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TOTAL IMMERSION IN A REAL WORLD INCREASINGLY VIRTUAL How science-fiction The race to lead INFOGRAPHIC 01 dreams are coming true 03 05 The future virtual reality

Virtual reality revolutionizes Total immersion 02 the world of business 04 in virtual reality

SERIE INNOVATION TRENDS 01 Virtual reality, or how science-fiction dreams are coming true Major companies are now genuinely committing to this technology and have already set out to bring about what was –until a short while ago– no more than science.

February 2015. An Australian, A “miracle” according to the The dictionary of the Spanish Jason Larke, experiences the American newspaper The Royal Academy defines virtual birth of his son “live”. He is Washington Post. reality as “the representation of 4,000 kilometers away from For experts this “miracle” is scenes or images of objects his baby. In Chinchilla, a small another example of what can produced by a computerized town in Queensland –and be achieved with virtual reality. system which gives the wearing Samsung's Gear VR sensation they really exist”. – the engineer virtually accompanies his wife during childbirth in a hospital room in Perth. The founder of , Mark Zuckerberg, who in March 2014 shelled out 2 billion dollars for the considered the father of the VR glasses, defined infograph and forerunner of this technology as follows: virtual reality (1938, Hasting- Nebraska): “The incredible thing about the technology is that you feel like “A display connected to a you're actually present in digital computer gives us a another place with other chance to gain familiarity with people.. Imagine enjoying a concepts not realizable in the court side seat at a game, physical world. It is a looking studying in a classroom of glass into a mathematical students and teachers all over wonderland. The challenge is the world or consulting with a to make that world look real, doctor face-to-face –just by act real, sound real, feel real”. putting on in your home”. Over half a century This is how Sutherland separates this discription by described it in his article The multimillionaire Zuckerberg Ultimate Display in the 1960s. from that of Ivan Shutterland, He created the first program means of a virtual with 3D of interactive graphics, the representation of the earth graphics. It was a fiasco; the first non-procedural with a 120° horizontal field of devices weighed far too much programming language and vision. and the first 3-D graphics did the first system not succeed in convincing oriented to objects. In 1965 – The advances continue apace users they were in a parallel together with one of his and in 1995 reality. Virtual Boy was too big, Harvard students, Robert presented the first virtual and viewing it for several Sproull– he created the first reality console called minutes produced headaches. DMD interactive visualization headsets, the Head Mounted Display, aimed at pilot training.

In the same line, the grandfather of virtual reality ( ), Thomas Furness, in the 1970s developed the first aircraft cabin simulator for pilot training, known as Visually-Coupled Airborne Systems Simulator (VCASS). This is a cabin that provided 3- D information to pilots who could control the device by Over 20 years have elapsed headset in their homes. The longer produce a sensation of before major companies have revolution has come thanks to giddiness and headache when once again started believing in , Project Morpheus, following moving objects. “One virtual reality ( ). VR and HTC day this type of virtual reality A study by Superdata estimates Vive. And it looks like it's here will become a part of daily life that by 2016 over 10 million to stay ( ). for millions of people. Virtual users will have a vritual reality reality was once the dream of Software and hardware join ; but the internet forces to provide a technology was also once a dream, and so that offers a 360° angle of were computers and vision when you turn your . The future is head and screens that no coming”. These were Zuckerberg's words after purchasing Oculus VR. This future seems to have already arrived. THE DIFFERENT VIRTUAL

Desktop virtual The user sees the image in the first person. A 2-D or 3-D image is shown on a reality systems computer screen instead of projecting to a HMD. The user travels in any direction the three-dimensional world displayed on a monitor, headsets, glasses or screen (videogames).

Second person VR “Seeing is believing”. The user sees him or herself within the actual scene. He is a “visible” component of the because he sees the projection of his image in a setting or environment. This system involves real-time perception and responses to the actions of humans who are not wearing headsets, gloves, HMDs, glasses or any other type of interface.

Telepresence systems form the group of virtual reality applications. These are cameras, tactile and feedback devices linked to remotely controlled elements that enable the manipulation of robots or devices located at a distance while they are experienced in a virtual manner (Telemedicine, Telerobotics).

Virtual Reality They submerge the user in the virtual world using CAVE-type visual systems with Immersion Systems position and movement sensors. The user in the virtual world responds to head movements similarly to what occurs in the real world. Immersion worlds exist in three dimensions, and the sensation of depth, perspective and dimension is enabled by sending slightly different images to each eye. 02 Virtual reality revolutionizes the world of business

Combating phobias, experiencing the war in Syria or testing and experimenting projects before launch. Virtual reality is leaving gaming behind and helping to make decisions in worlds that do not exist or are very far away ( ).

