PROFESSIONAL VR USAGE WILL EXCEED CONSUMER USAGE
Andrew Beall, WorldViz March 2017 WORLDVIZ HISTORY - 24 YEARS EXPERIENCE
Vizard V4 PPT V3 Vizard V2 Laying technical groundwork Live Eyes & Wand in VR cognitive & perception Vizard V1 PPT V2 Characters 2nd Gen Vizard V5 research Avatars PPT V1 Clustering 2nd Gen A/R Engine Inspector Demo Launcher
1990 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
UCSB WorldViz Avatars PeopleMaker Vizard V3 AEC Prototype VizConnect Vizard V5 & MIT founded 1st Gen VideoVision AR ManufacturingP Corner VizMove rototype Cavern Intel Eyes & Wand Investment 1st Gen Ambisonics MY THREE POINTS
•VR, while still imperfect, is effective •Content is crucial •Social “presence” is the next frontier HUMAN MACHINE INTERFACE: 1984 - 2014 NEXT COMPUTING PLATFORM ?
We tend to overestimate the effect of a technology in the • World Wide Web short run and underestimate the • E-Commerce effect in the long run. • Wearable Computing —Amara’s Law FUTURE IMPACT OF VR
EARLY, IMPERFECT REALITY SIMULATORS
Link flight simulator, 1930s 1968: IVAN SUTHERLAND 1992: UC SANTA BARBARA 1992: UC SANTA BARBARA REALITY CAN BE REWIRED (1994) VIRTUAL REALITY = VISUAL REALITY (1995) ZERO GRAVITY, NASA STS-90 (1998) VISUAL, AUDITORY, VESTIBULAR (1999) HIVE: HUMUNGOUS IMMERSIVE VIRTUAL ENVIRONMENT (2005) WHAT IS PRESENCE? PHYSICAL VIRTUAL REALITY
Styrofoam mockups Vegas, baby! UCSD Jacobs Medical Center
www.worldviz.com PROGRESSION TO DIGITAL VIRTUAL REALITY
Cave Virtual Neural Plays Novels Movies Paintings Worlds Implants THE CONSTRUCT How effective and provocative are today’s digital Immersive Virtual Environments?
Presence Experiences
ENABLERS EVOLUTION OF HMDS
1960s 1990s 2000s 20132016 CAVE PROJECTION SYSTEMS MOTION TRACKING