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Computer, turn on
Load: Charlotte and Kent Garden Program.
Resume chapter.
Isn't it lovely that Mr. Collins isn't in the garden today?
(laughter)
Virtual reality.
Virtual reality is a rich, visual, multi-sensory,
computer-simulated environment
in which we could immerse ourselves
and with which we could interact.
For some time now, it's been possible
to construct super realistic 3D models for us to fly around in,
interact in virtual worlds,
a la gaming,
don head-mounted displays, and haptic gloves,
even walk around rooms, life-sized rooms, in projection spaces.
In science fiction films, too,
they've shown us how virtual reality may play out.
Academics like Janet Murray, who wrote the book "Hamlet on the Holodeck",
have created design frameworks
to help us design virtual reality experiences.
And technologists, like Ivan Sutherland,
who first invented the head-mounted display in 1968 in MIT,
and Jaron Lanier, who founded VPL research
and indeed popularized the term "virtual reality",
have created the building blocks for the virtual reality industry.
But despite this big headway,
(laughter)
the technology for many years just wasn't there yet.
It was "unwieldy," to say the least,
it made you throw up,
and it was expensive for mass consumption.
Fast forward September 1, 2012.
A young guy by the name of Palmer Lucky,
and yes, this was in his basement,
invented a head-mounted display that solves the problem of lag.
Virtual reality without nausea.
He launches this Kickstarter campaign
and raises over $2 million, way above the $250,000 that was his goal.
Occulus Rift, his company was called,
was then, two years later, bought by Facebook for ...
Can anyone shout in the audience?
$2 billion!
Same time this year, you're going to be able to buy an Occulus Rift headset
for a price point that's a little less than the iPhone 6.
So many people in the interactive story-telling community
have been waiting for this for a very long time,
including myself.
When Norman Jewison invited me to create the new media laboratory
at the Canadian Film Center some twenty years ago,
a skunk works for the creation of visual forms of storytelling,
I was already dreaming about starring in my own "Pride and Prejudice."
Thank you, TEDx, for letting me make one.
But it wasn't really until recently
that we've started to explore forms in the virtual space,
like Google Glass applications or augmented reality applications,
companies that were accelerating.
And most recently, we've actually developed
our first Occulus Rift experience,
with a company called Occupy VR,
with Blair Reno and Jay Lee WIlliams,
where we took our award-winning interactive storytelling project
called "Body Mind Change," starring David Cronenberg,
and stuck it in this virtual reality space.
It's decidedly creepy, and it makes you feel like
you're living inside this dream.
So, I know that we're poised along this trajectory
of creating virtual reality applications, tools, and experiences.
But, as I was planning our future strategies
and how we would help develop the virtual reality industry,
I was struck by how...like it was 1994.
I had this feeling that it was like 1994 when Netscape,
the first commercial web browser, .was launched.
And this feeling made me pause and take stock.
And so what I want to do now is extract
the lessons of the internet experience of the past twenty years,
because I think these lessons will help guide us in the creation
of the commercial virtual reality industry in the next twenty years.
So let's go on to the first lesson:
Business model.
For this, I need to use a metaphor,
and it's a bit of a thought experiment,
so I need your help.
I want you guys to look around you,
look at the stage, look at what's in front of you.
Now imagine you're in a transparent bubble.
Everything looks the same as when I asked you to observe this space.
Now imagine that instead of being able to see
through the bubble, into the stage,
that an exact image of the same space
is being projected onto the surface of the bubble.
Again, everything looks the same.
But, of course, it's not the same.
It's virtual reality. And this image that you're seeing displayed on the surface
is a manufactured and synthetic one.
And we rely on the person who's doing that displaying
to send us an accurate image.
Now it's clear that in this situation,
we have absolutely no idea if what we're seeing,
this virtual reality that we're experiencing,
is indeed accurate or true.
Now imagine that the person who's projecting this image
is not only doing that, but collecting information about you,
about how you're responding to this image.
It would be like you being Jim Carrey in the Truman Show
Now the people on the balcony there might go,
"Well, Ana, we've seen that movie before."
But, in fact, it should feel familiar,
because vast areas of the internet
resemble this, but in a low-tech way.
The reality that we see, when we look at our Facebook homepage,
has been carefully constructed by Facebook.
The Google search results that Google displays
are different for everyone.
In effect, on the Internet, we all see a different version of reality.
Now the reason for this is that technology is not neutral.
In fact, it never has been, and it never will be.
The advent of the internet was supposed to bring
this democratized access to rich communications and information
through e-mail and the web, etc.
But instead, what we've seen, that's been driving
the evolution of the internet economically,
is the relentless focus on the internet user as consumer.
Now, a good way to understand this even more clearly
is to use another framework. The "moments of truth" framework
popularized by Proctor & Gamble.
As their CEO, A.G. Laughley, once said,
"The moment that the consumer stands in front of a store shelf
is the first moment of truth.
Without that moment, there will be no second moment
when the consumer consumes the products and benefits from them."
Now what happens when we insert the internet into this framework?
This image that you see, in some retail circles
would be called the "Zero" moment of truth.
The time at which you recognize you need something,
and you'd go online and search for it.
That behavior now is called "Googling it."
When we add social media to the mix,
you have the third moment of truth,
where you love a product so much
that you can't help but Tweet about it
or post it on Facebook.
So, really, to go back to this business model,
the business model of Google, Facebook, Pinterest,
and the firms who dominate the Internet today,
is build upon the successful manipulation
of the first and third moments of truth.
And they've become so good at this
as they learn more and more about us.
As they learn more and more about you.
Now, they didn't do this overnight.
What we've actually seen over the course of the last 20 years
is the gradual incursion of the large providers
into more and more of you,
sucking up data at a more and more granular level.
Now the data that I'm talking about includes,
at first, search behavior, then it was instant messaging content,
click-throughs, Likes, location,
and now, even today, since we all know that we live in a post-Snowden world,
our own private e-mail content.
The effect of this is that more and more of what you do
has become the basis of a microtransaction
The addition of one more data point
carrying potential economic value for the large data warehouses,
leading one-time CEO Eric Schmidt to remark,
"Technology will be so good, it will be very hard for people
to watch or consume something that has not, in some sense,
been tailored for them."
So this brings us to lesson 2.
So this is where we are now.
Right?
Now what happens when we bring VR into this situation?
VR into this situation?
To life inside the bubble?