Experiencing the war in Syria from thousands of miles Virtual reality is progressing in leaps and bounds. The away, riding on a city's future subway or relaxing UN has been one of the latest organizations to use surrounded by fish in a gigantic aquarium. virtual reality with the documentary Clouds Over Sidra by that takes the viewer to the Za'atari refugee camp in Jordan where more than 80,000 people live. This is a harrowing journey led by and under the gaze of Sidra, a 12-year-old Syrian girl. Rawness in 360 degrees to raise people's awareness even though they are thousands of miles away from the conflict.

"You don't have to do things that there's no need to do," says Cristian Pomar, manager of the Virtual Reality unit at the company T-Systems to explain the return to power of virtual reality. "The world of virtual reality came to a standstill, things were represented and nothing more, there was no purpose, and the visualization became meaningless. If it's not going to be of any use, don't waste time," he says from the center of Integral Automation (CeDInt), part of the Polytechnic University of Madrid. He is surrounded by several engineers who are covered by their computer screens and are working on projects so that experiences can be viewed and simulated and problems from can be anticipated ( ). Pomar explains some of the projects T-Systems has launched on virtual reality and . The latter not only simulates a real scene but adds information of interest to the surrounding environment. With a simple pair of glasses we can travel on a lot of time," Pomar stresses, who the fuses should be in an city's subway system. "The explains how virtual prototypes impossible place. virtual representation of a make it possible to solve subway, for example, allows problems before the product Thanks to virtual reality that image those who are not experts but hits the market and there is no is not going to be real and it will are going to make the decision way back. save manufacturers from receiving on whether to finance the complaints and getting headaches project see the end result. The A simple example suffices to when the car is on the market. individual experiences a sense explain: a video shows how a of belonging to the actual scene worker wearing glasses tries to “It allows humans to interact with he or she is viewing and gets a find the fuses in a simulated car. things. It places people in a world very real idea of the project”. We see how he makes certain where projects that forget the impossible and uncomfortable human dimension are often set in Virtual reality ( ) has also movements with his body in the motion. It aids decision making in achieved costs savings in the vacuum to manage to find them. a world that does not yet exist automotive industry in making Very useful information: and saves a fortune," Pomar a new prototype. "Money and a the engineer has painted where explains. We leave Madrid behind and return to Syria for an experience of extreme journalism. The company Emblematic Group rebuilds the impact of a grenade in a neighborhood of Aleppo. The Times is also committed to projects that give readers the opportunity to experience situations besides In medicine (reconstructing this we enter the CAVE (Cave just reading about them. At the faces of individuals using Automatic Virtual moment the obstacle is how skeletal remains) or in cultural Environment) of the CeDInt. quickly the reader can be heritage projects (rebuilding We are in a cube, surrounded provided with the hardware. historical heritage to make it by huge screens with stereo These projects are in their possible to go back in time and projection and a 3D surround infancy even though they have walk around now ruined cities) viewing system. The illusion multimillion-dollar investments are other examples of the of immersivity is very high, and a blind faith as possibilities of virtual reality. we fly thousands of meters demonstrated by Facebook's Pomar also points to the and look at the vacuum. This acquisition of Oculus. The next possibility of curing phobias is a good way to find out if frontier of Virtual Reality is through virtual reality. To do you suffer from vertigo. coming. 03 The race to lead virtual reality

Whenever we talk about virtual reality nowadays, it is inevitable that devices like Oculus Rift, Project Morpheus, Samsung Gear VR or HTC Vive are mentioned; therefore, this analysis states the advances that each contributes to developing this technology trend ( ).

Oculus Rift Is virtual reality returning again Facebook's $2-billion like in the early '90s? ¿Is it a acquisition of the virtual reality fad or a real commitment? company Oculus VR in 2014 Dead and buried several times and the enthusiasm for this for its technological and multi-million dollar transaction commercial fiascos, virtual made by Mark Zuckerberg put reality has been resurrected, virtual reality back in the sights mainly, through Oculus Ritf. of all technology companies. And it's doing it in a big way. Before the purchase by the ideal of total immersion headline, Oculus Rift does not Facebook, talking about Oculus promised by science fiction ( ). come out unfavorably. Its main Rift meant talking about Palmer asset, beyond its dazzling Luckey. Dubbed the little One of the great achievements features or the huge investment genius of virtual reality, he was of Oculus has been overcoming by Facebook, is its quality, 2 years old in 1995 when initial skepticism and attracting highlights the American Nintendo launched Virtual Boy. big investors, who quickly pulled Newspaper. "It is non- The Japanese company failed out their checkbooks after nauseating", they pointed out. with its headset. A fiasco that testing the device. Unlike other devices, "the Luckey did not experience who, Oculus Rift doesn’t make you at 16 years old, managed to “I was speechless for the 10 vomit”. create a crude but functional minutes that the demonstration prototype of what would be lasted. You have to see and Oculus Rift. experience it or you don't understand how amazing it is," In 2014, at 21 years old, this said Santo Politi, a partner at Californian, who collects virtual investment firm Spark Capital. headsets, sold an improved design of Oculus Rift to Experts from the New York Facebook. Luckey always knew Times also swept their misgivings that, even though he was to one side. Proof of this is the fascinated by the concept of article "Virtual reality virtual reality, the real fails its way to success", that experience offered by all reviews the evolution of virtual devices so far have not reached reality devices. Despite the Nintendo Virtual Boy OCULUS RIFT FEATURES

