greetings mother factors my name is Sam
and today I'll be strapping on my
headset and stepping into the
wonderfully weird world of virtual
reality VR is quickly becoming the most
immersive way to completely put yourself
into video games and even YouTube now
lets you watch videos in 360 whopping
degrees I mean we do it for this one but
it just I mean it would but what was the
first VR headset invented
are there any VR headsets for your pets
and to what point will virtual reality
become better than real reality because
at the moment standards are really
slipping two out of three those
questions are going to be answered in
this very 2d video sorry for VR users so
get ready to get dizzy with motion
sickness as we dive headfirst into 101
fact about virtual reality number one
virtual reality or VR is a
computer-generated simulation of an
image or environment that can be
interacted with using special electronic
equipment such as a visor or a headset
the aim is to use technology to simulate
a realistic experience though the
experience itself may be fictional such
as fighting zombies or going on at a
progenitor Laurent's and we're really
hitting it off from playing put tuned at
the table and oh wait no that's a lava
lamp I've kicked over my lava lamp and
this wax everywhere excruciating pain
next fact number two behind that
definition things like curved panoramic
paintings and saris copic photos are
technically the earliest ancestors of
virtual reality all such rudimentary
forwards of augmenting visuals are the
first proper attempts to create an
audience experience that is more than
just merely viewing art or events
number three in 1929 a fan above the
name of Edward link created the link
trainer the very first commercial flight
simulator the simulator was entirely
electromechanical controlled by motors
that control the pitch and roll in
addition to a small motor driven device
that mimicked disturbances like
turbulence during World War two over
10,000 link trainers were used but over
half a million pilots to train and
improve their piloting skills number for
the following years saw the release of a
number of books containing the first
ideas for modern virtual reality tech
all the way back in 1933 for example
Laurence Manning published a series of
short stories entitled the men who awoke
which told the story of a world in which
people connect to themselves to a
machine then replaces all their senses
with electrical
pulsus allowing them to live a virtual
life of their choosing ready player
what's the front one number five in 1935
Stanley G Weinbaum released Pygmalion
spectacles which describes virtual
reality goggles capable of displaying a
movie with which participants could
interact allowing them to talk to
characters which would in turn answer
back number six the first real attempt
to create virtual reality technology
that worked alongside a screen came from
pioneering multimedia specialist Morton
hay league in the 1950s Haley wrote
about experience theater which would
involve all the main senses and in 1962
he created a prototype of his vision
that was widely regarded as the first
ever VR machine which Haley called the
sensorama number seven the center rama
was a giant based of a machine that
involved the use of putting their head
inside a tunnel which in turn was over a
screen to create a sense of immersion
the machine allowed the viewer to use a
small joystick to look around a video
recording with a fan blowing in their
face to give the feeling of traveling at
high speeds number eight not only that
the Center AMA featured smell
facilitators this technique was mirrored
in smell-o-vision released around the
same time number nine sadly the cost of
the center Roma production and the
creation of the film's used within it
were far too high for the machine to
ever be profitable and hey league was
never able to sell the machine to
potential buyers however he is often
credited as being one of the original
creators of what we now know as VR
number 10 Hale Eagles are developed the
telesphere mask the first example of a H
MD or head mounted display however
though the headset provided stereoscopic
3d and wide vision with stereo sound the
technology was entirely a non
interactive film medium with zero motion
tracking number eleven in 1961 to Philco
corporation engineers developed the head
sight the first HM Dee's we know today
it had separate screens for each eye and
unlike the telesphere mask incorporated
a motion tracking system allowing the
user to look naturally around their
environment
number 12 the next step was to connect
such a system to a computer rather than
a camera an advance which came from Ivan
Sutherland a professor at the University
of Utah in 1965 Sutherland described the
ultimate display which would feature
interactive graphics and force feedback
devices number
in 1968 with his student to Bob Sproul
Sutherland put his plans into action
their creation was capable of displaying
a computer-based imagery on the head
mount though the machine was incredibly
