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Oh.
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Oh, damn.
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Ohhhhh.
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Holy !
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These people are panicking because they're being asked to step out of an elevator onto
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a single plank that's suspended 80 stories in the air.
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Oh, man.
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This game is called Richie's Plank Experience and by their very real reactions you might
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expect some groundbreaking, photorealistic visuals behind that headset.
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Oh!
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God!
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No! !
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But that's really not the case — Sure, it's nice, but it's clearly not real.
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The graphics are really beautiful but the lighting isn't quite right - things are
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just a little too diffused.
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The buildings are almost too smooth.
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The plants on the ground are clearly squared off.
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It's hard to believe these people aren't dramatizing their reactions for the camera.
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Oh!
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God!
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But it's not just the plank experience.
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The internet is full of VR fails where people are sucked into pixelated worlds with disembodied
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parts in front of them.
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But this really got me thinking — How is it that a virtual world that doesn't look
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very real at all, feel so real?
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Of course, the first major difference between watching VR and being in it is putting on
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the headset.
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Here's where VR marketing has mostly failed.
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Right?
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Because it's always shown from a spectator's perspective.
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And as a spectator, you do not get the experience of the person in VR.
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Thong Nguyen is the founder and CEO of Roomera, a company that helps businesses test and understand
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new spaces before they're built using virtual reality.
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V.R. communicates to your brain in a different way than looking at a screen.
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When looking at a screen — like our TV or phone — our brains read this as a flat image
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in the same way we would view a picture.
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If an object on a screen gets bigger or smaller or a person on TV moves toward the camera
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you don't feel the need to take a step back or move out of their way, but in VR you might
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want to because you're not looking at one screen — You're looking at two — And
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those two screens are literally right in front your eyes.
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Projecting a slightly different image into each eye.
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Which is how our vision works in the real world — each eye takes in stimuli from a
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slightly different vantage point.
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You can test this: Hold your finger up in front of your face and wink each of your eyes.
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Your finger should “jump” back and forth.
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That “jump” is the difference between what your left and right eye are seeing.
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The differences between what your eyes see conveys depth.
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It conveys three dimensions.
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This is known as stereopsis and VR developers have spent a lot of time perfecting it.
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But what use is depth if you can't move through it?
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Which brings us to the next most important way virtual reality tricks your brain: you
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are the camera and it's fast enough where your brain starts interpreting it as your
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perspective.
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Head tracking allows a person in VR to look and move around a fake world in the same way
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we look and move around a real one.
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If you look left, you'll see more of the world to your left.
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And if you look down…
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(Screams) Ah.
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Okay, maybe don't look down.
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Other subtle effects make virtual spaces feel more real: Like 360 audio, which is a big
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part of the plank experience.
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As you turn your head the wind will subtly change.
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The plank creaks, and if you listen closely a heart beat slowly begins to speed up.
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Our brain takes all this new, virtual stimuli and begins to believe that this is reality.
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Our brain has never really learned within the last one hundred fifty thousand years
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to actually distinguish between computer generated content and the real world.
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Dr. Frank Steinicke has been studying immersive technologies like VR for nearly 20 years.
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If all the cues that we perceive from the virtual environment are so similar to the
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cues that we get in the real world, it makes sense that we are unable to clearly distinguish
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between both.
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Our brains quickly adapt to virtual environments largely because it's wired to trust our
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sense of sight.
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There's some research showing that approximately 80 percent of all the information that we
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perceive from our environment are based on vision only.
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And this allows VR developers to manipulate our reality even further: what we found out
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about 10 years ago is that if we guide users on a circular arc with a radius of 20 meters,
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they have no chance to identify that.
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They actually walk in a circle in the real world when they see a straight path in the
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virtual environment.
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You can walk an entire virtual city without ever leaving a room.
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Once we believe the environment is real and accept that we're actually in it, our brains
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then go on to fill in some other blanks: there is interesting findings that if you are in
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the virtual world in a very, let's say, snow or icy environment, people feel cool, although
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they're in the real world and maybe in a hot environment.
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Outside of games, VR has shown a lot of promise in the medical world from reducing pain for
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burn victims by immersing them in a snowy world while their bandages are changed and
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with exposure therapy that helps people with phobias — like a fear of heights — and
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body dysmorphia.
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It's also been used for physical therapy like assisting elderly people with their balance.
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Right now, we're still tethered to a system with a headset on our faces.
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The graphics are nice, but not perfect — and so we're not fully immersed when we hover
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80 stories above the ground — That is...we can still remember to take the headset off.
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Steinicke cautions that it might not always be that way.
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We can easily assume that within the next five to 10 years or so, we will not be able
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to distinguish visually computer generated content from from real world content anymore.
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And then, of course, there are a lot of ethical questions.
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For now, VR might not look exactly like reality, but it follows a lot of the rules our brain
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has learned to perceive as real, and that's often enough to make us sweat.