1. It has progressed the 3. Multiple possibilities 4. It transcends virtual limits virtual world Not only in the field of video The Norwegian army is using It has managed to recapture games. Its therapeutic use Oculus Rift to handle battle interest in virtual reality. stands out: virtual reality makes tanks. The device has the it possible to treat diseases and advantage of being able to 2. It breaks the view of phobias. For example, for a follow the driver's head antisocial technology person who is afraid of heights, movements, which makes the It allows sharing unique and experience in a virtual world of cameras installed around the different experiences with crossing a bridge between two mobile give him a view from others. It no longer isolates the mountains can help him or her every angle. person from the reality overcome this fear. surrounding him or her. Project Morpheus The journal Techtimes presence to players, as if they published that its arrival is are within the game's expected for the first half of scenario". 2016 but gamers worldwide are counting the days to get The prototype enhances their hands on the upcoming the viewing experience and Sony Project Morpheus. This is allows features critical to get a that the feel of presence to be promises to bring the next followed with great accuracy. generation console PlayStation 4 to a new gaming level.

Shuhei Yoshida, President of SCE Worldwide Studios, described the new prototype using these words: "We are one step closer to realizing our vision for making amazing virtual reality experiences, and ultimately to deliver a real sense of PROJECT MORPHEUS FEATURES

1. Virtual reality experience. 120Hz refresh rate (and 120 frames per second for games) and an input lag (latency in using the headset) of less than 18ms.

2. Visibility improvements lag (latency in using the headset) of less than 18ms. The screen has improved thanks to an OLED panel and a resolution of 1920x1080 that helps eliminate motion blur and persistence that the original Project Morpheus LCD panels had.

3. Screen It has a 5.7-inch screen that offers the player a 100-degree field of vision. Furthermore, 9 LED trackers are included to support 360- degree head tracking. Samsung Gear VR Samsung has joined Oculus to land in the virtual reality field. It has therefore developed Gear VR glasses that are already on the market and can only be used with the Note 4. They have been devised as a mobile phone accessory and their measurements are 90-mm high by 198- mm wide and 116-mm thick.

They have an area to connect the , which makes its 5.7-inch high-resolution Quad HD Super AMOLED screen available to users.

It offers a complete immersive experience through its 96- degree viewing angle. The phone connects to the glasses via a USB port for these to boot. The virtual reality glasses offer 3D content where images are displayed in stereocopy for viewing with a light effect of depth.

Following this model, the Korean giant is still working in the field of virtual reality. Just two months ago it presented the new Samsung Gear VR Innovator Edition for the and S6 Edge, lighter than the previous model and can be recharged via USB while being worn. HTC Vive The Taiwanese giant HTC also The giant also announces a To avoid the dreaded does not want to stay out of the specific driver, through a set of dizziness, it includes about fight and is strongly committed gloves, which allows the user 70 sensors with a 90 Hz to leading the virtual race ( ). to handle virtual objects. refresh rate. Therefore it has joined up with , Valme provider, the most important distribution platform for PC software.

The company notes that HTC Vive will be available at the end of the year. Its system will be equipped with a base station that makes it possible to track users’ movement in 3D space. The SteamVR base marks the user's position through the scenario – physical spaces of 4.5 by 4.5 meters. Total immersion 04 in virtual reality Virtual reality is also defined as "multimedia immersion" for its capacity to recreate sensory experiences such as taste, smell, sound or touch. In the U.S. they are already creating contents that cause this "total immersion" applied to journalism ( ).

In October 2014, Des Moines Register, the local images, each article also includes the point of newspaper in Des Moines, a rural town in Iowa, view of a farming family, recorded with 3D launched an interactive project called Harvest of and which enables readers with an Change, five articles whose aim was to show the Oculus Rift headset to experience first hand forces that are driving changes in this state: the feelings in the farm, how these five factors culture, immigration, technology, globalization affect everyday life, and make decisions about and age. In addition to the usual text and the farm in the first person.