primitive and could only display
wireframe objects number fourteen not
only that the machine was also insanely
heavy so heavy in fact it had to be held
from the ceiling by giant poles this led
to the machine being called the sword of
Damocles a reference to the mythological
sore thumb precariously above an
obsequious courtier of dionysus ii of
syracuse number 15 in 1969 early virtual
reality research and owner of a
delightfully old-fashioned name myron
crew gear developed a series of projects
which he called artificial reality are
your one word off so close though these
experiments ultimately led to the
development of video place technology
which enabled people to communicate with
each other in an interactive CGI
environment despite being miles apart
number 16 the next strange VR experiment
came in 1978 with the Aspen movie map it
was developed at MIT of all places with
funding from the Defense Advanced
Research Projects Agency also known as
DARPA but what is it I hear you ask well
I have a feeling the next that's gonna
tell you number 17 it is gonna tell you
the Aspen movie map was a vr interactive
tour of the city of Aspen in Colorado it
allowed viewers to explore the city
similar to how we use Google Street View
now only with three frames per second
video users were treated to viewing
Aspen in three different ways
Sun snow or my personal favorite in
wireframe number 18 the 1980s saw the
arrival of the actual term virtual
reality which is popularized but could
be designed to stand white guy with
dreads Jaron Lane iya lania is also an
artist and composer of classical music
making him an all-around impressive guy
who's making the rest of us look bad
number 19 in 1985 Lanier founded vpl
research a company that developed
several VR devices such as the data Club
the Oreo sphere and the iPhone now you
may be thinking Oh
Steve Jobs oh you silly mother factors
you jobs created the iPhone lania
created the iPhone which was a hm you
would use LCD screens to create an
immersive environment number 20 teen BPL
research eventually licensed the data
glove technology to the toy company
Mattel
who used it to create the power glove
released in 1989 at $75 a pop it was one
of the first affordable VR devices sadly
though the power glove was also
difficult to use and like the
sensitivity of making it not suck as a
toy leading it to miserable sales of
only 100,000 units in the US before
being discontinued number 21 in the
mid-1980s NASA those crazy guys who
seemed to mention every week develop the
Burton interface environment workstation
or view for short a good acronym zombie
this technology combined a head-mounted
device with gloves enabling haptic
interaction number 22
you may be wondering uh what is HAP dick
interaction and why did you react to
that so sexy well when you actually
think about it
even simple gadgets like rumble packs or
a form of virtual reality as there are
method of simulating a realistic
experience from turbulence such devices
are known as haptic technology which
comes from the greek verb hapless thai
meaning to touch that's where the sex
comes in number 23 the early 90's
welcomed the arrival of all virtual
reality devices which breathe accessible
by the public in 1991 the virtuality
group released their self-titled
virtuality range of virtual reality
gaming machines players either stood or
sat in gaming pots and wall VR goggles
to play on go into the mercy of
real-time 3d visuals some units were
also networked together enabling a no
doubt freely multiplayer gaming
experience we have resigned for this all
I had to 90 look like a gameboy and I
only got that so I could play at the
swing call when my brother was coming
swimming lessons number 24 the lawnmower
man a movie released in 1992 introduced
the concept of virtual reality to a
wider audience and was partially based
on the early days of virtual reality
turn corner
Jaron Lane iya Lane is equivalent to the
movie dr. lawrence angelo played by
pierce brosnan was a scientist who use
virtual reality therapy on a mentally
disabled patient I thought about lawn
mowing but what do I know
number 25 in the early nineties students
at the University of Illinois created
the cave automatic virtual environment
would utilize of all projections and
stereoscopic LCD shutter glasses to
create three walled spaces in which you
could stand to experience a highly
immersive virtual environment
essentially it was a room with a virtual
reality world projected onto the walls
and constituted VR technology but didn't
entirely rely on headsets number26
this concept was mirrored by French
artist maurice bernie youn with his 1997
creation
world skin better unions Bertram reality
interactive installation again featured
walls onto which virtual worlds were
projected and it must have been good too
because it won the gold Nika Award in
the interactive art category in 1988
good for you very youn number 27 at the
Consumer Electronics Show in 1993
announce new VR glasses for the Sega
Genesis console which would feature head
