WEBVTT - Whatever happened to virtual reality?

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech stuff from how stuff works dot com. Hey everyone,

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<v Speaker 1>welcome to the podcast. My name is Chris Pallette. I'm

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<v Speaker 1>an editor here at how Stuff Works, and sitting next

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<v Speaker 1>to me is writer Jonathan Strickland. How do you and

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<v Speaker 1>we're virtually next to you. Yes, we're of course talking

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<v Speaker 1>to you from the wonderful sunny beach where the waves

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<v Speaker 1>are are lapping up against the shore. Very tranquil environment,

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<v Speaker 1>you know, lots of nice cold tropical drinks. Nice Peto

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<v Speaker 1>by the way. Thanks. You know I'm I'm I'm far

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<v Speaker 1>more buff than uh than I may appear in real life. Yeah,

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<v Speaker 1>that's the beauty of virtual reality. Yeah, yeah, I'm virtually happy. Nice. Okay,

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<v Speaker 1>So we are obviously going to be talking about virtual

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<v Speaker 1>reality today, yes, um, and you might wonder what the

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<v Speaker 1>heck happened to virtual reality? You know, it's funny when

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<v Speaker 1>you brought this up and Jonathan said he wanted to

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<v Speaker 1>talk about virtual reality, and I started thinking, uh, you

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<v Speaker 1>know what happened to that? Because you know, it was

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<v Speaker 1>all the rage people used to talk about it. All

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<v Speaker 1>the time, and now we weren't. I said, Jonathan, what

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<v Speaker 1>do you want to talk about about virtual reality? He said,

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<v Speaker 1>what happened to it? Oh? Well, there you go, exactly

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<v Speaker 1>what I was wanting. So so let's give you some

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<v Speaker 1>background virtual reality. The concept um, though not the term

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<v Speaker 1>the concept, has been around for many decades. Back in

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<v Speaker 1>nineteen a man by the name of Ivan Sutherland wrote

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<v Speaker 1>a proposal called the Ultimate Display, and he was kind

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<v Speaker 1>of making a theoretical display that would be you know

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<v Speaker 1>what he considered to be the the ultimate in computer

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<v Speaker 1>displays and um, obviously by the title, that's just a

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<v Speaker 1>little repetitive redundancy for you. Let me reiterate. Okay, So anyway,

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<v Speaker 1>the Ultimate display. Now, his his concept was that the

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<v Speaker 1>display would show a virtual world that would be um

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<v Speaker 1>as real to the user as the physical world the

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<v Speaker 1>user was actually in. So there'd be no way to

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<v Speaker 1>tell the difference between the virtual world and the physical

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<v Speaker 1>world from from just from your experience in it. Um,

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<v Speaker 1>although the two could the two could differ physically, like

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<v Speaker 1>you could make a virtual world on the moon, for example,

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<v Speaker 1>But to the important thing is is that to the

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<v Speaker 1>user it would seem absolutely real, and uh, he kind

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<v Speaker 1>of envisioned this sort of display, having a head mounted

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<v Speaker 1>display or h m D, which one of those big

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<v Speaker 1>clunky helmet things that fits over your head, and then

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<v Speaker 1>that provides you all the visual and audio that you

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<v Speaker 1>need UM and that it would also incorporate sound and

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<v Speaker 1>touch uh to make this big picture. So that was

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<v Speaker 1>kind of his idea in a way. He's sort of

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<v Speaker 1>like the grandfather of virtual reality. Or we'll skip ahead.

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<v Speaker 1>So this idea never fades away. People always keep it

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<v Speaker 1>in mind and and in certain uses it comes to play,

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<v Speaker 1>like in in military uses in particular, things like creating

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<v Speaker 1>putting a camera on the outside of a plane and

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<v Speaker 1>UH and hooking it up to a head mounted display

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<v Speaker 1>within the plane so that h person in the plane

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<v Speaker 1>can look around and see and help someone like the

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<v Speaker 1>pilot land the plane because they can they have a

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<v Speaker 1>view directly beneath it, for example, that kind of thing. Sure,

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<v Speaker 1>and they even have weapons systems that use that kind

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<v Speaker 1>of technology where your the camera controls the weapons so

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<v Speaker 1>that when the pilot turns his or her head, they

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<v Speaker 1>can look at a target and the gun has already

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<v Speaker 1>pointed whatever it is that they're looking at right right,

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<v Speaker 1>So so the military drove a lot of this early innovation. Eventually,

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<v Speaker 1>other scientists were saying, hey, there's some really cool things

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<v Speaker 1>we could use this to do, but it's hard to

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<v Speaker 1>get funding because you have to convince people that it's

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<v Speaker 1>it's a worthwhile endeavor. Uh. To that end one In

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<v Speaker 1>the late eighties, that's when the term virtual reality started

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<v Speaker 1>to come into play and the media picked up on it.

