This link has been bookmarked by 138 people . It was first bookmarked on 19 Apr 2016, by Houssam MAJDOUBI.
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31 Dec 17
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25 Aug 16
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12 Aug 16
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because it’s the position of feeling rather than the position of observing.
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It was how social it is. The best experiences I had in VR or MR involved at least one other person. More people made it better.
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The joy of VR is proportional to the square of the number of people sharing it. That means VR will be the most social medium yet. More social than social media is today.
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But a better test for VR is the poker game test. Do the avatars sitting across from you convey sufficient subtle eye contact, body language, and social presence that you can tell if they’re bluffing?
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the toys felt real in large part because we could pass them around, share them, and collaborate on moving them.
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The time is coming when, if someone says “let’s meet,” everyone will know that means let’s meet in VR. The default mode of VR is “together.”
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Someone in Barcelona can drop a virtual flower into your virtual vase in Chicago. Because artificial reality is inherently social, its environments will be inherently social and networked.
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As they get smaller and lighter (and they will), the infrastructure behind them must grow larger and larger.
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The scale of the servers, bandwidth, processing, storage, and cleverness required to run networked virtual places at the scale of the planet for billions of people is beyond Big Data. It is Ginormous Data.
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After all, the more precisely and comprehensively your body and your behavior are tracked, the better your experience will be.
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If a smartphone is a surveillance device we voluntarily carry in our pocket, then VR will be a total surveillance state we voluntarily enter.
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Inevitably, however, some will graduate to view this immense trove of personalized data as a commercial treasure. The familiar puzzles of its legal status, who has access to it, what government claims apply, and what can be done with it will occupy us as a society in the near future.
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Jeremy Bailenson, who directs the Virtual Human Interaction Lab at Stanford. “I’ve been running VR for 20 years, and the bane of my existence is driver updates.
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I’m bracing for the inevitable trough of disillusionment in the hype cycle.”
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Any of the following pain points
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that you could not pass the cool test wearing one.
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Segway
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The form factors of VR and MR
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ridiculous
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because I tried to jump into a pit that wasn’t really there
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Then there is our ignorance of the long-term effects of fooling your mind and body. This is so new we don’t even know yet what questions to ask.
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The VR industry is waiting for its Doug Engelbart to invent the equivalent of the mouse.
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But VR cannot reach ubiquity until the tools for VR creation live in VR itself, until VR is bootstrapped from within VR.
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In a few minutes, even an untrained person could sketch out a design for a car or the layout of furniture in an office, and you would instantly see it.
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I suspect there would be a beauty in watching a skilled creator work in VR, much like in watching a woodworker or dancer. A universal interface for working in VR would unleash the greatest expression of creativity the planet has yet seen.
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But when you turn your gaze away, they disappear from your peripheral vision.
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The mismatch in the lighting is another weak link in the chain of persuasion
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“artificial things really present
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but batteries are the bugaboo of VR.
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The computational load of VR is so huge that untethered headsets will be very difficult to fuel.
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a day’s worth of battery power can be squeezed into the frames of glasses. For now they will be wired to a battery in your pocket.
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Talk long enough to any engineer working on VR and they will eventually mention one of two books: Snow Crash or Ready Player One.
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Among the first people Abovitz hired at Magic Leap was Neal Stephenson, author of the other seminal VR anticipation, Snow Crash.
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He wanted Stephenson to be Magic Leap’s chief futurist because “he has an engineer’s mind fused with that of a great writer.”
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10 Aug 16
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07 Aug 16
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06 Aug 16
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Voices of VR, has conducted over 400 interviews with the people creating VR and has seen almost every possible prototype of VR there is. “VR talks to our subconscious mind like no other media,” he says.
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Segway
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14 Jul 16
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12 Jul 16
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03 Jul 16
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27 Jun 16
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19 Jun 16
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The Untold Story of Magic Leap, the World’s Most Secretive Startup
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17 Jun 16
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You can easily imagine a room 60 by 60 feet packed with a minimal set of elemental shapes, ramps, and seats, all recycled and redirected for a variety of multihour adventures.