tracking stereo sound and LCD screens in
the visor you may be thinking I don't
remember those anger right not to
because technical development
difficulties prevented the product from
ever getting past the prototype phase
despite the fact that Sega had developed
several games the product already number
28 the Nintendo Virtual Boy released in
1995 was hyped as the first ever
portable console that were displayed
true 3d graphics it was first released
in Japan in North America and a price of
$180 but despite price drops it was a
commercial failure owing to a lack of
color lack of software support and the
fact it was uncomfortable it was
discontinued only a year later number 29
one of the most notable hm DS was the
cyber axe by victor max which featured
an LCD screen embedded in a visor as
well as a head tracking system and a
colorful stereoscopic 3d with a price
tag that was a bit below $1,000 it's
perhaps not surprising that the cyber
max thing to achieve a huge success its
craters probably wanted number 30
a similar virtual reality headset for
the 90s was the VFX one with saris Copic
3d multi axis head motion tracking and
the ability to play games that we're not
truly supported by the system the VFX
one was one of the most impressive VR
headsets available at the time not only
that the system was relatively cheap
compared to other products available at
the low price of $600 and yet the VFX
one also failed to be a hit not only
that number 31 the same company followed
the VFX one with the more expensive 3d
version Mantid retitled the VFX 3d but
it also flopped like a tazed penguin
noticing a pattern here number 32 even
though Apple is known for its market
dominating eye product they actually
weren't the first to do it
in 1995 several years before the recent
first iMac a company by the name of
Virtua IO released the eyeglasses a
headset capable of full-color 3d
stereoscopic vision and motion tracking
again this VR product was not successful
90s just swallowed them right up like a
ravenous but anything that's ravenous
really number 33 so why was the 90s so
hostile to virtual reality well part of
the reason why early B our technology
flopped so often was due to the
outrageous price tags those eyeglasses I
mentioned just a second ago sold for
just under $1,000 and that was
relatively cheap prices for various
versions of the aforementioned
iPhone for example range from just under
$10,000 to a truly offensive $49,000
number 34
the brutal nineties VR flaw which was
also a direct result of the technology
being extremely overhyped
very often these systems simply couldn't
deliver the quality people as too much
products would have which must been
really annoying especially be paid
almost 50 grand for one number 35
in 1999 the iconic sci-fi film The
Matrix was released which suggested that
the real world as we all experienced it
is in fact a vast computer simulation a
virtual reality if you will
though previous films have dealt with
similar concepts the matrix was
groundbreaking his depiction of an
all-encompassing virtual world that we
may be entirely unaware is completely
fake and everything we do is meaningless
and oh god I'm spiraling up spiraling
aah
next fact number 36 fast forward to 2007
when Google introduced
Street View an online service that shows
panoramic views of well pretty much
everywhere as long as it's accessible
via public roads that is initially
Street View was only available in most
built-up cities in the world but the
service has since been rolled out to
large areas of the globe
it also features stereoscopic 3d mode
introduced in 2010 number 37 one of the
most well known modern VR consoles is a
somewhat ominously titled oculus rift
the first prototype for which was
designed in 2010 before being promoted
on a Kickstarter campaign in 2012 which
raised just under 2.5 million
noise number 38 oculus rift obviously
became a huge success which was evident
when the social media choking on
Facebook purchased a company in 2014 but
the staggering sum of two billion
dollars shame they could have spent that
chicken markets but instead oculus rift
number 39 the creator of the oculus rift
Palmer Luckey is known to be a bit of a
kook he was home-schooled which is
already already flanked and instead of
taking courses in something techie like
computer science of Robotics here
instead study journalism at California
State the soles of his feet
because he hates wearing shoes even
outdoors and if you google his name
there are far more shirtless pics than
you'd ordinarily expect number 40 not
only the team at oculus rift creating
amazing VR content in 2015 the company
announced they surpassed two hundred
thousand registered developers in oculus
development center number forty-one not
to be outdone Sony announced project
Morpheus in the very same month project
Morpheus turned out to be PlayStation VR
a virtual reality headset for the
PlayStation 4 video game console which
I've got and obsessed with while other
VR headsets like the oculus rift of the
HTC vive require high-end computer
