I gave a talk at Silicon Valley Virtual Reality Conference where I attempted to summarize highlights from over 400 Voices of VR podcast interviews. This was a daunting task which forced me to synthesize the emergent patterns that I’ve been seeing, and create an underlying structure that could help tell the story of all of the ways that VR might impact humanity. What resulted from this process was a framework and model for understanding the VR landscape that I’m calling “The Human Experience of Virtual Reality.”

Human-Experience-of-Virtual-Reality

These twelve spheres are spread out across two main axes between self and other on the horizontal plane and your private and public experiences on the vertical plane. You can either watch the video of this talk, or read a brief summary down below while listening to my presentation. I’ve also included a list of specific episodes that I mention during the talk down below.

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VR Fund’s Tipatat Chennavasin’s made the following visualization of the VR Landscape, which was a snapshot that he created from his more comprehensive and up-to-date Trello board titled “Virtual Reality Industry 2016″:

vr-fund-vr-landscape

I cross-referenced this visualization with my Voices of VR podcast interview backlog to discover that I had interviewed about 44% of the companies listed on Tipatat’s snapshot:

vr-fund-landscape-voices-of-vr

This felt like I had made a good start at covering the diversity of the VR landscape, but the thing that was most striking to me was that I wasn’t necessarily aiming to achieve a 100% completion rate. This caused me to look further to see if there might be a simpler approach to understanding the VR landscape that reflected what I’ve been discovering on the podcast, but also could guide me in the future in covering the evolving VR landscape. My next step was to visualized of all of the different guests on the Voices of VR podcast in order to see if there were any patterns that emerged:

Voices-of-VR-Interviews

I noticed that there were a lot of different topics and realms that I had explored that didn’t quite fit into Tiptat’s mapping of the VR landscape, which was very much motivated by the desire to track the start-up & established companies who are players within the VR space.

I wanted to have a more elegant, simple, and memorable system for helping me keep track of the virtual reality landscape, and so I came up with the following framework, which describes the different domains of “The Human Experience of Virtual Reality”:

Human-Experience-of-Virtual-Reality

The horizontal axis is between self and other. Some experiences are more focused on cultivate a sense of embodied presence where you can exert your agency and express your identity, while other experiences may be more about having you empathize with the story of another person and receive their story. My interview with Eric Darnell made it clear to me that there is a tension between empathy and agency. I personally don’t think that it will be impossible to eventually combine these two polar opposites within the same VR experience, but I do think that it will take some specific context shifts to move between a more passive and interactive mode of storytelling as I discussed with Devon Dolan in the four types of VR storytelling.

The vertical access is between private and public, represented by the personal experiences of connecting to a sense of home and family versus your public life and reputation, which is most often associated with your professional career. You can think of the private experiences as ones that are more of an inner type of meaning and experience specific to you, and on the other extreme are the more outer experiences that are shared with others.

It’s likely that virtual reality experiences will combine a lot of these different spheres, and I’d predict that the social VR and world-building applications that can incorporate as many of these different domains as possible will be some of the early winners in creating a metaverse that’s just as compelling as the full spectrum of the human experience in real reality.

elephant

I ask each of my guests to share their thoughts on the ultimate potential of virtual reality, and I often find that their answers can be mapped into one of the 12 different spheres listed above. It’s important to remember that “the map is not the territory,” and that there will be exceptions and imperfections to this model. But I hope that these spheres will be robust enough to encompass the major dimensions of the human experience, and help to orient and contextualize the full breadth of how VR might impact our lives.

The truth of the matter is that no one person can really see the entire spectrum of all of the ways that VR will impact us, and it really does remind me of the ancient Indian parable of the blind men and the elephant.

Every VR developer and pioneer is like a blind men or women with one of their hands on this metaphorical elephant that represents the ultimate potential of VR. No one person can see the overall potential of VR, but if each of us focuses on one specific portion of the future, then perhaps we will be able to add some insight that gives everyone a bigger perspective as to where this is all going. My intention with the Voices of VR podcast is to talk to as many people as I can to get as many different perspectives and data points as I can in order to help us all paint a better picture of the ultimate potential of VR.