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<v Speaker 1>And that's when you had an explusion, particularly in the

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<v Speaker 1>early nineties, that's when the media really went nuts with

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<v Speaker 1>this term virtual reality. And part of the problem was

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<v Speaker 1>that they built up that they being the media, built

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<v Speaker 1>up this this vision of this amazing virtual world that

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<v Speaker 1>we would all get to go and play in, and

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<v Speaker 1>we you know, the there were no limitations. You could

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<v Speaker 1>have all the information at your fingertips, you could have

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<v Speaker 1>you could live out your wildest fantasies in this virtual environment.

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<v Speaker 1>Holidack essentially, yes, good good star Trek the next generation

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<v Speaker 1>reference although as we all know, if you go into

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<v Speaker 1>the holiday, something will go wrong in moriarity will try

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<v Speaker 1>to kill you. But anyway, yeah, exactly, though, the next

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<v Speaker 1>generation kind of take on virtual reality was sort of

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<v Speaker 1>what the media was playing this up to. Be to

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<v Speaker 1>the point where people were really excited, and it sounded

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<v Speaker 1>like it was just right around the corner, and that

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<v Speaker 1>any minute now we'd be able to put on some

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<v Speaker 1>sort of suit and be able to experience things like

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<v Speaker 1>I've always wondered what would be like to I don't know, uh,

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<v Speaker 1>sled down a huge icy mountain and I could do

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<v Speaker 1>this safely in my own home, and I would have

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<v Speaker 1>all the feeling and the experience of doing that. But

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<v Speaker 1>in reality, I just take the suit off, I'd be

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<v Speaker 1>in my living room, I'd be perfectly safe. Or I've

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<v Speaker 1>always wanted to pretend like I'm some sort of a

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<v Speaker 1>super soldier, even though I'm a pudgy computer guy. I

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<v Speaker 1>want to put on the suit and go out there

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<v Speaker 1>and do a high risk mission and see what that's

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<v Speaker 1>really like. But the reality was sadly lagging quite a

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<v Speaker 1>bit behind this media perception. In fact, the chasm was

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<v Speaker 1>enormous between what the media was saying or what they

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<v Speaker 1>were kind of promising, and what the reality could actually produce. Um,

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<v Speaker 1>I don't know if did you ever get to do

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<v Speaker 1>a virtual reality game at all? Now? I've never played

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<v Speaker 1>a virtual reality Okay, well, children, sit back, Jonathan's gonna

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<v Speaker 1>tell you a little story. The year was nine. Yeah,

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<v Speaker 1>I was. I was in high school. Uh, and um,

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<v Speaker 1>there was a mall that was not too far from

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<v Speaker 1>my house. Uh, the Gwinnette Play Small. Yeah it's been there. Yeah,

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<v Speaker 1>it's different now, but back then they had a small business.

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<v Speaker 1>And the only thing the small business did was it

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<v Speaker 1>essentially rented out time on virtual reality games. You would

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<v Speaker 1>go and you pay a certain amount to get five

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<v Speaker 1>minutes of playtime in this virtual reality game. And the game,

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<v Speaker 1>by the way, the main game they had was Dactyl

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<v Speaker 1>Nightmare and um, it's odd, so it was like a thumb. No,

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<v Speaker 1>it was supposed to be a ptero dactyl. They called

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<v Speaker 1>it Dactyl Dactyl Nightmare. So you would with other people,

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<v Speaker 1>I think up to three other people, so four player game,

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<v Speaker 1>and you had a little control that you would hold

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<v Speaker 1>in your hands that would represent a gun in the game,

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<v Speaker 1>and you had a head molond display you'd wear and

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<v Speaker 1>you would be Um, you'd be inside the stand on

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<v Speaker 1>a little pedestal that had a little guard around it

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<v Speaker 1>so you wouldn't you know, fall off, and you had

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<v Speaker 1>a control on the handle of the the little controller

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<v Speaker 1>you had you had a button control movement. You could

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<v Speaker 1>just move forward, so whichever way you faced you push

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<v Speaker 1>the button, that's the way you would go. And then

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<v Speaker 1>you had a trigger where you could fire the slowest

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<v Speaker 1>moving bullet you've ever seen at your opponents, lower than

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<v Speaker 1>in the matrix. Okay, the second slowest bullet you've ever seen,

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<v Speaker 1>and uh and so, and occasionally a terrodactor would come

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<v Speaker 1>down and pick you up and drop you, which was

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<v Speaker 1>a good way to for you to lose a life.