systems PlayStation VR only requires a
ps4 console in just over a year
PlayStation VR sold over 2 million units
at the very very cheap end of the VR
Hardware spectrum it's the Google
cardboard which is literally just a
cardboard box with some lenses in it the
screen is provided by the user by
fitting the Google cardboard with a
smartphone with compatible apps
installed God what kind of tech company
invests loads in cardboard
I'll show them Nintendo logo banquet
number 43 the Google cardboard platform
was developed by David Carlson Damien
Henry to Google employees who developed
the project as part of Google's
innovation thymeoff program which
encourages engineers to spend some of
their time working on projects that
interest them number 44 and the Google
cardboard let me tell you has not
suffered from the sluggishness it for
the mid-nineties Virtual Reality in 2016
Google told approximately 88 million
sets of Google cardboard VR headsets
number 45 in 2015 Samsung became the
first smartphone company to dive into
the turbulent world of virtual reality
with the release of the Galaxy gear VR
like the Google cardboard the Galaxy
gear utilizes a smartphone in this case
the Samsung Galaxy rather than a
built-in screen number 46 this appears
to be a relatively successful strategy
as in 2016 almost 90 percent of the
virtual reality headset sold across the
globe were mobile phone-based
number 47 in 2015 the Kickstarter
campaign for glove won was successfully
funded with over 150 thousand dollars in
contributions glove one is constituted
by a pair of gloves which provide motion
tracking and haptic
essentially allowing users to feel
virtual reality objects number 48 in
March of 2015 YouTube began to allow
users to up
load and view 360-degree videos both on
the desktop and mobile versions of their
site this enabled much greater
accessibility for virtual reality
content and not only that number 49
YouTube also had its own dedicated
virtual reality channel which features
all the latest greatest VR feeds on the
site for channel currently has over 2.8
million subscribers number 50 in
September of the same year fastest book
who you'll remember own oculus rift
followed suit and added 360-degree video
support in March of 2017 Facebook
announced it in less than two years more
than 1 million 360-degree videos have
been uploaded to their site soon as
number 51 according to Facebook within
only 3 months of the release of the
Samsung gear VR headset users had
already watched more than 1 million
hours of video number 52 VR headset
sales have continued to rise to such a
degree that in 2017 it was reported that
quarterly sales of VR headsets on top 1
million units for the first time ever oh
that was too much business talk and it's
sit down now number 53 of these sales
Sony sold roughly four hundred ninety
thousand a PlayStation VR units which
for the less mathematically adept of you
works out at forty nine percent of total
VR headset shipments the facebook-owned
oculus rift took silver with two hundred
ten thousand units sold and HTC's by
found itself in third place selling 160
thousand number fifty-four smartypants
business people are predicted that by
2020 global revenues in virtual reality
will be close to twenty billion American
bucks I've said before I'll say again
that's a lot of the old nags of the
chicken's variety number 55 a study
conducted in 2015 fan around three
quarters of the Forbes world's most
valuable brands have created some form
of virtual reality or augmented reality
for their customers or employees or are
developing these technologies themselves
in other words big brands are into VR
and so should you be number 56 a survey
of adults in the u.s. conducts from 2017
sought to reveal how the average person
actually perceives and interacts with
modern VR technology it discovered that
pretty much exactly one third 33% our
participants had already tried a virtual
reality headset what about you have you
ever tried a VR headset are you watching
this in VR now for example it's quite
silly if you are but hey let me know in
the poll
above number 57 it also found that the
thing people found most intriguing about
virtual reality tech was the feeling of
entering another world fun fact the same
effect can be achieved with certain oh
okay not allowed to say that cool
they're illegal and sometimes very
dangerous yep absolutely
gotcha virtual reality technology then
everyone use that instead number 58 not
only that when people were asked to rate
their experience of using virtual
reality headsets is very exciting over
thirty percent of respondents give
mucking about with a VR a perfect ten
out of ten
13 percent gave er nine out of ten and
nineteen percent of people rate to the
experience is about an eighth meaning
that the majority of people love VR and
if you don't you probably old and weird
number 59 a number of studies have
attempted to observe how virtual reality
affects the way users behave and what it
tells us about human nature in general