I believe that immersive technologies like virtual reality, augmented reality, and mixed reality are going to have as big of an impact on humanity as the Gutenberg Press did in the 15th Century. We’re at the very beginning of a revolutionary time, and I’m looking forward to sharing more of the deep insights and speculation about the future that I capture at SVVR in the form of 25 different interviews and over 13 hours with reflections about the current state of VR, some oral history stories, and a lot of predictions about the future of VR.

Here’s the different podcasts that I either explicitly mentioned or was implicitly thinking about during the talk:

Here’s a video of the full talk:

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Music: Fatality & Summer Trip

ben-langThe third annual Silicon Virtual Reality Conference happened from April 27 to 29, and I had a chance catch up with Road to VR co-founder and executive editor Ben Lang to cover some of the big highlights and takeaways this year. Ben talks about highlights his keynote, what makes VR unique, social experiences vs. multiplayer games, what he’s most looking forward to, as well as some predictions about the future. Will VR ever get good enough that people would want to spend more time in virtual worlds than in the real world? Tune in to hear what we think.

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Minecraft VR was released on the Gear VR this week, and it completes the long journey of making one of John Carmack’s dreams come true. If you haven’t watched John’s Oculus Connect 2 keynote yet, then now is a good time to go back and check it out because his passion, drive, and vision is crystal clear. John believes that bringing Minecraft to VR will be a significant milestone and inflection point in the overall consumer launch and mass adoption of virtual reality.

Minecraft has already played an important role in social VR within the consumer virtual reality community. The Minecrift mod was the first modern social VR experience for a lot of DK1 early adopters including Cymatic Bruce, D from eVRydayVR, Aaron Davies, Gunter S. Thompson, Cris Miranda, OlivierJT, and many others.

I had a chance to catch up with Jesse Merriam at GDC, who is the lead producer for the Redmond Minecraft Team at Microsoft to talk more about bringing Minecraft to VR.

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John Carmack has never been as excited to give a keynote as he was at Oculus Connect 2, where he was able to share his enthusiasm and passion about Minecraft VR to the world for the first time publicly. After hearing John’s story, it’s really quite an amazing that this even happened.

I think this tweet perfectly captures some of the new types of experiences that family and friends will be sharing with each other in Minecraft VR:

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aaron-lemkeOne of the most immersive and memorable experiences that I tried at the Silicon Valley Virtual Reality Conference yesterday was TheWave. Just as TiltBrush is able to unlock your creative expression through 3D drawing, TheWave has the potential to lower the barrier to composing music with their 3D sequencer tools. TheWave development team is made up of a collection of VR developers who are also musicians wanting to use VR to unlock their musical creativity, but also eventually help to revitalize the music industry by providing working musicians another outlet for doing live virtual performances.

One of the developers is Unello Design’s Aaron Lemke, who originally got into VR with because he wanted to have an outlet for his ambient music with experiences like Eden River. I had a chance to catch up with Aaron at SVVR where he talks about TheWave’s musical composition create mode as well as a DJ performance mode, their cross-platform networked experience that they premiered at the VR Mixer at GDC, and how he sees VR playing into the future of music composition and performance.

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Here’s a video demo of the DJ performance mode for TheWave

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Luv-KohliRedirected walking is a concept within VR that tricks a user into walking into circles, but gives them visual feedback that they’re walking in a straight line. We tend to trust our visual input over our other senses, and so redirected touch using that same principle of visual dominance in order to trick our minds into thinking it’s touching different objects while only using a single passive haptic object. It can also fool us into thinking that straight surfaces feel like curved surfaces.

Luv Kohli is one of the pioneers of redirected touch, and he wrote his Ph.D. thesis on the topic at the University of North Carolina at Chapel Hill in 2013. I had a chance to catch up with Luv at the IEEE VR conference to learn more about the extent that we can warp VR spaces without our minds being able to consciously perceive it beyond having it temporarily feel weird.

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Here’s a video example of redirected touch where the user is touching a square object, but the user perceives that they’re touching a curved object because the visual field is so dominant.

There’s a number of interesting neuroscience of perception articles that I’ve come across over the last week that are related to this concept of hacking the limitations of our perception within VR.

