Evolve 2018: AR, VR, & the Future of Work
Summary
TLDRThe speaker, a futurist and immersive technologist, discusses the potential of augmented and virtual reality to democratize knowledge and revolutionize learning. They emphasize the importance of embodied cognition in education and the power of immersive technology to harness attention and transform various industries. The talk also addresses the exponential growth of VR/AR, its current and future use cases, and the need for considering safety and ethical implications as these technologies advance.
Takeaways
- đ The speaker is a futurist and immersive technologist specializing in augmented and virtual reality, aiming to democratize knowledge and break the brain-body binary.
- đïž Growing up in a small town without access to information, the speaker's work now focuses on making immersive computing accessible to businesses globally.
- đ As a faculty member at Singularity University, the speaker believes in the importance of embodied learning and the potential of VR and AR to enhance it.
- đ€ The speaker emphasizes the value of immersive technologies for collaboration and knowledge sharing in a more interactive and embodied way.
- đ Immersive technologies like VR and AR are seen as top trends by leading analysts and are pursued by major tech companies for their disruptive potential.
- đ§ The speaker discusses the concept of 'cognitive ecology', highlighting how our bodies and environments play a crucial role in learning and retaining information.
- đ Immersive technologies can revolutionize training and learning by making use of our physical presence to offload information and enhance memory retention.
- đš The speaker argues that new forms of representation for ideas, such as VR and AR, can lead to new ways of thinking and understanding complex concepts.
- đĄ Immersive technologies can provide unique experiences, such as touching virtual objects in a museum, offering new ways to learn and engage with the world.
- đ The industry is predicted to grow exponentially, with AR expected to capture an increasing market share and disrupt various sectors.
- đ The speaker encourages embracing the potential of VR and AR for practical applications, such as training, design, and logistics, beyond mere entertainment.
Q & A
What are the two main drivers of the speaker's work in immersive technology?
-The speaker's two main drivers are democratizing knowledge and information, and breaking apart the brain-body binary inherited from Greco-Roman ancestors to put people back in their bodies.
How did the speaker's background influence their interest in immersive technology?
-The speaker grew up in a small town in West Texas, which was classified as a frontier with limited access to information and resources. This background influenced their interest in using immersive technology to democratize access to knowledge and information.
What is the speaker's professional role in the field of VR and AR?
-The speaker is a futurist and immersive technologist who consults with Fortune 500 companies globally, is a VR AR faculty member at Singularity University, and has been an executive in San Francisco and a leader in Design Thinking transformation for IBM.
What is the speaker's perspective on the importance of being in our bodies for learning and collaboration?
-The speaker believes deeply in the importance of being in our bodies for learning and collaboration, stating that we learn best and collaborate most effectively when we have embodied, interactive ways of sharing information and knowledge.
Why does the speaker argue that immersive technology can help democratize access to information?
-The speaker argues that immersive technology can help democratize access to information by providing a platform that allows for a more immersive and engaging way to share and learn, which can be scaled to reach more people.
What is the speaker's view on the current state of consumer adoption of VR and AR technology?
-The speaker acknowledges that the technology is still expensive, not yet small enough to be portable and useful, and that wearing VR devices can be socially awkward. These factors contribute to the slow mass consumer adoption.
What does the speaker mean by 'harnessing attention' in the context of VR and AR?
-Harnessing attention refers to the ability of VR and AR to create a sense of physical presence and full immersive attention, which can help manage information overload by providing a more focused and engaging way to interact with information.
How does the speaker describe the impact of immersive technology on training and learning?
-The speaker describes the impact as revolutionary, stating that immersive technology can help address the diminishing half-life of skills and the challenges of training employees on new technology by providing more interactive and embodied learning experiences.
What is the 'Cone of Learning' mentioned by the speaker, and how does it relate to immersive technology?
-The 'Cone of Learning' is a concept created by Edgar Dale that illustrates the different levels of retention based on the method of learning. The speaker relates it to immersive technology by pointing out that interactive learning, such as using VR and AR, can significantly increase retention rates.
What are some of the potential use cases for VR and AR technology that the speaker discusses?
-The speaker discusses a range of potential use cases for VR and AR technology, including architectural collaboration, cave automation systems for design, pharmaceutical design, remote expertise and education, logistics, try-before-you-buy experiences, recruitment, and analytics tools.
