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Facebook and Oculus Rift and Doing the Wall E Future



It has been over 3 years since Facebook purchased the current big name in VR, Oculus VR, who make the Oculus Rift headsets. My experience with VR has been limited to Google Cardboard, which is a decent approximation of what to expect from actual VR. Of course, I still have that Google Cardboard thing, but after the initial few hours, I never used it.

The VR makes us (the user) part of the action, to the extent that video and audio can. This is in contrast with a regular movie or TV. The fourth wall is strictly in front you, and clearly defined. With VR you are inside the four walls, and that means, you can look around and depending on the technology (and the capability of the technology used to develop the VR media, interact and perhaps even change the virtual reality world. VR will put you in the driver’s seat of a formula 1 car for instance, or make you one of the characters in a movie or allow you to roam around in a (virtual) Jurassic park with huge dinosaurs and totally insecure and untested security systems that are designed ensure that all humans will die once these beasts escape from their cages.

Now, that’s VR.

Then there is Facebook. At it’s core Facebook is essentially a place to share media (photos, videos, links and of course text) and allow others to interact with it. It plays on the essential human instinct to show the world what you are, and just may be, tell them that you are doing something they are not. Essentially, it’s an ego feeding machine that also has some peripheral uses like networking and business development and (actually) keeping in touch with people we care about.

So, why would Facebook bother having Oculus as on of its subsidiary? It is essential to understand that Facebook has always been a platform to get things done. It’s like the operating system that powers your phone or PC. It’s like a (virtual) home or house in which you live. If your Facebook account is your house (filled with memories, the joys and sorrows, the events and milestones and all things that cover), the interesting thing is that you cannot live in it. You are essentially operating from outside the fourth wall. It’s like when you go to the zoo. Sure you paid for the ticket and you are here to see the Lion but you cannot go and roam around with the Lions or pat them or take selfies with them.

I think the idea here for Facebook is to break that fourth wall and put you in the middle of your facebook account, which is by default your digital home. I am sure that VR is at least 5 years away from becoming mainstream. I wrote about the many problems with VR in an earlier blog post. Many of the problems I talked about earlier are solvable. They are mostly engineering issues (like processing power, displays, battery capacity, user comfort) which will be fixed because the march of technology does not stop for anybody. People (and the world is filled with people who are constantly coming up with innovative solutions) will always figure things out.

While talking about VR, its hard not to think of the quick growth and death of 3D. I think what killed 3D was the same thing that killed 3D 30 years ago, as well. The lack of content. Imagine you buy a food processor that makes fantastic fruit juice in like 5 seconds. Unfortunately, lets imagine a scenario where you live in a time and world where it is impossible to get fruits. You want to use your processor but there is no way to get fruits. The television companies were selling 3D television sets like they were the next greatest thing for the living room but other than promotional videos, there was literally nothing else that was available in 3D. Streaming companies never really embraced 3D in a big way. User generated content also never happened. So, every possible producer of 3D video declined to generate 3D video. There was no supply, and there was no consumption and by default, there was no demand for 3D hardware. Everything just fizzled out. It’s Economics 101.

This time though, I have a feeling that perhaps VR medium will grow. If Facebook gets it right and figures out a way to convert the trillions of GB of data it is sitting into a VR format (and ensures that users don’t have to jump through hoops to create VR content for consumption), supply is ensured. Once there is a steady supply, consumption will happen and demand for VR devices will grow. This will circle itself into the expected never ending cycle that will lead to mainstream VR adoption, lower prices, easier access and stuff like that. Obviously adult entertainment (as it has done with VHS tapes, streaming media and Blu Ray adoption) and gaming entertainment have a big role to play in this.

My job allows me to interact a lot of people (like 1000s every year) and each year I notice that the younger generation is becoming more and more digital social, less and less real life social. Obviously there are some serious negative consequences in the long term because of this, but I don’t see how this can communicated. As we consume more and more digital services, and use digital tools for everyday communication, I can see that people will embrace VR as part of their lives. Mostly because they don’t have a choice, but sometimes because they really want to.

Eventually (perhaps even in our own lifetimes) we might see some version of the life depicted in Wall E. You know people just sitting on chairs and everything being done for them, and happening from where they sit. Hopefully, at least some people will get up and get things done. Or, we might have to abandon our planet, just like in Wall E.

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Microsoft could be that company that finally nails VR



Virtual Reality or VR is the next step in entertainment revolution. The television, except for incremental updates like the upgrade from black and white to color, dome to flat screens, CRT to LEDs and LCDs, more pixels and then even more pixels, mood lighting and so on and so forth.

Despite all this, at its core, TV hasn't changed much. We still sit in front of a 2 dimensional screen and look at things. Sure, when James Cameron did that thing which he does every decade, and released Avatar (and then got busy to make 2000 sequels to it), the TV folks jumped into the 3D bandwagon. Every company started selling 3D televisions. Of course, most of them forgot that there wasn't any 3D content to consume because, although I love Avatar, there is only so many times anybody can watch it. So yeah, the TV  companies were selling empty ice creams with no ice cream in it. One thing did not lead to another thing, and eventually, nobody bought 3D stuff and those who did realized that they have been made chumps. Early adoptors!