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<v Speaker 1>Not that impressive, I gotta tell you not um not

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<v Speaker 1>impressive really at all. It was actually a big letdown

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<v Speaker 1>compared to what you're thinking all virtual reality is really

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<v Speaker 1>gonna you like. And that was kind of the case

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<v Speaker 1>across the board. You had all these people try these

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<v Speaker 1>games out and other applications, and they were so primitive

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<v Speaker 1>in comparison to what everyone thought of thought virtual reality

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<v Speaker 1>was really gonna be. Like the bottom fell out. Funding

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<v Speaker 1>for virtual reality projects kind of dropped out because people

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<v Speaker 1>just lost interest. It's just like the sort of the

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<v Speaker 1>same problem NASA has with the Space program. If there's

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<v Speaker 1>not a lot of interest in it, they have trouble

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<v Speaker 1>funding the program. Same thing for virtual reality. So it

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<v Speaker 1>actually got to the point where people began to hate

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<v Speaker 1>the term virtual reality because it had the stigma attached

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<v Speaker 1>to it, which is why you don't really hear the

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<v Speaker 1>term now. Now you hear virtual environments. Right, it's the

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<v Speaker 1>same sort of thing. It's a little bit more of

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<v Speaker 1>a broad definition than virtual reality was. But in general

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<v Speaker 1>you're talking about the same stuff. It's just a different name.

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<v Speaker 1>And the reason behind it is because virtual reality just

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<v Speaker 1>became such a loaded term, right, So there you go,

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<v Speaker 1>that's what happened to virtual reality. Well then, but I've

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<v Speaker 1>heard the term virtual environment applied to things like Second

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<v Speaker 1>Life or Google Lively or Sony Home. Right. Yeah, that's

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<v Speaker 1>that's where the broad definition comes in, so, you know,

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<v Speaker 1>because you don't have to wear special equipment to do that,

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<v Speaker 1>although you can, Yeah, there are people who do, I'm sure. Now.

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<v Speaker 1>That's the thing is that virtual environment is a more

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<v Speaker 1>broad definition in right, So essentially, any any computer environment

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<v Speaker 1>you create in a way is a virtual environment, right. Um.

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<v Speaker 1>But the way that the term is being used within

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<v Speaker 1>the industry, the old VR industry, you need a little

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<v Speaker 1>bit more than that. Um. The main concept for virtual

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<v Speaker 1>environments in this industry is called immersion right now, Immersion.

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<v Speaker 1>Immersion is that feeling you get where the environment you're

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<v Speaker 1>in seems real to you, right, Okay, So uh Now,

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<v Speaker 1>ideally you get to the point where you feel that

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<v Speaker 1>environment you're in is as real as the physical environment

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<v Speaker 1>your body is in, and in the perfect example, you

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<v Speaker 1>would even forget about your physical body entirely. You would

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<v Speaker 1>just concentrate on the virtual one and that would be

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<v Speaker 1>real to you. Um. Now, The interesting thing here is

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<v Speaker 1>that immersion does not depend solely upon the graphics quality

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<v Speaker 1>of the program or um or even the sound quality. Uh.

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<v Speaker 1>It really depends on how interactive is this environment, how

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<v Speaker 1>when you turn your head, is there any latency? Latency

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<v Speaker 1>is is the delay between an action and the way

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<v Speaker 1>the computer shows it to you. So like if you

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<v Speaker 1>turn your head and there's a slight delay, it's very

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<v Speaker 1>disconcerting and it ruins the immersion experience. Yeah, because you're

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<v Speaker 1>no longer being fooled into the idea that you are

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<v Speaker 1>somewhere else exactly. That's an artifact of real life. It

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<v Speaker 1>kind of makes you feel like you're maybe slightly drunk

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<v Speaker 1>or drugged or something, and in fact can lead you

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<v Speaker 1>to motion sickness. It's called cybersickness UM in virtual reality terms.