What does the speaker suggest about the future of VR and AR technology in terms of market growth and adoption?
-The speaker suggests that the market for VR and AR technology is expected to grow significantly, with Goldman Sachs predicting it to be a $107 billion industry by 2025. The speaker also notes the increasing rate of technology adoption and the potential for AR to disrupt various market ecosystems.
What ethical considerations does the speaker highlight regarding the use of VR and AR technology?
-The speaker highlights the importance of considering safety and ethics in the use of VR and AR technology, including research on the impact on brain development, especially in children, and the need for standards around digital rights and privacy due to the technology's data collection capabilities.
How does the speaker encourage the audience to approach the integration of VR and AR technology into their work?
-The speaker encourages the audience to embrace the gray area between pragmatism and imagination, to balance optimism with skepticism, and to have the vision and courage to implement these technologies to create the future of work.
Outlines
đ Democratizing Knowledge and Embodied Learning
The speaker, a futurist and immersive technologist, emphasizes the importance of democratizing knowledge and breaking the traditional brain-body binary. Hailing from a small town in West Texas, the speaker has a global impact, consulting for Fortune 500 companies and teaching at Singularity University. They advocate for immersive technologies like VR and AR to enhance learning and collaboration by putting people back into their bodies, which they believe is crucial for effective information sharing. The speaker also engages the audience by asking about their experiences with VR and AR, highlighting the technology's potential to revolutionize various industries despite current adoption challenges.
đ The Evolution of Information Ingestion and Learning
This paragraph delves into the history of how humans have ingested information, from the physical world of our ancestors to the digital age. The speaker discusses the concept of 'information overload' and the scarcity of attention in an information-rich world, quoting Herbert Simon. They argue that immersive technologies can provide a solution by creating a sense of physical presence and full immersive attention. The paragraph also explores the idea that our bodies play a significant role in learning and cognition, and that traditional educational systems are not keeping pace with the changing nature of work and skills. The speaker shares examples of how embodied learning can be more effective, referencing the 'cone of learning' and advocating for immersive tech to enhance educational experiences.
đš Touching New Worlds with Immersive Technology
The speaker discusses the transformative potential of immersive technology, such as AR and VR, in allowing users to 'touch new worlds' and interact with objects in ways previously impossible. They provide examples like the British Museum's interactive exhibit and the importance of representation in the history of ideas. The speaker argues that new mediums for representing information empower us but also have the potential to disempower us by limiting our understanding. They suggest that immersive technologies can leverage our evolved abilities to understand information in various ways, beyond the print-based paradigm, and can revolutionize fields like education, cybersecurity, and even virtual economies.
đ The Market and Future of Augmented and Virtual Reality
In this paragraph, the speaker outlines the market potential and future prospects of AR and VR technologies. They predict that AR will increasingly dominate the market, disrupting various industries and creating new economic opportunities, as seen with the success of Pokémon Go and Second Life. The speaker also discusses the exponential growth of technology adoption and the importance of understanding this curve for businesses to stay ahead. They highlight the need for vision, courage, patience, and unlearning to navigate the transition to new computing paradigms and provide examples of how companies are already implementing AR and VR to solve problems and improve efficiency.
đ Use Cases and Ethical Considerations of Immersive Tech
The speaker provides a range of use cases for VR and AR technologies, from architectural collaboration and industrial design to pharmaceuticals and remote assistance. They also touch on the importance of safety and ethical considerations, such as the impact of immersive tech on brain development, digital rights, and the potential for data privacy issues. The speaker warns against the misuse of technology and the need to combat encoded bias, advocating for responsible development and implementation of these powerful tools.
đ Embracing the Future with Vision and Imagination
In the concluding paragraph, the speaker reflects on the importance of balancing pragmatism with imagination and the need for vision and courage to implement new technologies. They use Buckminster Fuller's quote to illustrate that providing people with new tools can lead to innovative ways of thinking. The speaker encourages the audience to embrace the potential of immersive technologies to transform how we learn, work, and understand the world, while also considering the ethical implications and safety concerns associated with these advancements.