Now, VR is here. It sort of has been for a while now. There is the Oculus Rift, which for some reason is currently owned by Facebook. There is HTC Vive, and god knows HTC is betting the farm on this, after losing the mobile battle. Google has its Cardboard. Samsung has its Gear VR, which for some insane reason works only works with its own phones. There is Playstation VR. Even as I type this, I realize how crazy and messy the situation has become. It reminds me of the VHS and Betamax battle. Of course, the HD DVD and the Blu Ray war.

I dont know why but sometimes, companies need to stop confusing the consumer with too many options. Even if I could afford the expensive VR stuff from Sony or Rift or HTC, I wont buy them. I dont know which of them will win this VR format war because then, like the owners of Betamax and HD-DVD, I dont want to stuck with something that will become rather expensive paper weights.

That is why, as shown at CES, the foray of Microsoft (rather, it's many many hardware partners) into VR with windows. Sure, Microsoft lost the mobile battle and it hurt me more than anybody else. Sure, people may think that they can get a lot of work done on their mobile. Heck, I am blogging this on my tablet right now. Still, when you want real work done, you will have to turn on your PC. As long as folks wish to get real work done (and that is a lot of people) Windows and Microsoft is not going anywhere. That is why, I am happy that Microsoft has decided to provide the platform for VR. This is an ideal situation to be in because Microsoft is very strong when it comes to providing the software, and allowing its hardware partners to do the actual stuff building. In fact, CES this year had VR hardware from all the usual PC makers like Dell, Lenovo and such.

I like this for a number of reasons. One reason is that it's Microsoft. The company that knows (after some mistakes) to build solid software. The other vendors like Rift, HTC and Sony wish to control the entire ecosystem. Microsoft VR does not do that. So, all the partners win. Tomorrow if Dell gets out of the VR game, folks who invested in it can look elsewhere and ensure that their investment continues to have value.

The next reason is cost. Windows VR appears to cost a lot less than its peers. Most headset that work with windows VR are looking at prices around 300 dollars. These are simply preview prices. Once the thing hits the market, innovation and scale should reduce it further.

The next reason is the neccessary hardware. Microsoft (and it's Windows 10 OS) are promising that their vision of VR is going to work off onboard graphics card. Stop and think of that for a minute. Currently, almost every VR solution requires dedicated hardware. This applies to everybody from Samsung to Sony. Microsoft is saying that if you have decent laptop or PC (which will have some kind of a onboard graphics solution), it is VR compatible. That means, what you probably already have, is enough to get VR. The only investment is the VR headset which is still cheaper than others.

The final reason why Windows VR makes sense is because, I dont think VR is for mobile. VR, like 3D before it, depends on pushing two sets of videos but with a lot more pixels pushed into the screen. The VR headset then combines these two imags two create teh expected virtual reality stuff. This also means, completely becoming blind to what is in front of you. So, could I ever use VR, say in a public place or at office or at the mall or at the coffee station or any other place where I simply whip out my phone to watch a vide? I really doubt that. It would become a safety issue. Further, it also means, I am going to look like a complete dort. My poor choice of clothing already does that dorking for me. I dont need to strap on an accessory to further that impression.

All this means, VR is best suited for use at home. Home where we have a PC. Unlike phones, a PC has access to some fantastic processing power. It also access to continous power supply. It also has access to storage space. All the stuff that is a huge issue for mobile VR.

So yeah, I think Microsoft may solve the VR problem for all of us. Of course, it may not. Either way, excited times lie ahead of us.

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Introducing Google Cardboard




As a professional trainer and developer - check my profile here as I shamelessly self promote ;) - one of my job descriptions is to keep up with the latest tech stuff that is happening. One of those tech things that I came across lately was the new and improved Google Cardboard. There are several things I admire about Google and other things I don’t, but with the cardboard, they really have done something very interesting.

There is a lot of talk about VR lately. There was that thing about Holograms from Microsoft, then that purchase of Oculus Rift from Facebook and not to forget a lot of VR gear from Samsung, PlayStation and every other hardware company out there. One thing that always bothered me was how expensive things are with VR. For instance, just to use Oculus Rift (not to buy it, mind you) you will need a computer that will literally cost you an arm and a leg. No kidding!

Then, we have the Google Cardboard. The thing that is photographed above cost me less than 300 rupees. Then, to enjoy some really cool VR experiences, I simply had to plug my trusty old Mi4 into it and whoa! Sufficiently cool VR at my disposal. When I had a student try it on, she/he could not stop from shouting with joy. That is when I realized that VR has arrived and it is cost effective. Good job Google!

Of course, I enjoyed the device as a consumer (VR experience can be dizzy and it might give you neck pain and some nose pain as well – disclaimer stuff) but I wondered how I can create VR experiences. That is when I found out that VR experiences can be built using Unity. I have some experience in Unity, having built a simple game a while ago. Further, I also found out that, leap motion (a device on which study nildana is already working on) also has compatibility with Unity.

To add things up, by combining the three techs of Unity, Leap Motion and Google Cardboard, it is possible to build simple VR experiences. Interesting…

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