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14 Jun 16
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11 Jun 16
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08 Jun 16
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07 Jun 16hollie lubbock
Don’t call it a lens: Magic Leap founder Rony Abovitz displaying his company’s mysterious photonic lightfield chip. Peter Yang for Wired via Pocket
The Untold Story of Magic Leap, the World’s Most Secretive Startup via Instapaper http://ift.tt/22KhQoh -
06 Jun 16
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reach out
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03 Jun 16
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30 May 16
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23 May 16
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Hyper Vision
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20 May 16
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19 May 16
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14 May 16
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10 May 16
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06 May 16
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05 May 16
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04 May 16Yee Sian Ng
Don’t call it a lens: Magic Leap founder Rony Abovitz displaying his company’s mysterious photonic lightfield chip. Peter Yang for Wired
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03 May 16
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02 May 16fraser smith
Don’t call it a lens: Magic Leap founder Rony Abovitz displaying his company’s mysterious photonic lightfield chip. Peter Yang for Wired The Untold Story of Magic Leap, the World’s Most Secretive Startup | WIRED
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01 May 16
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30 Apr 16
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mathew lowry
But what we are building with artificial reality is an internet of experiences... although every one of these environments was fake, the experiences I had in them were genuine... you gain authentic experiences, as authentic as in real life. People remember VR experiences not as a memory of something they saw but as something that happened to them.<br>
More people made it better... The joy of VR is proportional to the square of the number of people sharing it. That means VR will be... More social than social media is today.<br>
By definition, everything inside a VR or MR world is tracked... If a smartphone is a surveillance device we voluntarily carry in our pocket, then VR will be a total surveillance state we voluntarily enter.<br>
VR is as much a creation tool as a consumption tool. As much fun as it was to explore VR, it was more fun to make it... A universal interface for working in VR would unleash the greatest expression of creativity the planet has yet seen. -
28 Apr 16
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pepa garcía
An important piece by one of my very favorite thinkers and writers. Required reading for anyone in VR / AR. https://t.co/0iVgLWgO8S
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These tiny people were obviously not real, despite their photographic realism, but they were really present—in a way that didn’t seem to reside in my eyes alone; I almost felt their presence.
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Even if you’ve never tried virtual reality, you probably possess a vivid expectation of what it will be like. It’s the Matrix, a reality of such convincing verisimilitude that you can’t tell if it’s fake.
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to invent the grammar of VR and MR
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We might call this new immersive VR view the “you-person” view, because it’s the position of feeling rather than the position of observing.
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Researchers found that the you-person view that VR creates is so intense that it’s emotionally taxing
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It’s a network effect:
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The joy of VR is proportional to the square of the number of people sharing it.
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The creation of global artificial reality is an enormous project, and its adoption will start slowly.
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This is so new we don’t even know yet what questions to ask.
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There are no intuitive tools for easy creation.
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The VR industry is waiting for its Doug Engelbart to invent the equivalent of the mouse.
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This shortcoming is perhaps the most critical missing piece preventing a rapid takeoff.
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Without an interface that anyone can grasp in minutes, content can be made only by the truly dedicated.
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Nearly all of the non-movie VR experiences uploaded to date were created using a computer-game engine from either Unity or Unreal (and nearly all VR so far shares a similar videogamey look too).
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All these first-generation experiences were created with 2-D tools—screen, windows, mouse.
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But VR cannot reach ubiquity until the tools for VR creation live in VR itself, until VR is bootstrapped from within VR.
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The first steps toward native tools were announced this spring. Both Unity and Unreal have demo’d a VR version that permits users to make VR in VR
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However, to foster a smooth transition, the VR versions of both creation engines import 2-D metaphors (like menus)—the equivalent of a command line—into VR.
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VR is as much a creation tool as a consumption tool.
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As much fun as it was to explore VR, it was more fun to make it. For a long time, no one believed amateurs would make their own videos, but that changed when you could easily film a scene by holding up a phone. VR is in line to reduce the barriers to creation even further.