one study into virtual reality platforms
found that users who embody the persona
of a young child received various
objects as being much larger than
individuals embodying adults number 60
additionally some studies have found
that virtual reality can also make you
less prejudiced when one such study
place light-skinned people in avatars
with dark skin these individuals despite
a reduction of their implicit racial
bias good number 61 not only that
another study found that people who
embodied the personas of old people in
virtual reality programs demonstrated a
significant reduction in negative
stereotyping of the elderly when
comparatively placed in the body of a
young person number 62 speaking of
unfair bias against old wrinkly people
who are all boring and bitter according
to research by green light VR and
touchstone research it's not just us
Millennials who interest in VR either
apparently almost two-thirds of baby
boomers have positive feelings about
virtual reality which is more than they
expected actually probably because on
bias against baby boomers number 63
that being said young people really are
at the forefront of Mon virtual reality
Tech one study found the 24 percent of
consumers between the ages of 14 and 19
claimed to have no interest in virtual
reality to be fair only 6 percent of
those aged between 20 and 39
weren't interested either basically
pretty much everyone's interested
Nintendo 64 interestingly other studies
have found that interest in virtual
reality does to a certain extent run
along gender lines one such
investigation found that 82 percent of
men believe that VR technology will have
a positive effect on their lives
compared to 16
percent of women not only that women are
also more wary of virtual reality
products with 47% of women reporting
that they are worried about the impact
of the our own family and mental health
compared to only 39% of men new simply
don't give an F number 65 this is
reflected in the fact that virtually all
online biter VR tech are men with only
14% of virtual reality purchases being
made by women lady scale onboard virtual
reality is a good thing and definitely
won't result in the real-life version of
that terrible Bruce Willis movie
surrogates god damn that movie was awful
and I'm thinking about it again it's so
much number 66
this bias could be fueled by perception
that VR is mainly useful for industries
that are stereotypically male oriented
research indicates that 60% of people
believe that gamers are the main target
audience for virtual reality technology
it's certainly the most fun number 67 of
course while gaming is certainly a huge
market for the application of VR and not
just for boys I should add the
possibilities go far beyond just gaming
virtual reality has applications for
travel education architecture and even
healthcare it's even been utilized in
therapy in particular helping people
overcome phobias number 16 8 the website
you visit com utilizes virtual reality
to simulate travel experiences allowing
customers to do all manner of things one
of the most interesting applications is
virtual reality campus tours prospective
students are able to tour possible
universities remotely which is useful
because dot number 69
when British travel company Thomas Cook
offered a New York City virtual reality
experience in their stores bookings to
the city increased by staggering 190
percent number 70 following the
introduction of an advertising campaign
that utilized virtual reality technology
Amnesty International report to the 60%
increase interactive at donations number
71 in 2018 a company by the name of
black box VR has created a virtual
reality gym which blends all the fun and
wonder about reality with all the
disgusting physical activity of exercise
the company claims that the gamification
aspect of the virtual gym makes it
easier to stick to rather than regular
fitness programs then again they send
out about the Wii Fit and they're mostly
just in skips now number 72 virtual
reality salts have been utilized in the
realm of health care in a range of ways
by combining images from cat scans and
ultrasound
health care professionals have been able
to create 3d virtual models compatible
with VR tech allowing surgeons to decide
the best point of entry for surgical
incisions with a greater accuracy than
previously possible number 73 not only
that but virtual reality technology now
allows medical students to practice
cutting people open and filling about
where they're in science to make them
not die without having to use a cadaver
or a real person number 74 virtual
reality headsets are also being used to
help autistic people by allowing
interaction with virtual conversation
partners in a calm no-pressure
environment users build valuable social
skills to help them become more
self-sufficient number 75 virtual
reality technology can also be used to
make children's slightly less or full
varifocal because some kids are great
one study found that involving VR tech
in lessons increased student attention
