Quotes of All Topics . Occasions . Authors
Virtual reality has nothing on Calvin.
Virtual reality has an exciting future and oodles of room to grow.
Virtual reality and augmented reality will change the way we shop.
It's not virtual reality until you can be tortured to death in it.
I'm sure 'Cosmo' will get involved with virtual reality at some point.
I like live audiences, with real people - virtual reality is no substitute.
Once you have perfect virtual reality, what else are you supposed to perfect?
Much of the excitement about virtual reality has come from the gaming community.
VR is going to be defined by the content that is designed explicitly for virtual reality.
No one in Silicon Valley loves virtual reality or believes in its future as much as Clay Bavor.
Nanotechnology has been moving a little faster than I expected, virtual reality a little slower.
Personally, I'm kind of swirling in this hurricane of virtual reality because of 'Ready Player One.'
It is possible to build a virtual-reality generator whose repertoire includes every possible environment.
I'd really love to work with virtual reality at some point. You could make a killer adventure game with that.
I don't do that virtual reality stuff. I'm not even into 3D, actually... I've been offered it. I just don't want to.
Photography is a kind of virtual reality, and it helps if you can create the illusion of being in an interesting world.
We live in a time of astounding technological advancements. There are deep-sea drones and live-streaming virtual reality.
The telephone is virtual reality in that you can meet with someone as if you are together, at least for the auditory sense.
Virtual reality, all the A.I. work we do, all the robotics work we do - we're as close to realizing science fiction as it gets.
Augmented and virtual reality technologies are the future of smart construction and we are just starting to see the possibilities.
When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.
We're finally going to be free of the 2D monitor. It's been a window into virtual reality that we've all looked into for 30 or 40 years.
Crucial to science education is hands-on involvement: showing, not just telling; real experiments and field trips and not just 'virtual reality.'
I think a lot of people have an idea of virtual reality from science fiction, books and movies that have been out over the last couple of decades.
Virtual reality is inevitably going to become mainstream - it's only a question of how good it needs to be before the mainstream is willing to use it.
Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.
Virtual reality is a technology that could actually allow you to connect on a real human level, soul-to-soul, regardless of where you are in the world.
A bad version of a virtual reality video makes you vomit in your headset in under 10 seconds. It's much easier to make bad VR than it is to make good VR.
In France, a hip replacement was captured using two GoPros in a stereoscopic 3D arrangement. Students can watch the surgery using a virtual reality headset.
It turns out that the killer application for virtual reality is other human beings. Build a world that people want to inhabit, and the inhabitants will come.
As the Internet of things advances, the very notion of a clear dividing line between reality and virtual reality becomes blurred, sometimes in creative ways.
Virtual reality is the 'ultimate empathy machine.' These experiences are more than documentaries. They're opportunities to walk a mile in someone else's shoes.
I'm surprised that VR has come about so quickly. It's lucky I just happened to write a book imagining virtual reality right on the cusp of it actually happening.
When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
The whole thing with VR is that it doesn't matter, local versus networked gaming. The goal in virtual reality isn't to have people sit in the same room with headsets on.
The park achieved a kind of reality. Like these virtual reality games the children are playing with. I told them we were doing this 40 years ago! Disneyland is virtual reality.
Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.
Virtual reality is extremely exciting. We have the biggest opportunity in sports when you talk about the possibility of bringing fans inside a car going nearly 200 miles-per-hour.
In virtual reality, it's more about capturing and creating worlds that people are inhabiting. You really are a creator in the way the audience lives within the world that you are building.
In virtual reality, we're placing the viewer inside a moment or a story... made possible by sound and visual technology that's actually tricking the brain into believing it's somewhere else.
If you have perfect virtual reality eventually, where you're be able to simulate everything that a human can experience or imagine experiencing, it's hard to imagine where you go from there.
Virtual reality, to me, seems to have a number of different tiers. Entry-level-tier VR is this experience: on a phone, some simple head-tracking, and some quick and dirty, game-engine-quality stuff.
When Oculus adds hand controllers that will make tools, swords, and guns work better in virtual reality, you'll be able to reach out and use your virtual sword. It will make things even more interactive.
Virtual reality has already proved useful in treating phobias and PTSD. It can help people overcome a fear of heights, for example, through simulations of standing on a balcony or walking across a bridge.
What's really astounding to me is a lot of the guys at Oculus VR and other companies who were creating VR tell me that 'Ready Player One' is one of their primary inspirations in getting into virtual reality.
What the computer in virtual reality enables us to do is to recalibrate ourselves so that we can start seeing those pieces of information that are invisible to us but have become important for us to understand.
When people ask whether virtual reality will be a real thing or just the next 3D, what I always say is, 'Take a headset, walk outside, and the next person you meet, put it on them and see what the reaction is.'
I'm excited about Augmented Reality because unlike Virtual Reality, which closes the world out, AR allows individuals to be present in the world but hopefully allows an improvement on what's happening presently.
There's three things that you need for virtual reality to work. You need the hardware that's affordable and doesn't make people sick, you need an audience that is willing to pay for it, and you need the content.
There's a new set of transformative technologies such as machine learning, AI, and virtual reality that will spawn another set of big tech franchises. But in terms of cultural impact, perhaps we are at peak Valley.