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JONATHAN TUSTAIN
JONATHAN.TUSTAIN@GMAIL.COM
07846208801
Right now…
Lack of consumer demand
Lacklustre sales figures / Limited repeat use / Opposite to modern human behavior
AR being seen as a more compelling consumer proposition
CCP games reduced investment in VR
Many VR companies going into stealth mode although several games have made over
$1million each
VR/MR/AR already being used in automotive, retail, architecture, healthcare, defence etc
Enterprise is where it is at
McLaren see it as a powerful way to develop ergonomics
of a car
Rudimentary seating buck; an
MDF base with a McLaren driver’s seat and very basic
structure. HTC Vive for the rest
Immerse’s unique multi-voice VR solution provided a 3D
submarine control room, complete with working displays,
VR boat operators and multiple interaction points.
Immerse’s solution helps trainees to learn and practise
skills in a realistic environment, with the instructor
appearing in the scenario as an additional head and pair
of hands to point or guide them – all participants are also
linked by voice as well as visually.
GOOGLE CARDBOARD DAYDREAM VIEW HTC AND LENOVO
OCULUS GOGEAR VR
HTC VIVE OCULUS
RIFT
SONY
PLAYSTATIO
N VR
WINDOWS MIXED REALITYPIMAX
MAGIC LEAPAVEGANT GLYPH
MS HOLOLENS
SULON
TECHNOLOGIES
ZAPBOX
What’s next…
Outside-in tracking
 Google worldsense
Resolution / FoV to
increase
FOVEATED RENDERING
SCIENTIST ROGER N CLARK FAMOUSLY CALCULATED A DISPLAY
WOULD NEED 576-MEGAPIXELS TO FILL OUR ENTIRE FIELD OF VIEW
AND BE INDISTINGUISHABLE FROM HOW OUR EYES SEE THE REAL
WORLD.
VARJO - COMBINED CONTEXT DISPLAY, FOCUS DISPLAY, OPTICAL
COMBINER AND GAZE TRACKER INTO A "BIONIC DISPLAY" WHICH
DISPLAYS FULL HD RESOLUTION PRECISELY WHERE THE FOVEA IS
LOOKING AT A GIVEN TIME.
COMPARABLE TO A 70-MEGAPIXEL DISPLAY COMPARED TO 1.2
MEGAPIXELS PER EYE FOR THE OCULUS RIFT AND HTC VIVE.
ULTRA-LOW LATENCY – NVIDIA 1700HZ PROTOTYPE
MICROSOFT SPARSE DISPLAY AND 90 DEGREE FOV HOLOLENS
MICHAEL ABRASH, OCULUS CHIEF SCIENTIST - "I THINK WE'LL BE
AROUND 4K X 4K PER EYE IN FIVE YEARS,"
Eye-tracking essential
NEEDED FOR LIFE-LIFE VR – DYNAMIC DEPTH OF
FIELD
FOVE’S GAME SWORD ART ONLINE VR, FEMALE
PROTAGONIST ASUNA ACTS AS A CONCIERGE TO
NEW USERS.
THE EXPERIENCE LEVERAGES THE HEADSET’S
EYE-TRACKING CAPABILITIES TO GIVE ASUNA THE
ABILITY TO RECOGNISE YOU WHEN YOU ARE
LOOKING AT HER. LOOKING AT HER RIGHT IN THE
EYE WILL ELICIT A SMILE, BUT IGNORE HER AND
SHE’LL GET UPSET.
ADHAWK MINIATURISATION
The
metaverse
Decentraland
ALREADY EXISTS / WEBVR
DECENTRALAN - METAVERSE PLATFORM THAT
IS HIGHLY LINKED TO BLOCKCHAIN FOR
IDENTITY PROTECTION AND SECURE METHODS
FOR PEOPLE TO TAKE FINANCIAL OWNERSHIP
OF THEIR SPACES.
PERSISTENT WORLDS LIKE COMMUNITY
GARDEN
WHO GOVERNS THE ‘LAWS’? WHAT SYSTEMS
WOULD BE IN PLACE TO AVOID STOLEN ‘AVATAR
IDENTITY’? WHO WOULD POLICE ‘HATE
CRIMES’?
The digital replica
ONE SIZE FITS ALL / READY ROOM
PERSISTENT AVATARS
DOOB3D PODS
METAPIXEL DEMO
ENGAGING WITH ACTORS
Intelligent avatars
GOOGLE’S DEEPMIND / NPC
EXPLICIT CONSENT
REPLIKA ALREADY EXISTS
AUTONOMOUS AVATARS
SOUL MACHINES - ULTRA REALISTIC RESPONSIVE
AVATARS THAT SOME EVEN CALL CREEPY. THEIR FIRST
PROJECT, NADIA, HAS ITS OWN VERSION OF A CENTRAL
NERVOUS SYSTEM THAT IMITATES THE CAPABILITIES OF
THE HUMAN BRAIN TO MAKE IT MORE REALISTIC.
