:04.279
<v Speaker 1>is just there as an interface for computer game. The

0:55:04.360 --> 0:55:07.200
<v Speaker 1>first connect for the Xbox of the new connect connected

0:55:07.239 --> 0:55:10.040
<v Speaker 1>to I guess has a much wider field division from

0:55:10.080 --> 0:55:11.880
<v Speaker 1>up close, but the first one didn't, and a lot

0:55:11.920 --> 0:55:14.080
<v Speaker 1>of game reviewers ran into problems in their tiny New

0:55:14.160 --> 0:55:16.680
<v Speaker 1>York apartments of like, I can't I can't play this

0:55:16.719 --> 0:55:20.040
<v Speaker 1>game apartment. It cuts off all of my limbs because

0:55:20.080 --> 0:55:21.960
<v Speaker 1>I'm too close to the camera. But if we even

0:55:21.960 --> 0:55:24.920
<v Speaker 1>just think about, like so Sony's Project Morpheus, which they

0:55:24.920 --> 0:55:27.480
<v Speaker 1>have a lot of the ecosystem already there, the PlayStation

0:55:27.480 --> 0:55:29.760
<v Speaker 1>for a camera. So not only you need the headset

0:55:29.840 --> 0:55:33.359
<v Speaker 1>the Morpheus itself whenever it becomes commercially available, if it does,

0:55:34.080 --> 0:55:36.799
<v Speaker 1>you need the camera, You need the headset, You need

0:55:37.160 --> 0:55:39.360
<v Speaker 1>at least one probably of the two two of the

0:55:39.360 --> 0:55:42.440
<v Speaker 1>move controllers who can map your hands. We're not even

0:55:42.560 --> 0:55:46.799
<v Speaker 1>going into uh, your lower body, and that's that's a

0:55:46.800 --> 0:55:49.480
<v Speaker 1>lot of and the PS four so we're talking about,

0:55:49.520 --> 0:55:52.640
<v Speaker 1>you know about a grand buy in just for the

0:55:52.760 --> 0:55:56.080
<v Speaker 1>very very basics yet yeah, and not even a game

0:55:56.160 --> 0:55:59.520
<v Speaker 1>for it. Um So, I definitely think that we're sort

0:55:59.520 --> 0:56:02.759
<v Speaker 1>of on that us of doing things that are reminiscent

0:56:02.840 --> 0:56:04.800
<v Speaker 1>of the crazy stuff that we saw in the nineties

0:56:04.800 --> 0:56:07.759
<v Speaker 1>and will be exactly that. But we're getting closer. But

0:56:07.840 --> 0:56:10.279
<v Speaker 1>as far as like mass adoption, I feel like i'd

0:56:10.280 --> 0:56:13.000
<v Speaker 1>give us five to ten years. Yeah, I I agree

0:56:13.040 --> 0:56:15.440
<v Speaker 1>with that. I think I think on top of that,

0:56:15.560 --> 0:56:18.000
<v Speaker 1>on top of all the challenges you mentioned, there are

0:56:18.000 --> 0:56:20.560
<v Speaker 1>other ones that we don't think about as consumers that

0:56:20.600 --> 0:56:23.840
<v Speaker 1>are on the back end, like developing for this system,

0:56:24.000 --> 0:56:27.400
<v Speaker 1>because developing a game that actually works in this environment

0:56:27.560 --> 0:56:31.279
<v Speaker 1>and is fun and functional, that's a that's a tall order.

0:56:31.320 --> 0:56:34.600
<v Speaker 1>I mean, you're really talking about the difference between say,

0:56:34.600 --> 0:56:38.000
<v Speaker 1>shooting a movie as a regular cinematic experience and shooting

0:56:38.000 --> 0:56:40.440
<v Speaker 1>an actual three D movie that was intended to be

0:56:40.480 --> 0:56:42.560
<v Speaker 1>three D the entire time. And we talk about ten

0:56:42.640 --> 0:56:44.560
<v Speaker 1>a DP and everything. When you're do in virtual reality,

0:56:44.600 --> 0:56:48.120
<v Speaker 1>you're splitting, you have to split your resolution into so

0:56:48.160 --> 0:56:50.720
<v Speaker 1>that's a crazy horsepower to can maintain the same fidelity

0:56:50.719 --> 0:56:52.960
<v Speaker 1>we have in a single vision. Sure. Yeah. Yeah, So

0:56:53.000 --> 0:56:55.960
<v Speaker 1>there there's some big challenges that we're going to be