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<v Speaker 1>But yeah, it can really it can disorient you because

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<v Speaker 1>you know your your brain is telling you, hey, I'm

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<v Speaker 1>looking to the right, but my view is lagging behind

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<v Speaker 1>my actual actions. It's interesting because in virtual reality studies

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<v Speaker 1>they found out that the human I and mine can

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<v Speaker 1>perceive a delay of as short as fifty milliseconds, which

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<v Speaker 1>is that's an incredible fraction of the second, and you

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<v Speaker 1>can detect it. So that's a big challenges is decreasing

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<v Speaker 1>that delay so that it becomes imperceptible. UM. But that

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<v Speaker 1>that can lead to immersion. Also, things like haptic feedback,

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<v Speaker 1>which you know all about because you you edited the

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<v Speaker 1>how haptics work, right, that's true. UM. Haptic feedback is

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<v Speaker 1>essentially anything that makes you feel like you're actually touching something,

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<v Speaker 1>So UM, that can be anything like um they're they're

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<v Speaker 1>medical devices that are used to actually do surgery UM

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<v Speaker 1>or to train people who are doctors, and that gives

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<v Speaker 1>some haptic feedback. So I mean, really, if you're controlling

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<v Speaker 1>a robotic arm with the use of this this mechanical equipment,

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<v Speaker 1>electronic mechanical equipment, UM, you know a robot is going

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<v Speaker 1>to be you know, it's not gonna have any feeling

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<v Speaker 1>to it. It's gonna just you know, slice into whatever

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<v Speaker 1>is around, you know, without being discriminatory other than what

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<v Speaker 1>happens to be on the camera that the that the

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<v Speaker 1>doctor is looking at. And there are some pretty subtle nuances,

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<v Speaker 1>you know, depending on whether you're cutting muscle or whatever.

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<v Speaker 1>So the doctor needs to be able to feel that

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<v Speaker 1>to know exactly what's going on as he or she

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<v Speaker 1>is working. So these haptic devices, you know, provide some

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<v Speaker 1>sensory feedback to them, some tactle feedback so that they go, okay,

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<v Speaker 1>you know, I need to go just this far and

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<v Speaker 1>no farther to to you know, complete this surgery. Amounts

0:13:00.480 --> 0:13:03.240
<v Speaker 1>of resistance that kind of thing, right, and there are

0:13:03.679 --> 0:13:07.400
<v Speaker 1>there are still different kinds of devices that that you

0:13:07.400 --> 0:13:09.839
<v Speaker 1>can use. You can put on gloves that have uh

0:13:10.120 --> 0:13:15.199
<v Speaker 1>different little motors and vibrating modules in there to give

0:13:15.240 --> 0:13:17.920
<v Speaker 1>you the sense that you are touching things that they

0:13:18.000 --> 0:13:20.440
<v Speaker 1>resist your fingers so that you make it makes your

0:13:20.440 --> 0:13:22.520
<v Speaker 1>hand feel as you close it that you are holding,

0:13:22.760 --> 0:13:26.400
<v Speaker 1>for example, a ball, because it is holding back your

0:13:26.520 --> 0:13:29.160
<v Speaker 1>hand to to you know, give it that feeling that

0:13:29.400 --> 0:13:33.960
<v Speaker 1>oh there's something there, you know, because you actually can

0:13:34.040 --> 0:13:35.920
<v Speaker 1>feel it. And these things are you know, some of

0:13:35.920 --> 0:13:38.559
<v Speaker 1>them are quite large. UM. So you know, you may

0:13:38.559 --> 0:13:41.160
<v Speaker 1>be putting on some some pretty large gloves. But it's

0:13:41.200 --> 0:13:43.960
<v Speaker 1>got a sensation, gives you the sensation that you are

0:13:43.960 --> 0:13:46.600
<v Speaker 1>actually touching something, and it adds to that perception that

0:13:46.600 --> 0:13:48.839
<v Speaker 1>you are in another world. Yeah, and I at c

0:13:49.120 --> 0:13:52.520
<v Speaker 1>Yes somewhere electronic showcase, I actually tried on some stuff

0:13:52.559 --> 0:13:56.520
<v Speaker 1>that that had haptic feedback UM devices built into them.

0:13:56.880 --> 0:13:59.600
<v Speaker 1>There was there was a vest that you could wear

0:13:59.800 --> 0:14:02.960
<v Speaker 1>the Yes, it was designed for first person shooters, so

0:14:03.160 --> 0:14:06.280
<v Speaker 1>when you got shot, it would They had little air

0:14:06.320 --> 0:14:09.480
<v Speaker 1>bladders in them and the air bladder would inflate suddenly

0:14:09.520 --> 0:14:13.240
<v Speaker 1>and thus you would feel an impact against your skin. UM.

0:14:13.320 --> 0:14:16.640
<v Speaker 1>And because the vest was so tight, it was you know,

0:14:16.679 --> 0:14:18.880
<v Speaker 1>it had to be because otherwise you wouldn't really sense

0:14:19.040 --> 0:14:22.080
<v Speaker 1>this UM. But it meant that you felt it. It

0:14:22.200 --> 0:14:27.080
<v Speaker 1>was it was not something you could ignore. But they

0:14:27.080 --> 0:14:29.880
<v Speaker 1>also had a helmet that did the same sort of thing.

