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  • Oh.

  • Oh, damn.

  • Ohhhhh.

  • Holy !

  • These people are panicking because they're being asked to step out of an elevator onto

  • a single plank that's suspended 80 stories in the air.

  • Oh, man.

  • This game is called Richie's Plank Experience and by their very real reactions you might

  • expect some groundbreaking, photorealistic visuals behind that headset.

  • Oh!

  • God!

  • No! !

  • But that's really not the caseSure, it's nice, but it's clearly not real.

  • The graphics are really beautiful but the lighting isn't quite right - things are

  • just a little too diffused.

  • The buildings are almost too smooth.

  • The plants on the ground are clearly squared off.

  • It's hard to believe these people aren't dramatizing their reactions for the camera.

  • Oh!

  • God!

  • But it's not just the plank experience.

  • The internet is full of VR fails where people are sucked into pixelated worlds with disembodied

  • parts in front of them.

  • But this really got me thinkingHow is it that a virtual world that doesn't look

  • very real at all, feel so real?

  • Of course, the first major difference between watching VR and being in it is putting on

  • the headset.

  • Here's where VR marketing has mostly failed.

  • Right?

  • Because it's always shown from a spectator's perspective.

  • And as a spectator, you do not get the experience of the person in VR.

  • Thong Nguyen is the founder and CEO of Roomera, a company that helps businesses test and understand

  • new spaces before they're built using virtual reality.

  • V.R. communicates to your brain in a different way than looking at a screen.

  • When looking at a screenlike our TV or phoneour brains read this as a flat image

  • in the same way we would view a picture.

  • If an object on a screen gets bigger or smaller or a person on TV moves toward the camera

  • you don't feel the need to take a step back or move out of their way, but in VR you might

  • want to because you're not looking at one screenYou're looking at twoAnd

  • those two screens are literally right in front your eyes.

  • Projecting a slightly different image into each eye.

  • Which is how our vision works in the real worldeach eye takes in stimuli from a

  • slightly different vantage point.

  • You can test this: Hold your finger up in front of your face and wink each of your eyes.

  • Your finger shouldjumpback and forth.

  • Thatjumpis the difference between what your left and right eye are seeing.

  • The differences between what your eyes see conveys depth.

  • It conveys three dimensions.

  • This is known as stereopsis and VR developers have spent a lot of time perfecting it.

  • But what use is depth if you can't move through it?

  • Which brings us to the next most important way virtual reality tricks your brain: you

  • are the camera and it's fast enough where your brain starts interpreting it as your

  • perspective.

  • Head tracking allows a person in VR to look and move around a fake world in the same way

  • we look and move around a real one.

  • If you look left, you'll see more of the world to your left.

  • And if you look down

  • (Screams) Ah.

  • Okay, maybe don't look down.

  • Other subtle effects make virtual spaces feel more real: Like 360 audio, which is a big

  • part of the plank experience.

  • As you turn your head the wind will subtly change.

  • The plank creaks, and if you listen closely a heart beat slowly begins to speed up.

  • Our brain takes all this new, virtual stimuli and begins to believe that this is reality.

  • Our brain has never really learned within the last one hundred fifty thousand years

  • to actually distinguish between computer generated content and the real world.

  • Dr. Frank Steinicke has been studying immersive technologies like VR for nearly 20 years.

  • If all the cues that we perceive from the virtual environment are so similar to the

  • cues that we get in the real world, it makes sense that we are unable to clearly distinguish

  • between both.

  • Our brains quickly adapt to virtual environments largely because it's wired to trust our

  • sense of sight.

  • There's some research showing that approximately 80 percent of all the information that we

  • perceive from our environment are based on vision only.

  • And this allows VR developers to manipulate our reality even further: what we found out

  • about 10 years ago is that if we guide users on a circular arc with a radius of 20 meters,

  • they have no chance to identify that.

  • They actually walk in a circle in the real world when they see a straight path in the

  • virtual environment.

  • You can walk an entire virtual city without ever leaving a room.

  • Once we believe the environment is real and accept that we're actually in it, our brains

  • then go on to fill in some other blanks: there is interesting findings that if you are in

  • the virtual world in a very, let's say, snow or icy environment, people feel cool, although

  • they're in the real world and maybe in a hot environment.

  • Outside of games, VR has shown a lot of promise in the medical world from reducing pain for

  • burn victims by immersing them in a snowy world while their bandages are changed and

  • with exposure therapy that helps people with phobiaslike a fear of heightsand

  • body dysmorphia.

  • It's also been used for physical therapy like assisting elderly people with their balance.

  • Right now, we're still tethered to a system with a headset on our faces.

  • The graphics are nice, but not perfectand so we're not fully immersed when we hover

  • 80 stories above the groundThat is...we can still remember to take the headset off.

  • Steinicke cautions that it might not always be that way.

  • We can easily assume that within the next five to 10 years or so, we will not be able

  • to distinguish visually computer generated content from from real world content anymore.

  • And then, of course, there are a lot of ethical questions.

  • For now, VR might not look exactly like reality, but it follows a lot of the rules our brain

  • has learned to perceive as real, and that's often enough to make us sweat.

Oh.

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