0:56:56.000 --> 0:56:59.239
<v Speaker 1>facing technologically as well as just economically. You know the

0:56:59.280 --> 0:57:02.920
<v Speaker 1>idea of doing the system where it's affordable, do we

0:57:03.239 --> 0:57:05.160
<v Speaker 1>make it a loss leader where we're going to try

0:57:05.200 --> 0:57:07.239
<v Speaker 1>and make it up in the content we create. If

0:57:07.280 --> 0:57:09.160
<v Speaker 1>we don't sell enough of them, are we going to

0:57:09.160 --> 0:57:11.040
<v Speaker 1>be able to create the content that will let us

0:57:11.080 --> 0:57:13.160
<v Speaker 1>recapture the costs? I mean, there are a lot of

0:57:13.239 --> 0:57:16.800
<v Speaker 1>questions to answer, and I don't think we're quite there yet.

0:57:16.840 --> 0:57:20.320
<v Speaker 1>I think we are on that that edge where excuse

0:57:20.320 --> 0:57:25.440
<v Speaker 1>me again, I don't think we're right we're there just yet.

0:57:25.480 --> 0:57:27.040
<v Speaker 1>I think we're around the edge where it could go

0:57:27.080 --> 0:57:31.680
<v Speaker 1>either way, where we could either see some really promising

0:57:31.720 --> 0:57:35.840
<v Speaker 1>development and thus that pushes consumers to really get excited

0:57:35.880 --> 0:57:39.919
<v Speaker 1>by it, or we could have these challenges we've talked

0:57:39.920 --> 0:57:43.320
<v Speaker 1>about show that we're not quite ready, that there's still

0:57:43.360 --> 0:57:46.120
<v Speaker 1>some pieces missing that we need to solve first, and

0:57:46.160 --> 0:57:49.560
<v Speaker 1>then maybe in five to ten years we'll have the

0:57:49.560 --> 0:57:52.920
<v Speaker 1>pieces there where this will become at least a form

0:57:53.040 --> 0:57:56.080
<v Speaker 1>of consuming entertainment. I don't. I also don't think it's

0:57:56.080 --> 0:57:59.440
<v Speaker 1>ever going to become the predominant one. I think it

0:57:59.480 --> 0:58:03.080
<v Speaker 1>will always be a section of the gaming community. I

0:58:03.080 --> 0:58:05.720
<v Speaker 1>don't think it's going to be like I can't imagine

0:58:05.720 --> 0:58:09.040
<v Speaker 1>that the console, the next console in ten years, with

0:58:09.080 --> 0:58:12.000
<v Speaker 1>the PS four and Xbox One, I've completely gone through

0:58:12.040 --> 0:58:15.880
<v Speaker 1>their life cycle, is going to be a head mounted system. Yeah,

0:58:15.880 --> 0:58:17.920
<v Speaker 1>I think we'll see it asn't been supported maybe in

0:58:17.920 --> 0:58:19.480
<v Speaker 1>the next generation, as sort of like it's going to

0:58:19.520 --> 0:58:23.480
<v Speaker 1>support this automatically like three D was supported stuff last gen. Um.

0:58:23.520 --> 0:58:25.960
<v Speaker 1>I do think gaming is probably gonna be the herald

0:58:26.320 --> 0:58:29.320
<v Speaker 1>of this by all means. But we see like Google

0:58:29.320 --> 0:58:33.280
<v Speaker 1>Glass with the augmented reality that is not necessarily for

0:58:33.320 --> 0:58:36.280
<v Speaker 1>gamers at all. There's some there's some filmmakers that are

0:58:36.320 --> 0:58:39.760
<v Speaker 1>exploring the ability of of making stuff specifically for people

0:58:40.120 --> 0:58:43.760
<v Speaker 1>to watch while wearing the oculus where you you can

0:58:43.920 --> 0:58:47.520
<v Speaker 1>look around an entire scene and see everything that's going on. Now,

0:58:47.800 --> 0:58:52.040
<v Speaker 1>that of course, presents its own series of incredible challenges

0:58:52.080 --> 0:58:55.400
<v Speaker 1>to the filmmaking industry. Film the three sixty degrees every

0:58:55.440 --> 0:58:58.640
<v Speaker 1>time everywhere? Have you not see the set somehow not

0:58:58.720 --> 0:59:02.760
<v Speaker 1>see not see like like the the teamsters lounging in

0:59:02.760 --> 0:59:06.520
<v Speaker 1>the background smoking cigarettes and drinking coffee, or or in

0:59:06.560 --> 0:59:10.000
<v Speaker 1>the case of h you know, um uh other forms

0:59:10.000 --> 0:59:13.520
<v Speaker 1>of media just do you how do you make everything

0:59:13.600 --> 0:59:16.720
<v Speaker 1>interesting enough to look at, knowing that someone is always

0:59:16.720 --> 0:59:19.240
<v Speaker 1>going to be looking at that point at any given moment.