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Fame awaits the genius who figures out the elegant VR interface for VR creation.
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The tools would allow you to manipulate 3-D space with minimal gestures, voice, and gaze.
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T
The coevolution of science fiction and innovation is slowly being recognized as a paramount cultural force.
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Snow Crash or Ready Player On
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Ernest Cline, the author of Ready Player One, invented the Oasis, a vast, networked virtual universe with virtual planets, where billions of people remain immersed for school, work, and play.
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Neal Stephenson, author of the other seminal VR anticipation, Snow Crash.
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He wanted Stephenson to be Magic Leap’s chief futurist because “he has an engineer’s mind fused with that of a great writer.”
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wanted him to lead a small team developing new forms of narrative
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Again, the mythmaker would be making the myths real.
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25 Apr 16
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humans are still an integral part of the hardware.
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24 Apr 16mitcholson
WIRED Logo SCROLL DOWN Hyper Vision The world’s hottest startup isn’t located in Silicon Valley—it’s in suburban Florida. KEVIN KELLY explores what Magic Leap’s…
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erichv
Read every word of this... "The Untold Story of Magic Leap, the World’s Most Secretive Startup" https://t.co/51g7oNAHrk via @WIRED
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23 Apr 16Mathieu DESPRIEE
"a technology that can simultaneously upend PCs, laptops & phones. This is what disruption on vast scale looks like" https://t.co/6bGbzKBU0i
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22 Apr 16Eelco Kraefft
"These tiny people were obviously not real, despite their photographic realism, but they were really present—in a way that didn’t seem to reside in my eyes alone; I almost felt their presence."
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either you get teleported to magical places or magical things get teleported to you
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It contains 60 trillion web pages, remembers 4 zettabytes of data, transmits millions of emails per second, all interconnected by sextillions of transistors.
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People remember VR experiences not as a memory of something they saw but as something that happened to them.
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Minecraft, which is played by more than 100 million people on the screens of PCs, tablets, and phones
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you-person” view
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There is something special happening in a generic office park in an uninspiring suburb near Fort Lauderdale, Florida.
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Inside, amid the low gray cubicles, clustered desks, and empty swivel chairs, an impossible 8-inch robot drone from an alien planet hovers chest-high in front of a row of potted plants. It is steampunk-cute, minutely detailed. I can walk around it and examine it from any angle. I can squat to look at its ornate underside. Bending closer, I bring my face to within inches of it to inspect its tiny pipes and protruding armatures.
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I can see polishing swirls where the metallic surface was “milled.” When I raise a hand, it approaches and extends a glowing appendage to touch my fingertip. I reach out and move it around.
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It looks as real as the lamps and computer monitors around it. It’s not.
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I’m seeing all this through a synthetic-reality headset. Intellectually, I know this drone is an elaborate simulation, but as far as my eyes are concerned it’s really there, in that ordinary office. It is a virtual object, but there is no evidence of pixels or digital artifacts in its three-dimensional fullness.
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This, of course, is one of the great promises of artificial reality—either you get teleported to magical places or magical things get teleported to you. And in this prototype headset, created by the much speculated about, ultrasecretive company called Magic Leap, this alien drone certainly does seem to be transported to this office in Florida—and its reality is stronger than I thought possible.
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Virtual reality overlaid on the real world in this manner is called mixed reality, or MR.
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money is pouring into this Florida office park. Google was one of the first to invest. Andreessen Horowitz, Kleiner Perkins, and others followed. In the past year, executives from most major media and tech companies have made the pilgrimage to Magic Leap’s office park to experience for themselves its futuristic synthetic reality. At the beginning of this year, the company completed what may be the largest C-round of financing in history: $793.5 million. To date, investors have funneled $1.4 billion into it.
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side from potential investors and advisers, few people have been allowed to see the gear in action, and the combination of funding and mystery has fueled rampant curiosity.
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All the major players—Facebook, Google, Apple, Amazon, Microsoft, Sony, Samsung—have whole groups dedicated to artificial reality, and they’re hiring more engineers daily.
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over the past five months.