0:14:30.560 --> 0:14:34.400
<v Speaker 1>And and that's the Here comes another interesting part about

0:14:34.440 --> 0:14:37.960
<v Speaker 1>virtual environments and the research that goes into them. Because

0:14:38.040 --> 0:14:41.160
<v Speaker 1>it's still hard to get funding for these things, they

0:14:41.200 --> 0:14:45.800
<v Speaker 1>often appropriate devices that were designed for other industries and

0:14:45.800 --> 0:14:48.880
<v Speaker 1>and apply them to virtual environments. So the video game

0:14:48.880 --> 0:14:52.080
<v Speaker 1>industry in particular is huge when it comes to this

0:14:52.200 --> 0:14:55.080
<v Speaker 1>sort of stuff. Uh, they'll you know, people who design

0:14:55.120 --> 0:14:58.880
<v Speaker 1>virtual environments will actively seek out devices in the in

0:14:58.920 --> 0:15:02.160
<v Speaker 1>the video game industry that they can then repurpose for

0:15:02.280 --> 0:15:05.520
<v Speaker 1>virtual environments. So things like this kind of vest which

0:15:05.560 --> 0:15:08.640
<v Speaker 1>would let you feel impact that could become in handy

0:15:08.640 --> 0:15:11.000
<v Speaker 1>in a virtual environment really helps with the immersion. So

0:15:11.080 --> 0:15:15.160
<v Speaker 1>when you see something happen to your virtual self within

0:15:15.200 --> 0:15:17.920
<v Speaker 1>a world, and usually this is in a first person view,

0:15:17.960 --> 0:15:20.080
<v Speaker 1>because that helps with immersion. It's it's when you do

0:15:20.240 --> 0:15:22.240
<v Speaker 1>third person that you don't really you still have a

0:15:22.280 --> 0:15:25.440
<v Speaker 1>sense of detachment, sure, but when you see something coming

0:15:25.480 --> 0:15:27.840
<v Speaker 1>at you and then you feel the impact through something

0:15:27.880 --> 0:15:31.720
<v Speaker 1>like this, it definitely reinforces that sense of immersion. Well,

0:15:31.760 --> 0:15:35.400
<v Speaker 1>the video game industry is all about immersion and virtual

0:15:35.480 --> 0:15:38.040
<v Speaker 1>environment exactly. And uh, you know, as we were, as

0:15:38.040 --> 0:15:40.920
<v Speaker 1>you were talking, I was just thinking of an obvious analogy.

0:15:40.960 --> 0:15:45.000
<v Speaker 1>Would the flight simulator, uh, you know, the flight simulator,

0:15:45.360 --> 0:15:49.040
<v Speaker 1>I can't even say simulator. That's lovely, the flight simulator

0:15:49.760 --> 0:15:53.000
<v Speaker 1>that that you that you play on your desktop is

0:15:53.200 --> 0:15:57.440
<v Speaker 1>very uh similar to the kind of machine that they

0:15:57.520 --> 0:15:59.800
<v Speaker 1>used to to train pilots in, right, and that was

0:15:59.880 --> 0:16:02.880
<v Speaker 1>atually very early application of virtual environments. Again we're going

0:16:02.920 --> 0:16:06.360
<v Speaker 1>back in military. Yeah, but well, the airlines use them,

0:16:06.440 --> 0:16:09.680
<v Speaker 1>and of course the there's a simulator for the Space Shuttle,

0:16:09.720 --> 0:16:13.800
<v Speaker 1>I believe, UM, and there were for the Mercury capsules

0:16:13.840 --> 0:16:18.760
<v Speaker 1>even in the Geminy gem and I. I don't care

0:16:18.880 --> 0:16:21.600
<v Speaker 1>what the astronauts say, but they said it. I know

0:16:21.680 --> 0:16:24.120
<v Speaker 1>they said it. I'm still saying gem and I, Okay,

0:16:24.120 --> 0:16:27.200
<v Speaker 1>But they were using virtual environments to to do some

0:16:27.240 --> 0:16:30.080
<v Speaker 1>training too. So those are those are things that that

0:16:30.160 --> 0:16:32.240
<v Speaker 1>the public might have actually seen, that they might be

0:16:32.280 --> 0:16:34.800
<v Speaker 1>aware of. And there's some there's some uses that are

0:16:34.840 --> 0:16:37.680
<v Speaker 1>going on right now that the public might be aware of, UM,

0:16:37.720 --> 0:16:41.000
<v Speaker 1>depending on Sadly a lot of it's uh sadly in