0:59:19.760 --> 0:59:22.520
<v Speaker 1>Not everyone will, but you know, it's just like theater

0:59:22.600 --> 0:59:24.280
<v Speaker 1>in the round. If you if you set up a

0:59:24.320 --> 0:59:26.960
<v Speaker 1>theater in the round, you have to assume that someone

0:59:27.080 --> 0:59:29.920
<v Speaker 1>is looking at every single part of that scene at

0:59:29.960 --> 0:59:32.400
<v Speaker 1>any given time. You know, even if that's not supposed

0:59:32.440 --> 0:59:34.520
<v Speaker 1>to be the focus of the scene, someone's looking there.

0:59:35.040 --> 0:59:37.040
<v Speaker 1>So you've got to be present, and you've gotta be

0:59:37.080 --> 0:59:39.240
<v Speaker 1>ready to go, and you've gotta make sure it looks good.

0:59:39.640 --> 0:59:42.480
<v Speaker 1>And UH has its own huge sets of challenges. I

0:59:42.480 --> 0:59:46.080
<v Speaker 1>think when the most terrifying indicators that it is going

0:59:46.160 --> 0:59:51.080
<v Speaker 1>to happen is Facebook taking them Facebook buying oculus, I'm

0:59:51.120 --> 0:59:53.880
<v Speaker 1>taking too massive steak and something that used to you go, oh,

0:59:53.920 --> 0:59:57.400
<v Speaker 1>why would why would Facebook want this? They firmly believe

0:59:57.440 --> 0:59:59.640
<v Speaker 1>in the integration that it has and you know, they

0:59:59.680 --> 1:00:02.240
<v Speaker 1>have a alien users. There's only you know, after a while,

1:00:02.480 --> 1:00:05.040
<v Speaker 1>like growth plateaus, and then you think, all right, well

1:00:05.040 --> 1:00:07.760
<v Speaker 1>we have to diversify. If we only concentrate on this

1:00:07.800 --> 1:00:09.720
<v Speaker 1>one thing, we can't grow year over year. And if

1:00:09.720 --> 1:00:13.240
<v Speaker 1>we can't grow, investors aren't happy, and the investors aren't happy,

1:00:13.240 --> 1:00:16.000
<v Speaker 1>then we lose money and then that's a downward spiral.

1:00:16.440 --> 1:00:18.680
<v Speaker 1>So this is a you know, this is a big

1:00:18.720 --> 1:00:22.120
<v Speaker 1>bet for Facebook and UH personally, I hope it pays off,

1:00:22.120 --> 1:00:24.400
<v Speaker 1>because I think it the future could be really incredible

1:00:24.480 --> 1:00:28.680
<v Speaker 1>with us uh and uh, I certainly, I'm I'm enthusiastic

1:00:28.680 --> 1:00:31.400
<v Speaker 1>about it, even though my own personal experience was a

1:00:31.400 --> 1:00:34.160
<v Speaker 1>little uh, you know, stomach turning. But again, I didn't

1:00:34.160 --> 1:00:37.520
<v Speaker 1>have enough time to really um acclimate myself, so I

1:00:37.560 --> 1:00:39.240
<v Speaker 1>think after a little while I probably would have gotten

1:00:39.280 --> 1:00:41.080
<v Speaker 1>used to it. If I can be a virtual sandwich

1:00:41.160 --> 1:00:45.800
<v Speaker 1>artist and I go home, I'll be so happy. I

1:00:45.920 --> 1:00:48.520
<v Speaker 1>was going to go right back to papers. Please, Ruben,

1:00:48.800 --> 1:00:51.320
<v Speaker 1>thank you so much for joining me today. This is

1:00:52.040 --> 1:00:56.280
<v Speaker 1>fantastic conversation, pretty long episode. I hope you guys enjoyed it. Ruben.