by an incredible 90 percent not only
that financial assessment results also
improved by 35 percent number 76
virtual reality is used in the treatment
of soldiers emergency workers and
civilians suffering from post-traumatic
stress disorder or PTSD participants of
repeatedly placed into virtual reality
recreations of traumatic scenarios
including war zones natural disasters
and even inside the World Trade Center
during the 9/11 attacks this act as a
form of exposure therapy which forces
sufferers to confront their traumatic
memories again and again and again until
they literally become bored with them
reducing their anxiety number 77 virtual
reality has also been used to help
amputees afflicted by phantom limb pain
participants are placed into virtual
scenarios in which they use both hands
to complete tasks which is often enough
to trick the brain into thinking the
limb is still there reducing pain and
discomfort number 78
of course virtual reality's also found
applications in the military
these range from recruitment tools
similar to the aforementioned VR campus
tours but also within the actual
training of soldiers prior to being
deployed virtual reality allows
potential soldiers to train in immersive
virtual environments without having to
actually worry about being you know
killed or killing the wrong person or
going able to - shell shock you know all
that fun stuff number 79 not only that
but virtual reality's also made its way
into the Call list of all possible
arenas space scientists at NASA have
utilized virtual reality to operate
robot arms in space this allows complex
actors to be carried out by operators on
earth without having to go all the way
to five
number eighty if you don't happen to be
a literal astronaut which well I'm
certainly not there are also numerous VR
apps that you can download to your phone
to virtually launched you into virtual
after space virtually you can explore
the cosmos sail across the Sun or fall
from a shooting star just be careful in
case Venus blows your mind number 81
virtual reality also has more adult
applications
apparently I mean I've heard yes we're
talking about virtual reality I don't
naughty movies Nima's virtual adult
movies have been created and there are
even companies dedicated to making VR
adult movies specifically such as the
inventively named kamasutra VR well done
great work that these scientist are
usually shot in a point of view style
allowing you to sue sort of kind of
believe they're having a tough for the
nut hop film star but not really
number 82 virtual reality technology can
also be used to give geographically
isolated partners the ability to be
intimate immersive VR headsets combined
with haptic technology for your you know
allow couples separated by the entire
ocean to make sweet beautiful love
number 83 of course anyone who's used
virtual reality will be aware of the
possible side effects namely massive
headaches and feeling like you're going
to throw up all over the coffee table or
Shane's launch whatever one reason for
this could be that you're forcing your
eyes to report that you're hunting
through the air on a roller coaster
while the rest of your body is telling
your brain that your fat ass is stuck on
the sofa as per usual only joking about
the a spot where yours is pretty lovely
luckily researchers are already figuring
out ways to combat VR sickness for
instance number 84 some clever dick has
figured out that the secret of reducing
VR sickness has been right in front of
us all along
ordinarily humans can see their nose at
all times the brain just ignores it so
you're not just seeing noises all day
like I will now that I've mentioned it
however in VR the nose is usually not
visible which creates a problem for your
brain which has been constant ignoring
it for years causing headaches adding a
virtual nose to VR allowance to brain to
see it and ignore it as usual resulting
in less headaches frames are weird you
should really check out our video on
them number 85 as a result of all these
discoveries much of the current
scientific investigation involving
virtual reality technology concerns the
way in which human senses
with each other because clearly
basically whenever we use VR tech we're
making one sense think we're doing
something that another doesn't so our
brain just kind of give up and start
giving us headaches thanks brain number
86 virtual reality can be seen as the
technological cousin of a AR or
augmented reality while virtual reality
creates a virtual world for uses
augmented reality overnight virtual
element onto the real world the most
famous example of this is probably
Pokemon Go which managed to generate
hundreds of millions of revenue in just
a matter of days number 87 for all you
proud nerds out there you'll probably
already know but the battle for Avengers
tower and also be our experience created
for the launch of the Samsung s6 which
puts you front and center in the midst
of an intense superhero skirmish against
Ultron's minions number 88 in 2015
American Express created you vs.