0:16:41.000 --> 0:16:43.720
<v Speaker 1>the sense that it's not a fun application. It's it's

0:16:43.760 --> 0:16:47.680
<v Speaker 1>a good application of virtual environments. But medical applications besides

0:16:47.760 --> 0:16:52.880
<v Speaker 1>the telepresence and surgery that you're talking about, UM, one

0:16:52.920 --> 0:16:58.040
<v Speaker 1>of the useful uh ways you can incorporate virtual environments

0:16:58.040 --> 0:17:03.960
<v Speaker 1>and treatment UM involves psychological treatment. UM. There are experiments

0:17:03.960 --> 0:17:08.240
<v Speaker 1>being run at Duke University and Emory University, where doctors

0:17:08.240 --> 0:17:14.359
<v Speaker 1>are using virtual environments to simulate situations where patients with

0:17:14.359 --> 0:17:18.199
<v Speaker 1>phobias can can kind of confront their fear um in

0:17:18.240 --> 0:17:22.320
<v Speaker 1>a way that ultimately they know they're perfectly safe. Ultimately

0:17:22.359 --> 0:17:24.960
<v Speaker 1>they know they're inside a doctor's office and they don't

0:17:25.040 --> 0:17:27.879
<v Speaker 1>have they're not actually confronting what it is they're afraid of,

0:17:28.320 --> 0:17:32.280
<v Speaker 1>but because the sense of immersion is a powerful one,

0:17:32.960 --> 0:17:35.560
<v Speaker 1>their bodies react the same way they would if they

0:17:35.560 --> 0:17:42.240
<v Speaker 1>were actually encountering their real fear. For example, fear of heights. UM.

0:17:42.280 --> 0:17:45.080
<v Speaker 1>If you are a psychologist and you're a psychiatrist and

0:17:45.080 --> 0:17:47.600
<v Speaker 1>you're treating someone for a fear of heights, and you

0:17:47.680 --> 0:17:51.080
<v Speaker 1>happen to have an office in a one story building,

0:17:52.240 --> 0:17:55.880
<v Speaker 1>your options for treating this patient are become pretty rough

0:17:55.920 --> 0:17:59.440
<v Speaker 1>when it comes to actually, you know, confronting the fear

0:17:59.480 --> 0:18:01.520
<v Speaker 1>head on. It means you have to go to a

0:18:01.560 --> 0:18:03.560
<v Speaker 1>different building. You have to you know, you may have

0:18:03.600 --> 0:18:06.159
<v Speaker 1>to secure permission to go to a certain floor or

0:18:06.160 --> 0:18:09.639
<v Speaker 1>anything like that. UM virtual environments, you could create an

0:18:09.720 --> 0:18:12.240
<v Speaker 1>environment where you appear to be at the top of

0:18:12.280 --> 0:18:14.199
<v Speaker 1>a tall building and you can walk right up to

0:18:14.240 --> 0:18:17.600
<v Speaker 1>the edge virtually and look down. And the interesting thing

0:18:17.720 --> 0:18:19.639
<v Speaker 1>is after a couple of minutes where you kind of

0:18:19.640 --> 0:18:24.879
<v Speaker 1>get oriented, patients have shown the same physical reaction to

0:18:25.000 --> 0:18:26.879
<v Speaker 1>the virtual environment as they would if they were in

0:18:26.880 --> 0:18:30.199
<v Speaker 1>a real one. And that using this as sort of

0:18:30.320 --> 0:18:33.639
<v Speaker 1>uh a kind of therapy where they get used to

0:18:33.680 --> 0:18:36.880
<v Speaker 1>it over a period of time, they can uh, they

0:18:36.920 --> 0:18:39.199
<v Speaker 1>can really make a lot of progress. In fact, some

0:18:39.240 --> 0:18:43.560
<v Speaker 1>psychio psychiatrists and psychologists have reported that their patients come

0:18:43.600 --> 0:18:46.360
<v Speaker 1>back and say, hey, you know, after we went through

0:18:46.359 --> 0:18:49.560
<v Speaker 1>these sessions, I took it upon myself to go to

0:18:49.600 --> 0:18:52.480
<v Speaker 1>this hotel downtown that's got It's a fifteen story hotel

0:18:52.480 --> 0:18:53.639
<v Speaker 1>and I went all the way to the top and

0:18:53.640 --> 0:18:55.760
<v Speaker 1>I walked all the way to the window, and you know,

0:18:55.840 --> 0:18:58.280
<v Speaker 1>I was really scared. It was really nervous, but I

0:18:58.320 --> 0:19:01.600
<v Speaker 1>did it. And it's amazing because without this treatment, they

0:19:01.600 --> 0:19:05.240
<v Speaker 1>would never have taken that kind of initiative. So that's

0:19:05.320 --> 0:19:07.640
<v Speaker 1>kind of an interesting approach. There are other ones as well.