NADIA DEMO
Social VR
FACEBOOK SPACES
OCULUS ROOMS
VTIME
VRCHAT
SANSAR
DECENTRALAND
Virtual meets physical
VIRTUAL REALITY MAY INCREASINGLY BECOME THE CONNECTION
BETWEEN US AND THE PHYSICAL WORLDS.
DISLOCATE OUR LOCATION FROM OUR PRESENCE THE REAL -
SURGERY, ROBOTICS AND DEFENCE.
OCCUPYING THE MIND OF A ROBOT
HUMANISING ROBOTS WITH REAL TRAINING
THE SYSTEM MIMICS THE "HOMUNCULUS MODEL OF MIND" -- THE
IDEA THAT THERE'S A SMALL HUMAN INSIDE OUR BRAINS
CONTROLLING OUR ACTIONS, VIEWING THE IMAGES WE SEE AND
UNDERSTANDING THEM FOR US.
Direct to brain
UNIVERSITY OF WASHINGTON – 5 SUBJECTS WERE ASKED TO
NAVIGATE THROUGH 21 DIFFERENT MAZES. EACH TIME THEY MADE
A MOVE, THEY WERE FACED WITH A CHOICE OF MOVING UP OR
DOWN.
THE SUBJECTS, DEPRIVED OF THEIR TRADITIONAL SENSES, MADE
THAT CHOICE BASED ON WHETHER OR NOT THEY SENSED A VISUAL
STIMULATION THAT IS PERCEIVED AS BLOBS OR BARS OF LIGHT.
THE FIVE TEST SUBJECTS MADE THE RIGHT MOVES IN THE MAZES 92
PER CENT OF THE TIME WHEN THEY RECEIVED THE INPUT VIA
DIRECT BRAIN STIMULATION, COMPARED TO 15 PER CENT OF THE
TIME WHEN THEY LACKED THE SAME GUIDANCE.
Growth in outdoor VR
THE VOID
ATTRACTIONS INDUSTRY
CASINOS
FITNESS
DRONE TOURNAMENTS
CLASSROOMS
WORLD SCIENCE FESTIVAL
TEACHING AVATARS
JONATHAN TUSTAIN
JONATHAN.TUSTAIN@GMAIL.COM
07846208801

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The future of immersive tech 02112017

  • 3. Lack of consumer demand Lacklustre sales figures / Limited repeat use / Opposite to modern human behavior AR being seen as a more compelling consumer proposition CCP games reduced investment in VR Many VR companies going into stealth mode although several games have made over $1million each VR/MR/AR already being used in automotive, retail, architecture, healthcare, defence etc Enterprise is where it is at
  • 4.
  • 5. McLaren see it as a powerful way to develop ergonomics of a car Rudimentary seating buck; an MDF base with a McLaren driver’s seat and very basic structure. HTC Vive for the rest Immerse’s unique multi-voice VR solution provided a 3D submarine control room, complete with working displays, VR boat operators and multiple interaction points. Immerse’s solution helps trainees to learn and practise skills in a realistic environment, with the instructor appearing in the scenario as an additional head and pair of hands to point or guide them – all participants are also linked by voice as well as visually.
  • 6. GOOGLE CARDBOARD DAYDREAM VIEW HTC AND LENOVO OCULUS GOGEAR VR
  • 7. HTC VIVE OCULUS RIFT SONY PLAYSTATIO N VR WINDOWS MIXED REALITYPIMAX
  • 8. MAGIC LEAPAVEGANT GLYPH MS HOLOLENS SULON TECHNOLOGIES ZAPBOX
  • 11. Resolution / FoV to increase FOVEATED RENDERING SCIENTIST ROGER N CLARK FAMOUSLY CALCULATED A DISPLAY WOULD NEED 576-MEGAPIXELS TO FILL OUR ENTIRE FIELD OF VIEW AND BE INDISTINGUISHABLE FROM HOW OUR EYES SEE THE REAL WORLD. VARJO - COMBINED CONTEXT DISPLAY, FOCUS DISPLAY, OPTICAL COMBINER AND GAZE TRACKER INTO A "BIONIC DISPLAY" WHICH DISPLAYS FULL HD RESOLUTION PRECISELY WHERE THE FOVEA IS LOOKING AT A GIVEN TIME. COMPARABLE TO A 70-MEGAPIXEL DISPLAY COMPARED TO 1.2 MEGAPIXELS PER EYE FOR THE OCULUS RIFT AND HTC VIVE. ULTRA-LOW LATENCY – NVIDIA 1700HZ PROTOTYPE MICROSOFT SPARSE DISPLAY AND 90 DEGREE FOV HOLOLENS MICHAEL ABRASH, OCULUS CHIEF SCIENTIST - "I THINK WE'LL BE AROUND 4K X 4K PER EYE IN FIVE YEARS,"
  • 12.
