Words matter. These are the best Virtual Reality Quotes from famous people such as Chris Milk, Tim Cook, Deadmau5, Palmer Luckey, Brendan Iribe, and they’re great for sharing with your friends.
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.
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.
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.
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.
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.
Augmented and virtual reality technologies are the future of smart construction and we are just starting to see the possibilities.
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.
Photography is a kind of virtual reality, and it helps if you can create the illusion of being in an interesting world.
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.
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.
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 has an exciting future and oodles of room to grow.
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.
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.
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.
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.
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.
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.
No one in Silicon Valley loves virtual reality or believes in its future as much as Clay Bavor.
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 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.
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.
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.
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.
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.
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.
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 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 really love to work with virtual reality at some point. You could make a killer adventure game with that.
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.
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.
‘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.
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.’
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.
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.
I like live audiences, with real people – virtual reality is no substitute.
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 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.
Personally, I’m kind of swirling in this hurricane of virtual reality because of ‘Ready Player One.’
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.
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.
Virtual reality and augmented reality will change the way we shop.
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.
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.