0:19:07.800 --> 0:19:10.920
<v Speaker 1>UM fear flying is a common one. It's also being

0:19:11.000 --> 0:19:14.719
<v Speaker 1>used for people who have u UH veterans who are

0:19:14.720 --> 0:19:18.520
<v Speaker 1>coming back who have have problems afterwards. You know, that's

0:19:18.600 --> 0:19:22.120
<v Speaker 1>that's a big use for them. Sure, it's that's that's

0:19:22.160 --> 0:19:23.520
<v Speaker 1>kind of where a lot of the funding is going

0:19:23.560 --> 0:19:26.679
<v Speaker 1>into now because it is a an application that you

0:19:26.720 --> 0:19:30.120
<v Speaker 1>can see direct results from. So what if you fear

0:19:30.240 --> 0:19:36.439
<v Speaker 1>fear itself? Nice? Um? Yeah, that one, that one that

0:19:36.600 --> 0:19:38.840
<v Speaker 1>was tricky. Yeah, I would imagine so at least two

0:19:39.080 --> 0:19:42.320
<v Speaker 1>to replicate in in a virtual environment. Yeah, Well, I

0:19:42.359 --> 0:19:44.480
<v Speaker 1>want to talk about one other things. We did talk

0:19:44.480 --> 0:19:47.960
<v Speaker 1>about haptics earlier. Sure, I want to talk about passive haptics,

0:19:47.960 --> 0:19:51.960
<v Speaker 1>which is kind of virtual environments. Passive haptics are when

0:19:52.080 --> 0:19:57.560
<v Speaker 1>you incorporate real objects and you connect them to the

0:19:57.680 --> 0:20:00.680
<v Speaker 1>virtual world. So usually in this case, you're your virtual

0:20:00.760 --> 0:20:04.040
<v Speaker 1>environment actually requires that you have a room where the

0:20:05.000 --> 0:20:08.200
<v Speaker 1>a lot of the the images you'll see are projected

0:20:08.200 --> 0:20:11.000
<v Speaker 1>on on maybe the floor and the walls and the ceiling,

0:20:11.040 --> 0:20:15.040
<v Speaker 1>and you're wearing special glasses to complete the illusion. But

0:20:15.160 --> 0:20:18.359
<v Speaker 1>you put in real physical objects that are mapped to

0:20:18.400 --> 0:20:22.040
<v Speaker 1>this virtual environment, and if you, as a person in

0:20:22.080 --> 0:20:26.800
<v Speaker 1>the physical environment, interact with these, you see that reflected

0:20:26.800 --> 0:20:30.640
<v Speaker 1>in the virtual environment. Again reinforces that sense of immersion.

0:20:30.640 --> 0:20:32.720
<v Speaker 1>It's pretty cool, you know. So, like you see a

0:20:32.720 --> 0:20:35.440
<v Speaker 1>ball and you push it, Uh, you would actually feel

0:20:35.440 --> 0:20:37.679
<v Speaker 1>the ball, because there really is a ball there, and

0:20:37.760 --> 0:20:40.120
<v Speaker 1>you'd see it move. The other neat thing about this

0:20:40.359 --> 0:20:43.320
<v Speaker 1>is that you can trick the mind and create an

0:20:43.440 --> 0:20:48.200
<v Speaker 1>environment that's much larger than the physical virtual environment that's

0:20:48.240 --> 0:20:51.320
<v Speaker 1>that's many times larger than the physical one. UM. You

0:20:51.359 --> 0:20:53.280
<v Speaker 1>can trick the mind into thinking you're walking in a

0:20:53.320 --> 0:20:57.360
<v Speaker 1>straight line. And really, if you were to be an

0:20:57.359 --> 0:20:59.639
<v Speaker 1>independent observer, you would see that the person inside the

0:20:59.720 --> 0:21:03.119
<v Speaker 1>room is walking in a circle, but in the virtual environment,

0:21:03.160 --> 0:21:05.200
<v Speaker 1>it would look like you're walking in a straight line. Right,

0:21:05.240 --> 0:21:07.440
<v Speaker 1>So in a way, you've just created a room that's

0:21:07.520 --> 0:21:11.120
<v Speaker 1>larger on the inside that it is on the outside.

