I started looking at small companies that were running a sort of virtual reality cottage industry: I had imagined that I would just put on a helmet and be somewhere else - that's your dream of what it's going to be.

Virtual reality is already affecting people on an emotional level much more than any other media, and it has the potential to scale: all you need is an attachment for your cellphone, and you can have this experience.

Virtual reality started for me in sort of an unusual place. It was the 1970s. I got into the field very young: I was seven years old. And the tool that I used to access virtual reality was the Evel Knievel stunt cycle.

I'd like to do some crazy art installations and design some weird synthesizers and work with other people and make some fun stuff for a bit. Maybe tap into virtual reality stuff or maybe write another record... We'll see.

In the past, before phones and the Internet, all communication was face-to-face. Now, most of it is digital, via emails and messaging services. If people were to start using virtual reality, it would almost come full circle.

I love how close you are to current affairs and social issues here in England. Out in L.A., you have to make an effort to look outside that little microcosm. It's almost like it's a virtual reality to imagine a problem there.

Language for me narrates the pictures in my mind. When I work on designing livestock equipment I can test run that equipment in my head like 3-D virtual reality. In fact, when I was in college I used to think that everybody was able to do that.

It connects humans to other humans in a profound way that I've never seen before in any other form of media. And it can change people's perception of each other. And that's how I think virtual reality has the potential to actually change the world.

As a Millennial and Gen Z expert at Accenture I had the opportunity to host and lead several workshops and panels with key clients at industry events. The topics ranged from virtual reality to blockchain; artificial intelligence to machine learning.

I was interested in virtual reality for several years even before working at USC, it wasn't an interest that started there at all. In fact, when I started working at USC, I already had prototypes of the Rift that were very similar to the final design.

At the same time, one of the things I noticed was that the moment there was any kind of audio attached to virtual reality, it really improved the experience, even though the audio didn't feel like a sound engineer or composer had been anywhere near it.

If we're trying to build a world-class News Feed and a world-class messaging product and a world-class search product and a world-class ad system, and invent virtual reality and build drones, I can't write every line of code. I can't write any lines of code.

With virtual reality, I'm not interested in the novelty factor. I'm interested in the foundations for a medium that could be more powerful than cinema, than theatre, than literature, than any other medium we've had before to connect one human being to another.

The Internet and virtual reality make it easier for people to stay rooted in their communities and work for companies headquartered elsewhere. The Internet has also created countless small businesses, triggering the creation of hundreds of thousands of new jobs.

I've always enjoyed film, but I'm a little afraid of it because I think it is very powerful as a medium. You have the visuals, the sound, the colors, all of these things coming at you, and they transport you physically so it becomes this surround sound, virtual reality.

'Ready Player One' has it all - nostalgia, trivia, adventure, romance, heart, and, dare I say it, some very fascinating social commentary. The novel follows Wade Watts through the virtual reality world, the OASIS, and on a quest to uncover and unlock the secrets buried deep inside.

Virtual reality is a tough sell for a software developer. They have to convince investors that not only are they going to build a good game, which is what they normally have to do, they have to convince them that it's going to be a good game and that virtual reality will be successful.

Virtual reality sort of encloses and immerses the person into an experience that can be really cool but probably has a lower commercial interest over time. Less people will be interested in that, but there are some really cool areas there for education and gaming that we have a lot of interest in.

We have artificial intelligence, virtual reality, augmented reality, 3D-printing, robotics and nanotechnology that have changed the face of modern medicine. It is essential for Indian doctors to familiarise themselves with the latest developments to be able to control technology and not the other way around.

One of the reasons why I think virtual reality, as a narrative format, is never going to go beyond the short-form immersion space is because the bedrock of visual storytelling is the reverse angle. If you can't look into the eyes of the protagonist, you cannot hold people's attention for more than 15 minutes.

The best simulator for spacewalking is underwater - it allows full visuals and body movement in 3D. Virtual reality is good, too, and has some advantages, like full Station simulation, not just part. Like all simulators, they have parts that are wrong and misleading: an important thing to remember when preparing for reality.

You need virtual reality to understand high level science or high level math. It's very helpful to explain third and fourth dimensional things that people are constantly addressing in quantum physics. But, as soon as you're creating an avatar, and you can live and you can start to feel sensations on VR, that has gone too far.

My interest in Virtual Reality (VR) films began for me when I began a fellowship with MIT's Open Documentary Lab. It was a profound experience to be on MIT's campus one day a week and to enter a new world of storytelling where breaking convention and traditional methods were expected. This was deeply challenging and inspiring.

At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.

If you're having a very high-adrenaline, high-movement experience in virtual reality, and then all of a sudden you're back in your office, that disconnect is pretty notable. Whereas if you're using it for virtual reality teleconferencing... there's really no kind of impact moving back and forth between the real and the virtual world.

Obviously, virtual reality is where I've placed my bet about the future and where the excitement is going. At this point, I could say it's almost a lock. It's going to be magical - it is magical - and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.

Any real virtual reality enthusiast can look back at VR science fiction. It's not about playing games... 'The Matrix,' 'Snow Crash,' all this fiction was not about sitting in a room playing video games. It's about being in a parallel digital world that exists alongside our own, communicating with other people, playing with other people.

One of my friends started a company in 1997, seven years before Facebook, called SocialNet. And they had all these ideas, and you could be, like, a cat, and I'd be a dog on the Internet, and we'd have this virtual reality, and we would just not be ourselves. That didn't work because reality always works better than any fake version of it.

Films I've really liked are when you've walked out and you're still in that movie for a while. That's virtual reality for me, to go into a theatre, especially with the use of sound - a subconscious thing that's underestimated. I remember seeing 'Blue Velvet' when I was 15, and half the audience walking out, but I thought my life had changed.

The early entrants into the world of A.R., as with its cousin virtual reality, were disappointing: the phones were too weak, the networks were too slow, and the applications were too nerdy. But now the technological pieces are in place, and a whole generation - much of which is on Snapchat - has come to consider the camera almost a third arm.

Usually, companies, when they approach other people to do VR, they're like, 'We're gonna offer a virtual reality experience' - to me, that usually means they're gonna put a bunch of 360° cameras in a room, film something, and wrap the video in a sphere so you can head-track and look around. To me, that's not virtual reality. That's 360° video.

I'm not thinking about the next record really yet. I kind of want to do a bunch of stuff with Jonathan Zawada, the guy who did the album art. I'd like to do some crazy art installations and design some weird synthesizers and work with other people and make some fun stuff for a bit. Maybe tap into virtual reality stuff or maybe write another record.

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