1:00:56.360 --> 1:00:59.720
<v Speaker 1>Where can people find you? Oh boy? Um, so I

1:00:59.760 --> 1:01:04.280
<v Speaker 1>guess uh. I'm out on Twitter, um at robots r

1:01:04.320 --> 1:01:07.800
<v Speaker 1>O O b O T s um heads up, very

1:01:07.840 --> 1:01:09.720
<v Speaker 1>little things. A very few of the things I'll mention

1:01:09.760 --> 1:01:13.680
<v Speaker 1>here are safer work, including my Twitter. Um. But also

1:01:14.440 --> 1:01:16.000
<v Speaker 1>you can find me at Dad's garage. That's where do

1:01:16.120 --> 1:01:17.880
<v Speaker 1>most of my theater stuff here in town in Atlanta.

1:01:17.920 --> 1:01:19.760
<v Speaker 1>So if you're in town by all means comes wing

1:01:19.800 --> 1:01:22.360
<v Speaker 1>by check out a show. Definitely do that. Dad's garage

1:01:22.400 --> 1:01:24.560
<v Speaker 1>is one of my favorite places in the city. We're

1:01:24.600 --> 1:01:27.400
<v Speaker 1>doing a murder mystery tonight that's Star Wars themed. Just

1:01:27.440 --> 1:01:30.920
<v Speaker 1>in case you're you're concerned about our nerd credentials, Trust me,

1:01:31.040 --> 1:01:33.080
<v Speaker 1>the people at Dad's garage are probably some of the

1:01:33.120 --> 1:01:36.320
<v Speaker 1>nerdiest prints I'd have was. I was painting Karelian blood

1:01:36.320 --> 1:01:39.160
<v Speaker 1>stripes on pants last night for Han Solo wonderful so

1:01:39.320 --> 1:01:41.800
<v Speaker 1>um yeah. Um also ed Tom and Reuben dot com.

1:01:41.960 --> 1:01:43.840
<v Speaker 1>It's a little dicky say, I threw up for me

1:01:43.880 --> 1:01:47.960
<v Speaker 1>and two guys from Dad's. We are doing sketches and podcasts. Um.

1:01:47.960 --> 1:01:50.600
<v Speaker 1>We have a podcast called Welcome to super Basement. Um.

1:01:50.920 --> 1:01:53.400
<v Speaker 1>Trying to think of how to truncate the description. How

1:01:53.440 --> 1:01:55.760
<v Speaker 1>would you describe it? John? Welcome to Super Basement is

1:01:55.800 --> 1:01:58.920
<v Speaker 1>the story of three friends who inhabit a basement that

1:01:59.040 --> 1:02:03.160
<v Speaker 1>is so huge that it incorporates everything in reality and

1:02:03.200 --> 1:02:07.600
<v Speaker 1>fantasy and science fiction all in one. It is completely improvised.

1:02:07.840 --> 1:02:11.600
<v Speaker 1>It is approximately a half hour per episode where the

1:02:11.680 --> 1:02:15.720
<v Speaker 1>three friends discover some form of adventure and then go

1:02:15.800 --> 1:02:20.320
<v Speaker 1>on it and maybe there's a conclusion and inappropriate jam.

1:02:20.440 --> 1:02:22.439
<v Speaker 1>Oh yeah, No. It's very much not safe for work,

1:02:22.480 --> 1:02:27.320
<v Speaker 1>but it's incredibly hilarious. I absolutely adore the show. I

1:02:27.400 --> 1:02:30.120
<v Speaker 1>highly recommend checking out Welcome to super Basement. If you

1:02:30.160 --> 1:02:33.959
<v Speaker 1>are of an age to appreciate not safe for work humor,

1:02:35.000 --> 1:02:38.040
<v Speaker 1>you can subscribe on there. Yeah, that's fantastic, Reuben, Thank

1:02:38.040 --> 1:02:41.080
<v Speaker 1>you again. Thank you guys. I hope you enjoyed this episode.

1:02:41.120 --> 1:02:43.840
<v Speaker 1>If you have suggestions for future episodes, or maybe a

1:02:43.880 --> 1:02:47.960
<v Speaker 1>request for a special guest host or interview, let me know.

1:02:48.160 --> 1:02:51.200
<v Speaker 1>Send me a message my email addresses, text stuff at

1:02:51.200 --> 1:02:53.680
<v Speaker 1>how stuff works dot com, or drop me a line

1:02:53.720 --> 1:02:56.479
<v Speaker 1>on Facebook, Twitter or Tumbler. The handle it all three

1:02:56.560 --> 1:02:59.120
<v Speaker 1>is tech Stuff hs W and will talk to you

1:02:59.160 --> 1:03:05.720
<v Speaker 1>again really soon for more on this and thousands of

1:03:05.720 --> 1:03:17.680
<v Speaker 1>other topics. Because it has to have work dot com