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you will understand just how fundamental virtual reality technology will be, and why businesses like Magic Leap have an opportunity to become some of the largest companies ever created.
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I first put my head into virtual reality in 1989
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All of today’s head-mounted VR displays are built out of this cheap phone technology
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estimates it would have cost more than $1 million in 1990 to achieve the results that even simple phone-inserted headsets like the
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The recurring discovery I made in each virtual world I entered was that although every one of these environments was fake, the experiences I had in them were genuine.
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The technology forces you to be present—in a way flatscreens do not—so that you gain authentic experiences, as authentic as in real life. People remember VR experiences not as a memory of something they saw but as something that happened to them.
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With a VR platform we will create a Wikipedia of experiences, potentially available to anyone, anywhere, anytime. Travel experiences—terror at the edge of an erupting volcano, wonder at a walking tour of the pyramids—once the luxury of the rich (like books in the old days), will be accessible to anyone with a VR rig. Or experiences to be shared: marching with protesters in Iran; dancing with revelers in Malawi; how about switching genders? Experiences that no humans have had: exploring Mars; living as a lobster; experiencing a close-up of your own beating heart, live.
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You’ve seen a lot of this in movies and on TV or read about it in books. But you haven’t experienced it, felt it below your intellect, had it lodge in your being in a way that you can call your own
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The phonelike screens used in the majority of head-mounted displays created a nagging problem: They were placed right next to your eyeballs. If the device is generating the illusion of a blue whale 100 feet away, your eyes should be focused 100 feet away. But they’re not; they’re focused on the tiny screen an inch away. Likewise, when you look at a virtual jellyfish floating 6 inches from your face, your eyes are not crossed as they would be in real life but staring straight ahead
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over long use the subconscious misalignment may contribute to frequently reported discomfort and weaken the chain of persuasion.
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Magic Leap’s solution is an optical system that creates the illusion of depth in such a way that your eyes focus far for far things, and near for near, and will converge or diverge at the correct distances.
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In trying out Magic Leap’s prototype, I found that it worked amazingly well close up, within arm’s reach, which was not true of many of the other mixed- and virtual-reality systems I used. I also found that the transition back to the real world while removing the Magic Leap’s optics was effortless, as comfortable as slipping off sunglasses, which I also did not experience in other systems. It felt natural.
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Within two decades, when you look into a state-of-the-art virtual-reality display, your eye will be fooled into thinking you’re looking through a real window into a real world. It’ll be as bright and crisp as what you see out your window.
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Once this small display perfects realism, it becomes the one display to rule them all.
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f a near-eye screen offers sufficient resolution, brightness, breadth, and color richness, it can display any number of virtual screens, of any size, inside it. While I was wearing the photonic spectacles of Magic Leap, I watched an HD movie on a virtual movie screen. It looked as bright and crisp as my 55-inch TV at home.
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Jackson has been inspired by working with early prototypes of the Magic Leap glasses.
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“I find mixed reality much more exciting than VR,”
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“Mixed reality doesn’t take you out of this world. Instead it adds elements to our real world. And it has great flexibility. You can add as little as you want—a single tiny figure on this tabletop talking to us—or you can replace the walls of this room with a skyscape so we’re sitting here watching clouds float by. If you have your Magic Leap glasses on, you can look up at the Empire State Building and watch it being built in the early 1930s, floor by floor, but sped up. Maybe while you are walking around the modern streets of Chicago you see gangsters driving past with tommy guns. It could be a form of education, entertainment, and tourism. In 10 years I expect that mixed-reality technology like Magic Leap will be used as much as, if not more than, smartphones.”
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While Magic Leap has filed more than 150 patents, it has not yet publicly demo’d a prototype. Most important, we still don’t know enough about human perception to know what will work in virtual domains; it’ll take more VR to figure that out. We must navigate the treacherous valley before reaching new heights.
Yet something certainly has just happened. A threshold has been crossed. After a long gestation, VR is good enough to improve quickly. It’s real.