Reading through these articles brings up some fundamental questions about the nature of reality, and the takeaway for me is that there’s some low-level aspects of our reality that our brains may be perceiving, but that our perceptual system has perhaps evolved over time to only really process and understand signals in our system that would be essential for survival. We create high-level metaphors to comprehend what’s happening in the world around us, and it in a sense creates a very compelling illusion about the nature of reality.

Cognitive science and neuroscientists have been coming to these conclusions over the past number of years, and virtual reality is starting to bring more attention and awareness to the extent of our perceptual limitations. We’re building entirely virtual environments that have the ability to fool our minds into believing that we’re being transported into another world because of the magic of presence and what Mel Slater refers to as the place illusion and plausibility illusion that virtual reality provides.

Overall, VR is bringing awareness to some of these deeper philosophical questions about the nature of reality into question. The truth may be out there, but perhaps our conscious minds don’t really need to be bothered by the specifics of these details in order to survive. But as virtual reality content creators, knowing about the limitations of our perceptual capabilities allows us to use techniques like redirected walking and redirected touch to create realities that provide a deeper sense of embodied presence.

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josh-carpenter-2016Is VR on the open web going to provide a good enough experience as to be a viable distribution platform for certain VR content? That’s the big question that people have been asking for the past couple of years, and there’s been a lot of big steps towards that within the WebVR community. Before GDC this year Mozilla and Google proposed the 1.0 version of the WebVR specification.

I had a chance to catch up with Josh Carpenter at the VR Hackathon before GDC, and he also had some exciting news about moving frame rendering from the browsers to the Oculus and Vive runtimes. He talks about going from 10 fps to 500 fps with the Servo Webrender, the LA Times Mars experience using WebVR, AFrame, and the future of the open web and WebVR.

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Here’s Patrick Walton talking about the Servo Webrender at a meetup hosted by Mozilla in February:

Here’s a demo of the Servo Webrender getting 60fps compared to other browsers running this demo scene.

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kevin-cornishKevin Cornish is a LA-based VR filmmaker who teamed up with AMD to do some interactive narrative experiments using gazed-based content in Believe VR. Depending on which character you look at different moments will triggered up to 32 different variations within this one-minute experience. He’s using Unreal Engine mixed with live-action footage to achieve this, and he hints that there will be additional post-production tools released that will make this type of experience easier. I had a chance to interview Kevin at GDC where he shared with me his ideas about writing interactive narratives, first-person storytelling for mute characters using the reluctant protagonist as a guide, stories where characters empathize with you, and the role of emotion and eye contact in immersive experiences.

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Liv-EriksonLiv Erikson was able to to live out one of her dreams when she stepped into the Star Wars universe to battle against a lightsaber training Remote within Sixense’s VR demo. This helped her discover that she has a passion for immersive technologies, and so she started teaching herself Unity and documenting her learning process on her blog called “The Matrix is My Office.” This caught the attention of Microsoft’s developer evangelism team, and they offered her a full-time job where she could explore, learn, and teach about virtual and augmented reality development on her Channel 9 videoblog called “Just A/VR Show.” Liv’s show and blog are some great resources for people who are looking for beginner content for how to get into VR development. I had a chance to catch up with Liv at Microsoft’s Reactor space during the VR Hackathon just before GDC this year to talk about all of her different VR & AR evangelism efforts.

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Tom-FurnessIIITom Furness has been working in virtual reality longer than anyone else on the planet, and he’s starting a new phase of his legendary career. He’s starting to build a coalition of content creators and financial backers through the Virtual World Society to be able to transform living rooms into classrooms. With the support of a network of subscribers, he wants to build the infrastructure to support the production of educational VR experiences that activate our conscience, enrich our minds, and connect hearts together in order to solve real world problems.

In my first interview with Tom last November, he only briefly mentioned his vision of the Virtual World Society. But I was able to catch up with him again at the IEEE VR conference just after he had just won a Lifetime Achievement Award awarded through the IEEE VGTC publication, which publishes the IEEE VR conference proceedings. He gave a speech where he shared his vision of what he sees as the ultimate potential of VR to educate, cultivate empathy, and connect families across generations to transfer the wisdom of elders to the youth as they expand their minds with virtual world explorations.

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Tom was one of the original VR pioneers who was first responsible for bringing augmented and virtual reality display technology into the Air Force starting in 1966. He then started the Human Interface Technology Lab at the University of Washington to research applications of VR in education, medicine, and social sciences, as well as pioneering the virtual retinal display that is part of the underlying lightfield technology at Magic Leap.