  • 13. Eye-tracking essential NEEDED FOR LIFE-LIFE VR – DYNAMIC DEPTH OF FIELD FOVE’S GAME SWORD ART ONLINE VR, FEMALE PROTAGONIST ASUNA ACTS AS A CONCIERGE TO NEW USERS. THE EXPERIENCE LEVERAGES THE HEADSET’S EYE-TRACKING CAPABILITIES TO GIVE ASUNA THE ABILITY TO RECOGNISE YOU WHEN YOU ARE LOOKING AT HER. LOOKING AT HER RIGHT IN THE EYE WILL ELICIT A SMILE, BUT IGNORE HER AND SHE’LL GET UPSET. ADHAWK MINIATURISATION
  • 14. The metaverse Decentraland ALREADY EXISTS / WEBVR DECENTRALAN - METAVERSE PLATFORM THAT IS HIGHLY LINKED TO BLOCKCHAIN FOR IDENTITY PROTECTION AND SECURE METHODS FOR PEOPLE TO TAKE FINANCIAL OWNERSHIP OF THEIR SPACES. PERSISTENT WORLDS LIKE COMMUNITY GARDEN WHO GOVERNS THE ‘LAWS’? WHAT SYSTEMS WOULD BE IN PLACE TO AVOID STOLEN ‘AVATAR IDENTITY’? WHO WOULD POLICE ‘HATE CRIMES’?
  • 15. The digital replica ONE SIZE FITS ALL / READY ROOM PERSISTENT AVATARS DOOB3D PODS METAPIXEL DEMO ENGAGING WITH ACTORS
  • 16. Intelligent avatars GOOGLE’S DEEPMIND / NPC EXPLICIT CONSENT REPLIKA ALREADY EXISTS AUTONOMOUS AVATARS SOUL MACHINES - ULTRA REALISTIC RESPONSIVE AVATARS THAT SOME EVEN CALL CREEPY. THEIR FIRST PROJECT, NADIA, HAS ITS OWN VERSION OF A CENTRAL NERVOUS SYSTEM THAT IMITATES THE CAPABILITIES OF THE HUMAN BRAIN TO MAKE IT MORE REALISTIC. NADIA DEMO
  • 17. Social VR FACEBOOK SPACES OCULUS ROOMS VTIME VRCHAT SANSAR DECENTRALAND
  • 18. Virtual meets physical VIRTUAL REALITY MAY INCREASINGLY BECOME THE CONNECTION BETWEEN US AND THE PHYSICAL WORLDS. DISLOCATE OUR LOCATION FROM OUR PRESENCE THE REAL - SURGERY, ROBOTICS AND DEFENCE. OCCUPYING THE MIND OF A ROBOT HUMANISING ROBOTS WITH REAL TRAINING THE SYSTEM MIMICS THE "HOMUNCULUS MODEL OF MIND" -- THE IDEA THAT THERE'S A SMALL HUMAN INSIDE OUR BRAINS CONTROLLING OUR ACTIONS, VIEWING THE IMAGES WE SEE AND UNDERSTANDING THEM FOR US.
  • 19. Direct to brain UNIVERSITY OF WASHINGTON – 5 SUBJECTS WERE ASKED TO NAVIGATE THROUGH 21 DIFFERENT MAZES. EACH TIME THEY MADE A MOVE, THEY WERE FACED WITH A CHOICE OF MOVING UP OR DOWN. THE SUBJECTS, DEPRIVED OF THEIR TRADITIONAL SENSES, MADE THAT CHOICE BASED ON WHETHER OR NOT THEY SENSED A VISUAL STIMULATION THAT IS PERCEIVED AS BLOBS OR BARS OF LIGHT. THE FIVE TEST SUBJECTS MADE THE RIGHT MOVES IN THE MAZES 92 PER CENT OF THE TIME WHEN THEY RECEIVED THE INPUT VIA DIRECT BRAIN STIMULATION, COMPARED TO 15 PER CENT OF THE TIME WHEN THEY LACKED THE SAME GUIDANCE.
  • 20. Growth in outdoor VR THE VOID ATTRACTIONS INDUSTRY CASINOS FITNESS DRONE TOURNAMENTS CLASSROOMS WORLD SCIENCE FESTIVAL TEACHING AVATARS