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21 Apr 16
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Lun Esex
I spent months researching virtual reality. My report is now the cover story for Wired. https://t.co/OiF9np9bQD https://t.co/Z5I6qqaGyY
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20 Apr 16
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Lanier, who has contributed to Microsoft’s HoloLens MR system, estimates it would have cost more than $1 million in 1990 to achieve the results that even simple phone-inserted headsets like the Samsung Gear or Google Cardboard do today
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Dan Pacheco
"what we are building with artificial reality is an internet of experiences. What you share in VR or MR gear is an experience. What you encounter when you open a magic window in your living room is an experience. What you join in a mixed-reality teleconference is an experience. To a remarkable degree, all these technologically enabled experiences will rapidly intersect and inform one another."
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People remember VR experiences not as a memory of something they saw but as something that happened to them.
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largest C-round of financing in history: $793.5 million. To date, investors have funneled $1.4 billion into it.
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Magic Leap has not released a beta version of its product
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Facebook alone has over 400 people working on VR
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Boris Mann
Powerful: People remember VR experiences not as memory of something they saw but as something that happened to them https://t.co/ChZMglMq4F
– Marc van der Chijs (chijs) http://twitter.com/chijs/status/722645940553846785 -
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All three major MR headsets rely on images that are projected edgeways onto a semitransparent material—usually glass with a coating of nanoscale ridges. The user sees the outside world through the glass, while the virtual elements are projected from a light source at the edge of the glass and then reflected into the user’s eyes by the beam-splitting nano-ridges. Magic Leap claims that its device is unique in the way it beams light into the eye, though the company declines to explain it further at this time.
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One of Microsoft’s ambitions for the HoloLens is to replace all the various screens in a typical office with wearable devices. The company’s demos envision workers moving virtual screens around or clicking to be teleported to a 3-D conference room with a dozen coworkers who live in different cities.
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If you have your Magic Leap glasses on, you can look up at the Empire State Building and watch it being built in the early 1930s, floor by floor, but sped up. Maybe while you are walking around the modern streets of Chicago you see gangsters driving past with tommy guns. It could be a form of education, entertainment, and tourism. In 10 years I expect that mixed-reality technology like Magic Leap will be used as much as, if not more than, smartphones.”
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Godlove Njut Tabi
The Untold Story of Magic Leap, the World’s Most Secretive Startup via Digg https://t.co/yf96FvYFJa — Njut Tabi Godlove (@masecdante) April 20, 2016
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I know this drone is an elaborate simulation, but as far as my eyes are concerned it’s really there, in that ordinary office.
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Virtual reality overlaid on the real world in this manner is called mixed reality, or MR. (The goggles are semitransparent, allowing you to see your actual surroundings.)
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At the beginning of this year, the company completed what may be the largest C-round of financing in history: $793.5 million. To date, investors have funneled $1.4 billion into it.
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Magic Leap has not released a beta version of its product, not even to developers.
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My host, Jaron Lanier, sporting shoulder-length blond dreadlocks, handed me a black glove and placed a set of homemade goggles secured by a web of straps onto my head.
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It was Lanier who named this new experience “virtual reality.” It felt unbelievably real.
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the first public hands-on exhibit (called Cyberthon), which premiered two dozen experimental VR systems from the US military, universities, and Silicon Valley. For 24 hours in 1990, anyone who bought a ticket could try virtual reality.
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The cheap ubiquity of screens and chips allowed a teenage Palmer Luckey to gaffer-tape together his first VR headset prototypes, launching a Kickstarter campaign for the Oculus Rift in 2012.
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All of today’s head-mounted VR displays are built out of this cheap phone technology.
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Lanier, who has contributed to Microsoft’s HoloLens MR system, estimates it would have cost more than $1 million in 1990 to achieve the results that even simple phone-inserted headsets like the Samsung Gear or Google Cardboard do today.
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virtual reality is creating the next evolution of the Internet.
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the Internet is a network of information. It contains 60 trillion web pages, remembers 4 zettabytes of data, transmits millions of emails per second, all interconnected by sextillions of transistors.