In this next phase of his career, he’s build a coalition of like-minded VR enthusiasts who want to produce educational & connective experiences that help solve real-world problems. The Virtual World Society is still in it’s early phases of development, but they want to spread the word to like-minded individuals who are interested in supporting the production of VR experiences that enrich our hearts and minds. You keep posted by signing up for their email list.

After conducting this interview with Tom in South Carolina, I’m pleased to announce that the Virtual World Society will be sponsoring the production of the Voices of VR podcast for the next month. There’s a lot of overlap between the mission of the Voices of VR to explore the ultimate potential of VR, and how the Virtual World Society wants to enable the creation of these types of mind and heart-expanding experiences.

I’ll continue to explore the story and development of the Virtual World Society within the content of my podcast audio introductions, but I’d encourage you to have a listen to Tom’s vision in this interview. He’s been a pioneer in the virtual reality space going on 50 years now, and so he’s got an inspiring message to activate our conscience, connect our hearts and minds, and produce VR experiences that help make the world a better place.

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James-BlahaIt’s not every day that someone gains an entirely new sense, but James Blaha did just that. He created a virtual reality vision therapy experience that essentially cured his lazy eye and enabled him to see in 3D for the first time in his life. When I first interviewed James in May 2014, he was hesitant to make any claims that this was an effective treatment beyond his own personal experience, but nearly two years later James’ Vivid Vision system has shown success in other people with amblyopia and strabismus and is now located in over 20 optometrist clinics around the country.

I had a chance to catch up with James at GDC to get an update on the current state of VR vision therapy, how to determine whether this VR treatment might be a good fit if you have lazy eye, and where he sees Vivid Vision going in the future.

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At the moment, it’s only possible to get access to the Vivid Vision system at a limited number of optometrist’s offices around the country, but they’re working towards a consumer version that would allow you to do the VR treatment sessions within the comfort of your own home while still having some oversight from an optometrist. Once they’re able to launch this, then it could mark the beginning of a telemedicine revolution where remote doctors could track patient’s treatment progress based upon the data collected within a VR experience.

In talking with Michael Aratow of VR rehabilitation startup VRecover, he made the claim that VR will enable more personalization of medical treatments. Rather than give generic exercises for people to do own their own without much feedback, VR therapy and VR telemedicine could provide more detailed quantitative data that would enable faster feedback loop iterations and adaptable treatments that could be more specific for each patient.

My original interview with James and his story of curing his lazy eye with VR made such an impression on me that I included it within my top 10 list of Voices of VR interviews I’ve done so far. James says that VR allows us to completely control the visual input to our perceptional system, and this is enabling us to completely rewire our brains. For people with lazy eye, this has allowed them to use VR to train certain muscles in their eyes that have otherwise been dormant and unused.

For me, this demonstrates a larger principle that VR has the power to unlock latent human potentials. At this point, VR is able to strengthen capabilities that have already been proven through neuroplasticity research. But could VR also unlock capabilities that have yet to be discovered? This idea has been explored within the context of sci-fi stories like Lawnmower Man, where the protagonist uses VR to unlock psychic abilities like telekinesis. It’s also been explored by Dean Radin in his book “Supernormal”, which investigates scientific evidence of extraordinary mental powers that may be unlocked from doing 2,000 year-old meditation practices contained within Patanjali’s Yoga Sutras.

In James Blaha’s case, he used VR to train his eye to be able to see again. There were actually existing vision therapy exercises that he could have done, but they were excruciatingly tedious so he would never do them. VR has the possibility to make these types of mundane and tedious exercises fun to do, and therefore much more likely to be done, and in the end a lot more powerful and effective.

These types of VR experiences could start to cultivate a level of discipline in a range of different VR training, medical therapy, or contemplative practice applications that train our brains in new ways. Neuroscientist Aldis Sipolins warns that most existing cognitive brain training exercises have yet to be demonstrated to have transferrable benefits into our everyday lives. But with the success of James’ Vivid Vision system, then perhaps we’re just starting to see a new wave of VR applications that unlock our existing capabilities and perhaps at some point in the future start to extend our capabilities.

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