0:21:12.080 --> 0:21:14.520
<v Speaker 1>To tell what, I'm kind of fascinated by virtual environments

0:21:14.520 --> 0:21:17.359
<v Speaker 1>and reality and technology behind it, you know. I was

0:21:17.400 --> 0:21:21.320
<v Speaker 1>thinking though that there are some some holdovers from it, UM.

0:21:21.359 --> 0:21:24.040
<v Speaker 1>You know, talking about CS. I remember the my View

0:21:24.200 --> 0:21:28.280
<v Speaker 1>personal video player that they have, UM. It kind of

0:21:28.320 --> 0:21:31.680
<v Speaker 1>looks like a very small version of the head gear

0:21:31.720 --> 0:21:34.919
<v Speaker 1>that you used to see in the virtual reality UM stuff.

0:21:34.920 --> 0:21:38.040
<v Speaker 1>But basically what it is is, UM, it's a When

0:21:38.040 --> 0:21:40.399
<v Speaker 1>I say personal video player, it's literally a pair of

0:21:40.480 --> 0:21:42.760
<v Speaker 1>glasses that you put on your you know, put on

0:21:42.840 --> 0:21:45.280
<v Speaker 1>your face and it plays you know, hooks up to

0:21:45.320 --> 0:21:48.760
<v Speaker 1>your personal video player and plays the movie or the

0:21:48.880 --> 0:21:52.040
<v Speaker 1>video podcast or whatever on the lenses of your glasses,

0:21:52.080 --> 0:21:55.399
<v Speaker 1>so you're actually watching you know, you're it's sort of

0:21:55.440 --> 0:21:59.280
<v Speaker 1>a mini immersion type of thing because you're showing yourself

0:21:59.320 --> 0:22:06.400
<v Speaker 1>that um. And remember the old virtual game boys still

0:22:06.400 --> 0:22:10.000
<v Speaker 1>still feel those headaches. Yeah yeah, yeah, but they had

0:22:10.040 --> 0:22:14.359
<v Speaker 1>a problem with latency. Yeah, imax. They're all kinds of

0:22:14.680 --> 0:22:18.280
<v Speaker 1>things in reality. I mean, you've got there's a new

0:22:18.320 --> 0:22:21.439
<v Speaker 1>camera that actually will tag things that you see in

0:22:21.480 --> 0:22:23.679
<v Speaker 1>real life. It'll tag it and remember it and and

0:22:23.800 --> 0:22:26.960
<v Speaker 1>uploaded and share it. Um. Where you can point a

0:22:27.000 --> 0:22:28.920
<v Speaker 1>camera at a building and push this little button and

0:22:28.960 --> 0:22:31.000
<v Speaker 1>it'll pop up and tell you what that building is.

0:22:31.640 --> 0:22:33.439
<v Speaker 1>I mean, that's the same sort of thing. These are

0:22:33.440 --> 0:22:36.000
<v Speaker 1>all these applications that came out of the research from

0:22:36.080 --> 0:22:39.199
<v Speaker 1>virtual reality. Yea, so there it still exists. There's just

0:22:39.280 --> 0:22:42.760
<v Speaker 1>bits and pieces of it then incorporated into different materials, right.

0:22:43.040 --> 0:22:46.120
<v Speaker 1>So it's it's pretty interesting stuff. No, it's not not gone.

0:22:46.200 --> 0:22:48.960
<v Speaker 1>It's just maybe gone underground and sort of assimilated into

0:22:48.960 --> 0:22:52.920
<v Speaker 1>a way where you wouldn't necessarily recognize it immediately. It's

0:22:52.960 --> 0:22:56.200
<v Speaker 1>it's cool stuff. And uh, well, I guess that's a good,

0:22:56.359 --> 0:22:59.080
<v Speaker 1>nice long conversation about virtual reality. But if you want

0:22:59.119 --> 0:23:01.200
<v Speaker 1>to learn more, we have a whole suite on virtual

0:23:01.240 --> 0:23:03.600
<v Speaker 1>reality at how stuff Works. A good place to start

0:23:03.680 --> 0:23:07.720
<v Speaker 1>is how virtual Reality Works. There. That's live right now

0:23:07.760 --> 0:23:09.879
<v Speaker 1>at how stuff works dot com, and we'll pop to

0:23:09.920 --> 0:23:13.800
<v Speaker 1>you against soon. For more on this and thousands of

0:23:13.800 --> 0:23:17.479
<v Speaker 1>other topics, visit how stuff works dot com. Let us

0:23:17.480 --> 0:23:20.400
<v Speaker 1>know what you think. Send an email to podcast at

0:23:20.400 --> 0:23:26.199
<v Speaker 1>how stuff works dot com. Brought to you by the

0:23:26.240 --> 0:23:29.600
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