SERIE INNOVATION TRENDS · MAY 2015 · www.centrodeinnovacionbbva.com/en TWO VERY IMPORTANT ASPECTS:

Software and hardware: Since it is unlikely that any of the can represent the physical Technology today is better 420,000 readers of the Des presence in a real or imaginary than ever both to produce Moines Register has one of the environment. VR can recreate and to consume relevant 20,000 Oculus Rift headsets virtual sensory experiences such content in 3D, thanks to the distributed so far, Gannett, the as taste, smell, sound or touch”. developer of the project and This is how Robert Hernández, new headsets. owner of the newspaper, also professor of the Annenberg developed a computer simulator. School for Communication and Content: It is one of the first projects Journalism of the University of Although the price for undertaken by Gannet, the California, defines virtual reality. generating immersive owner of USA Today, which content is still high, there are specializes in the development of We have heard about virtual many examples of immersive contents that enable reality since the 1980s and users to live the stories in the 1990s, when there were generation of Virtual Reality first person thanks to virtual attempts to carry out some content in areas such as reality. projects associated with the early gaming or journalism. computers, with little success. “Virtual reality (VR), which is However, it is now when this often defined as 'multimedia technological experience has immersion', is a technologically- become a present and future simulated ( ) environment that trend. What has happened? Technology co-founder of Second Life and commercial version is not yet current director of the project in available, nothing suggests that For most of the market, virtual the social network, pointed the price will be any lower. reality returned from fiction and out in an interview with the installed itself in the real world in digital publication The Verge: At the opposite end, has 2014 when it became known presented the low-cost version, that Facebook had paid 2 billion “Today we capture our spaces , a dollars for Oculus Rift, a virtual in different ways. I can send cardboard headset that enables reality headset. Cory Ondrejka, you a text message, but if I the use of Android phones (not send you a picture, the iPhone) to enjoy immersive experience is more powerful. content and is available for $20. And if it's a video, you'll have a better idea of where I am. The Between these two extremes next step is to capture that there is a wide range of moment in 360º, the depth of headsets with different the experience with which you specifications, notably Sony's are going to live what I'm Morpheus Project, an feeling is absolutely deeper. immersive headset that goes This is what we're working on”. one step beyond the PlayStation and has not yet been launched. The DK2 for Oculus developers Samsung Gear VR or HTC Vive is available at an average price are other options of headsets of $350 and although the available on the market. Content development of content for developed for Fusion that can be “total immersion” applied to viewed on a computer, but “lived” In 2014, when the technology journalism. The goal of most of in the first person with mobile began to show clear signs that the experiences developed by viewing in a Google Cardboard. it was mature enough to reach Nonny de la Peña and her team is the public, some companies for users to live an event in the Gannett Media has also started developing content first person. established itself in the generation suitable for being consumed in of virtual reality content. Beyond 3D, a generation of content that The company digitally the experience with the Des is still too costly. reconstructs the scenarios of an Moines Register, it has generated extreme situation and makes the an immersive experience with Emblematic Group is one of user relive the entire event in the Cincinatti's baseball team, the the companies that has more first person through a virtual Cincinatti Reds, to enjoy the rapidly excelled in the reality headset. De la Peña has matches with a 360º view ( ). used this immersive content in denunciation projects such as Sports is another area where Hunger in Los Angeles, Use of immersive content is being Force and Project Siria (Victoria & generated. Widerun defines itself Albert Museum). as Virtual Reality Fitness, and its proposition is for users to pedal Along the same line, the startup on an exercise bike while their Empathetic Media lets the user headsets make them feel they are relive in the first person the traveling around the most events that took place in incredible places. Ferguson, with a project 05/INFOGRAPHIC The future of virtual reality

After years of intensive research, virtual reality is booming. Today, virtual reality is embodied in multiple systems that enable users to artificially experience all kinds of feelings when they perform an activity.

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1980 1980 The first virtual interactive map. 2000

1981 Thomas Furnes develops 2003 Creation of the famous the “Virtual Cockpit”. 3D virtual world “Second life”.

1985 Development of the 2004 Google buys Earth-view. first practical system of stereo viewfinders. 2005 LanzLaunch of Nintendo .

1970 1990 2010

1972 General Electric 1990 Surge Sense8 is 2012 Oculus Rift, a develops the first computerized founded by Pat Gelband. virtual reality device for flight simulator. both game-oriented 1991 W. Industries develops , and professional use. 1977 First documented with headsets and viewing glasses. Sayre Gloves. 2014 Sony Project 1995 Nintendo releases “Virtual Boy”. Morpheus virtual reality 1979 The military starts headset. experimenting with 1997 Development of a device that makes it simulation headsets. possible to experiment real motion in a cabina.

Devices

Sociability 3D Manipulation Manipulation 3D VR Factors Industrial applications share

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