Making Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit.

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Transcription:

Making Virtual Reality a Reality Surviving the hype cycle to achieve real societal benefit.

Game Changer? Fad?

A Timeline of VR

A Timeline of VR 1939 1939 - View-Master 3D Stereoscopic viewer

A Timeline of VR 1968 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display (HMD)

A Timeline of VR 1988 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display 1988 - VTOL by Virtuality

A Timeline of VR 1992 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display 1988 - VTOL by Virtuality 1992 - Forte VFX1 260 x 230 LCD display 256 colours Required computer with 16MHz 386 processor running MS-DOS 5

A Timeline of VR 1994 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display (HMD) 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy

A Timeline of VR 2012 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 Palmer Luckey. 20 years old in 2012.

A Timeline of VR 2014 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 2014 - Facebook buys Oculus for US$3 billion

A Timeline of VR 2014 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 2014 - Facebook buys Oculus for US$2 billion 2014 - Google Cardboard brings VR to the masses Modern Day ViewMaster - with Video

A Timeline of VR 2015 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 2014 - Facebook buys Oculus for US$2 billion 2014 - Google Cardboard brings VR to the masses 2015 - Oculus Gear released Phone used for processing and display.

A Timeline of VR 2016 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display (HMD) 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 2014 - Facebook buys Oculus for US$2 billion 2014 - Google Cardboard brings VR to the masses 2015 - Oculus Gear released 2016 - Oculus & HTC Vive consumer headset products released 1080 x 1200 OLED display Millions of colours Requires computer with 3.2 GHz processor (200x faster than VFX1)

A Timeline of VR 2018 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display (HMD) 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 2014 - Facebook buys Oculus for US$2 billion 2014 - Google Cardboard brings VR to the masses 2015 - Oculus Gear released 2016 - Oculus / Vive consumer headset products released 2018 - Oculus Go standalone headset released 1280 x 1440 display Fully self-contained 3DOF

A Timeline of VR 2019 1939 - View-Master 3D Stereoscopic viewer 1968 - Evans & Sutherland create first head-mounted display (HMD) 1988 - VTOL by Virtuality 1992 - Forte VFX1 1994 - Nintendo Virtual Boy 2012 - Oculus Rift released DK1 2014 - Facebook buys Oculus for US$2 billion 2014 - Google Cardboard brings VR to the masses 2015 - Oculus Gear released 2016 - Oculus / Vive consumer headset products released 2018 - Oculus Go standalone headset released 2019 - Oculus Santa Cruz 1440 x 1600 display Fully self-contained 6DOF via inside-out tracking

Our mission is to give people the power to experience anything. Even if you don t have the ability to travel somewhere, or to be with someone in person, the goal is to help build a medium that will give you the ability to do all of these things you might not otherwise be able to do. - Mark Zuckerberg

Principles of VR Presence How the user feels Immersion What the system does Agency What the user does Reactiveness How the system responds

Principles of VR - Advanced Presence How the user responds Immersion What the system does What the user: sees thinks touches feels Agency What the user does Reactiveness How the system responds

Principles of VR - Advanced + Presence How the user feels Immersion What the system does Agency What the user does Reactiveness How the system responds data

Current Therapeutic Applications of VR

Current Therapeutic Applications of VR Phobias and PTSD

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia Remobilisation

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia Remobilisation Rehabilitation

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia Remobilisation Rehabilitation Chronic Pain

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia Remobilisation Rehabilitation Chronic Pain Social isolation

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia Remobilisation Rehabilitation Chronic Pain Social isolation Dementia Reminiscence Therapy Mood calming Carer respite

Current Therapeutic Applications of VR Phobias and PTSD Depression and anxiety Eating disorders / body dysmorphia Acrophobia Remobilisation Rehabilitation Chronic Pain Social isolation Dementia Lot of promise, Emerging clinical evidence

Navigating the hype cycle Expect a wave of VR salesmen What is novelty, what is real? Tech-led vs needs driven (push vs pull) How to pick the winners? Where to invest? When to invest?

A return to First Principles Positive ageing is Being younger for longer Hierarchy of Needs (Maslow)

Occupation as Therapy Personalised Activities

Occupation as Therapy Bucket List

Occupation as Therapy Reminiscence Therapy

Social Connection The Virtual Tour Bus

VR Technology Trends

VR Technology Trends YouTube VR Facial Tracking Full Body Tracking Avatars Physical World Mapping Locomotion Brain Interface Controllers & Haptics

VR Technology Trends YouTube VR Facial Tracking Eye tracking for content control, analytics and foveated rendering.

VR Technology Trends YouTube VR Facial Tracking Full Body Tracking Sub-millimetre precision. Real time rendering. Movement magnification. Diagnostics and content control.

VR Technology Trends YouTube VR Facial Tracking Full Body Tracking Avatars Realtime avatar rendering for social communications, content control, diagnostics.

VR Technology Trends YouTube VR Facial Tracking Full Body Tracking Avatars Physical World Mapping Alternative to AR. Create representations of real physical objects in a virtual environment.

VR Technology Trends YouTube VR Facial Tracking Full Body Tracking Avatars Physical World Mapping Locomotion Expansive exercise in a confined environment. Content control. Diagnostics.

VR Technology Trends YouTube VR Facial Tracking Full Body Tracking Avatars Physical World Mapping Locomotion Brain Interface EEG for realtime feedback and content control

VR Technology Trends Haptic gloves and suits YouTube VR Facial Tracking Full Body Tracking Avatars Physical World Mapping Locomotion Brain Interface Controllers & Haptics Touch, texture, temperature, pressure, motion capture, biometrics. Sub-millimeter positional tracking precision

The BIG VR Trends Virtual Reality (VR) becomes Extended Reality (XR) Processing Power + Display Quality = Photorealism The Disappearing Interface Data-driven content Social Connection

The BIG VR Trends Virtual Reality (VR) becomes Extended Reality (XR) Processing Power + Display Quality = Photorealism The Disappearing Interface Data-driven content Social Connection

If you assume any improvement at all, games will be indistinguishable from reality Elon Musk

Steve Pretzel 08 9379 7400 steve.pretzel@tadwa.org.au www.tadwa.org.au