Sharapova a VR experience that enabled
tennis fans to live out their dreams are
playing opposite now disgraced tennis
legend Maria Sharapova although I should
point out she wasn't disgraced at the
time it seems like an odd venture from
multinational financial services giant
but hey you do you MX you do you number
89 in early 2018 analysis for the name
of Carlos Franklin created a VR
interpretation of the triptych of the
temptation of San Antony and artwork by
Hieronymus Bosch if you don't know
anything about Hieronymus Bosch his work
is well known for bizarre unsettling
religious imagery with many of his
pieces basically representing a bad LSD
trip ahem I assume Franklin's virtual
reality recreation of Sant Antoni
contains demons flying fish and an ass
cave yet an ass cave have fun number 90
probably one of the most interesting
virtual reality experiences is birdly
created to mimic as closely as possible
what it may feel like to fly like a bird
Nelly Furtado style created by
researchers at Zurich University's
interaction design program birthday goes
beyond just wearing a VR headsets users
are strapped into a padded rig complete
with large fluffy ball wings allowing
them to soar through the clouds or just
above a sprawling city like an actual
avian the apparatus even has a fan at
the front so users can really feel the
wind in their feathers number 91 in 2016
the online music broadcasting platform
boiler-room
announced plans to create their first
virtual reality music venue which they
claimed would allow users to experience
and I'll question them exactly here a
sweaty rave halfway across the world
sounds
Flay number 92 for the past two years US
Olympic skiers and snowboarders have
been working with stripper a Californian
VR training setup the system allows them
to train without the inconvenience of
having to hang around mountains like
that loser the abominable snowman no one
likes you a Bonneville snowman
despite about to contain your name
number 93 numerous academics
commentators and researchers have
claimed that virtual reality will be the
final and most advanced form of
communication that humanity will ever
experience
if virtual reality can be developed to
the point that it's functionally
indistinguishable from actual reality
well not much further to go than that
right number 94 many people within the
virtual reality industry believe that
their ultimate goal of a truly immersive
VR is to completely abandon physical
controllers altogether and instead to
use full-body tracking to make your body
the input device wink technology like
this already exists and devices like the
Xbox Kinect so integrating these systems
intervie are likely isn't too far away
perhaps one day not only will we get rid
of controllers but headsets to allowing
us to exist forever in a virtual world
free from jobs and money and he is
Morgan number 95 however not everyone is
convinced people try to introduce film
director and literal deep-sea Explorer
James Cameron to VR but he simply stated
he had no use for it with the colleague
of his claiming that VR has very little
to do with controlling the viewers
attention and that it's not necessarily
a medium for filmmakers we'll see about
that jimmy cam we'll see about that
number 96 as virtual reality tech is
written in prominence it's begun to be
featured not only some novelty in new
segments but it's a regular feature on
popular TV shows for instance Jimmy
Fallon the second-best Jimmy on
late-night television has a recurring
game segment on The Tonight Show called
virtual reality pictionary in which
celebrities play Pictionary in 3d space
rather than on you know a flat surface
notable participants include Scarlett
Johansson Orlando Bloom Kate McKinnon
and Patton Oswalt number 97 in 2016
American chat show host Conan O'Brien
actually visited YouTube's VR lab in
which he drew a cartoon version of
himself in 3d space while also working
in a virtual reality office and battle
numerous waves of hostile droid while
playing space pirate trainer number 98
as VR has arisen from its rocky start
and near death in the 90s literature
which engages with the topic is also
developed other having a direct
influence on the progress of the Artic
it's
Neal Stephenson's 1992 novel Snow Crash
dealer to the number of issues in
concept surrounding VR and was so well
received that Stevenson was later hired
by virtual nor granted Realty start-up
magic leap based on his work number 99
there's a virtual reality documentary
called 6x9 which places audiences into a
virtual reality prison cell while it may
not be the most exciting news for VR the
idea is to more faithfully represent a
prison environment by placing audiences
in solitary confinement as they hear
stories from real inmates about their
experiences the animated short film
pearl produced by Google spotlight
stories and evil eye pictures was the
first ever virtual reality film to be
nominated for an Oscar the short is
currently available to experience for
free on the HTC vive and they've been
described as part music video part road
movie so it's crossroads with Britney
Spears right got that movies great
in 2016 the animated VR short story
Henry which tells the story of a lovable
but lonely Hedgehog who throws himself a
birthday party won an Emmy for Best
outstanding original interactive program
Henry was the first VR production to win
an Emmy well done Henry and hey let's
hope it's you more though please
anyway those 101 facts about virtual
reality I hope you enjoyed it did you
let me know in the comments below also
what you like to see next let me know in
the comment below - and you guys gonna
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and I'll see you next time bye
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