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the Void, which debuted at the 2016 TED conference. The Void isn’t as advanced as Magic Leap technologically, but it integrates the best off-the-shelf parts available with custom gear to create an unforgettable experience. For several hours I watched a line of people enter the Void. Almost every person squealed with delight, screamed, laughed, and staggered away asking for more. I felt the same; I’d be happy to pay for an hour’s visit.
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The Void takes place in a large room. You wear a 12-pound vest that carries batteries, a processor board, and 22 haptic patches that vibrate and shake you at the right moments. Your headset or goggles and earphones are connected to your vest, so you’re free to roam without a cord.
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The illusion of unbounded space, or, as Hickman describes it, “a magical space bigger inside than it is outside,” is achieved by a trick called redirected walking.
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As an example, whenever you turn 90 degrees in the room your VR will show you the room turning only 80 degrees. You don’t notice the difference, but the VR accumulates those small 10-degree cheats on each turn until it redirects your route away from a wall or even gets you to walk in a circle while making you think you’ve walked a mile in a straight line. Redirected touching does a similar trick. A room could contain one real block but display three virtual blocks on a shelf—blocks A, B, and C. You see your hand grab block B, but the VR system will direct your hand to touch the only real block in the room. You can replace block B and pick up block C, but in reality you’re picking up the same real block.
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Stairs can be made to feel endless if they drop down as you walk upward. In fact, at one point in the Void a decaying floor collapses while you’re walking across it, and you see, hear, and feel—in all your body—a plunge down to the floor below. But in fact the real floor only sinks 6 inches.
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Most of the high-end VR rigs on sale this year include dynamic binaural—that is, 3-D—audio. This is more than just stereo, which is fixed in space. To be persuasive, the apparent location of a sound needs to shift as you move your head. Deep presence includes the sensations of motion from your inner ear; if the two are out of sync with what you see, you get motion sickness. Good VR also includes touch.
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Jason Jerald, a professor at the Waterford Institute of Technology who wrote the book on VR (called The VR Book), claims that much of our sense of presence in VR comes from our hands.
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In his conversation and his work he exhibits a rare sensitivity to both the logic of machines and the soul of biology. If you’re making robot arms that help human doctors carve into living flesh, you have to obey the laws of physics, the laws of biology, and the minds of humans. Abovitz has a knack for all three realms, and his surgery robots sold well. In 2008 his company, Mako, went public. It was sold in 2013 for $1.65 billion.
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VR and MR must use biological circuits as well as silicon chips. The sense of presence you feel in these headsets is created not by the screen but by your neurology. Tricks like redirected walking operate in our brain as much as in the Nvidia processor. Abovitz saw artificial reality as a symbiont technology, part machine, part flesh. “I realized that if you give the mind and body what they want, they’ll give you back much more,” he says.
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The phonelike screens used in the majority of head-mounted displays created a nagging problem: They were placed right next to your eyeballs. If the device is generating the illusion of a blue whale 100 feet away, your eyes should be focused 100 feet away. But they’re not; they’re focused on the tiny screen an inch away. Likewise, when you look at a virtual jellyfish floating 6 inches from your face, your eyes are not crossed as they would be in real life but staring straight ahead.
-
Magic Leap’s solution is an optical system that creates the illusion of depth in such a way that your eyes focus far for far things, and near for near, and will converge or diverge at the correct distances.
-
All three major MR headsets rely on images that are projected edgeways onto a semitransparent material—usually glass with a coating of nanoscale ridges. The user sees the outside world through the glass, while the virtual elements are projected from a light source at the edge of the glass and then reflected into the user’s eyes by the beam-splitting nano-ridges.
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At Magic Leap, the development team will soon abandon desktop screens altogether in favor of virtual displays. Meron Gribetz, founder of Meta, says that its new Meta 2 mixed-reality glasses will replace monitors in his company of 100 employees within a year.
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Ryan Johnson
Don’t call it a lens: Magic Leap founder Rony Abovitz displaying his company’s mysterious photonic lightfield chip. Peter Yang for Wired via Pocket
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19 Apr 16
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Muzaffaruddin Alvi
via All News on 'The Twitter Times: Muzaffar69/corpgov' http://ift.tt/1MszafE
#CorpGov All News on 'The Twitter Times: Muzaffar69_corpgov'
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"Virtual reality overlaid on the real world in this manner is called mixed reality, or MR. (The goggles are semitransparent, allowing you to see your actual surroundings.) It is more difficult to achieve than the classic fully immersive virtual reality, or VR, where all you see are synthetic images, and in many ways MR is the more powerful of the two technologies.
Magic Leap is not the only company creating mixed-reality technology, but right now the quality of its virtual visions exceeds all others. Because of this lead, money is pouring into this Florida office park. Google was one of the first to invest. Andreessen Horowitz, Kleiner Perkins, and others followed. In the past year, executives from most major media and tech companies have made the pilgrimage to Magic Leap’s office park to experience for themselves its futuristic synthetic reality. At the beginning of this year, the company completed what may be the largest C-round of financing in history: $793.5 million. To date, investors have funneled $1.4 billion into it."Virtual_Reality Magic_Leap Technology_Trends X04_16_Research_Report_22
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Christopher Sessums
explores what Magic Leap’s mind-bending technology tells us about the future of virtual reality.
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People remember VR experiences not as a memory of something they saw but as something that happened to them.
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“VR talks to our subconscious mind like no other media,”
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VR accumulates those small 10-degree cheats on each turn until it redirects your route away from a wall or even gets you to walk in a circle while making you think you’ve walked a mile in a straight line. Redirected touching does a similar trick.
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It’s astounding how those tiny misdirections fool your gut into believing that what you’re seeing is real.
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Deep presence includes the sensations of motion from your inner ear; if the two are out of sync with what you see, you get motion sickness.
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much of our sense of presence in VR comes from our hands.
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Touch, vision, and sound form the essential trinity of VR.
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Abovitz saw artificial reality as a symbiont technology, part machine, part flesh. “I realized that if you give the mind and body what they want, they’ll give you back much more,” he says.
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Artificial reality exploits peculiarities in our senses. It effectively hacks the human brain in dozens of ways to create what can be called a chain of persuasion.
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Magic Leap’s solution is an optical system that creates the illusion of depth in such a way that your eyes focus far for far things, and near for near, and will converge or diverge at the correct distances.
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Magic Leap claims that its device is unique in the way it beams light into the eye
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Magic Leap’s virtual images, by contrast, are smooth and incredibly realistic.
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At Magic Leap, the development team will soon abandon desktop screens altogether in favor of virtual displays.
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to invent the grammar of VR and MR. It took decades for the grammar of film to evolve.
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discovered that performing the same role in VR feels far more intimate than it does in first-person on a flatscreen.
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you-person view that VR creates is so intense that it’s emotionally taxing. People need a break after an hour.
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The degree of presence can be so strong in VR that you have to tone down the evocation of base emotions and the depiction of brute force.
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bat-flinch test
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poker game test
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toys felt real in large part because we could pass them around, share them, and collaborate on moving them
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If a smartphone is a surveillance device we voluntarily carry in our pocket, then VR will be a total surveillance state we voluntarily enter.
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The problem is, if you’re present—really present—in an alternative place, you’re absent from the place your body is.
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But what other problems will arise after tens of thousands of hours of use?
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VR is as much a creation tool as a consumption tool
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field of view in mixed-reality devices is too narrow.
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require outside cameras and software that dynamically computes the lighting in the room in real time
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conscius_esse
The Untold Story of Magic Leap, the World’s Most Secretive Startup Don’t call it a lens: Magic Leap founder Rony Abovitz displaying his company’s mysterious photonic lightfield chip. Peter Yang for Wired
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Jorge Barba
The world’s hottest startup isn’t located in Silicon Valley — it’s in suburban Florida. Wired's Kevin Kelly explores what Magic Leap’s mind-bending technology tells us about the future of virtual reality.
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abdcharies
The Untold Story of Magic Leap, the World’s Most Secretive Startup via Digg http://ift.tt/22KhQoh
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