Mindmap
Keywords
đĄFuturist
đĄImmersive Technology
đĄDemocratize Knowledge
đĄBrain-Body Binary
đĄInformation Overload
đĄCognitive Load
đĄEmbodied Learning
đĄSpatial Representation
đĄExponential Technologies
đĄTrough of Disillusionment
đĄEthics and Safety
Highlights
The speaker is a futurist and immersive technologist focusing on augmented and virtual reality to democratize knowledge and break the brain-body binary.
Grew up in a small town in West Texas and now consults with Fortune 500 companies on immersive computing.
Teaches at Singularity University and has led Design Thinking transformation for IBM globally.
Believes in the power of embodied learning and the potential of VR and AR to enhance it.
Discusses the challenges and future of mass consumer adoption of VR and AR technologies.
Cites the importance of harnessing attention in a hyper-connected world of data.
Explains how VR and AR can revolutionize training and learning by leveraging embodied cognition.
Shares studies showing increased information retention and faster learning through interactive VR.
Describes the potential of VR and AR to allow users to 'touch' and understand objects in new ways.
Talks about the history of representation of ideas and the impact of new mediums like VR and AR.
Predicts a 107 billion dollar industry for VR and AR by 2025, according to Goldman Sachs.
Discusses the exponential growth of technology and its impact on various industries.
Provides examples of VR and AR use cases in architecture, automation, pharmaceutical design, and more.
Warns of the importance of considering safety and ethics in the development and use of VR and AR.
Encourages embracing the gray area between pragmatism and imagination for future innovation.
Concludes with a call to action to invent the future through vision, courage, and the implementation of new technologies.
Transcripts
hello thank you so much for having me
here I as was just mentioned I'm a
futurist and immersive technologist I
work primarily in augmented and virtual
reality I have two main drivers one I
want to democratize knowledge and
information the other I want to break
apart this brain body binary that we
inherited from our greco-roman ancestors
and put us back in our bodies what do I
mean by that
democratize knowledge and information I
grew up in a small town in West Texas
four hours from the nearest airport or
mall so small it is literally classified
as frontier and does not have a
stoplight today I consult with Fortune
500 companies around the globe to help
them bring the future of immersive
computing into their business units I am
a VR AR faculty member at a think-tank
in Silicon Valley singularity University
I've been an executive in San Francisco
bringing the new design paradigms of VR
and AR to market and I have helped to
lead Design Thinking transformation
globally for IBM I know how hard that
journey was and I think our world will
be a much better place if we can
democratize access for more people so I
do my part to democratize information
and knowledge bust apart the brain body
binary what do I mean by that I was a
dancer and choreographer for a decade
before coming into my crazy tech life I
believe deeply in putting people into
their bodies I believe we learn best
when we're in our bodies I believe that
we can actually collaborate most
effectively when we have embodied
interactive ways of sharing information
and knowledge and so I work in this
technology because I believe that is
what's going to make that possible at
scale but enough about me I want to know
about you guys real quick raise your
hand if you work in healthcare anything
that touches healthcare where's your
hand if you work in manufacturing raise
your hand if you do anything with the
military raise your hand if you work in
entertainment or sports in any way raise
your hand if you are doing software
support for some company in any of these
domains okay so all of these fields are
going to be to
corrupted by this technology has anyone
tried virtual reality who's tried it
raise your hand okay so I'd say about
half of us who's tried augmented reality
maybe the hololens a few less maybe a
third to a quarter those of you who've
tried it I want you to vote if you loved
it
raise the roof if you hated it your
hands stay down if you weren't quite
sure it's right here ready on three one
two three vote all right so we have some
believers we have some people who are
not so sure you have good reason to be
not so sure why it's expensive the
technology is still getting small enough
to be portable and useful you look kind
of like an idiot when you wear those
things on your face there are a lot of
reasons why we have not yet seen mass
consumer adoption but we're gonna
discuss what that future is going to
look like so if you guys have questions
you can ping me on my Twitter handle at
any point
I'll get back to you I promise I want us
to talk about why this technology is
regularly cited as a top 10 trend in
every analysts report Gartner Forrester
IDC Deloitte's I want us to talk about
why every leading technology company is
vying for technological leadership in
this domain Google Facebook Intel
Microsoft Adobe what is this about what
makes this technology so potentially
disruptive so potentially valuable and
why should you care to deploy this tech
what kind of problems gonna help you
solve I want us to start with the human
side I'm gonna take you in this talk
through a why how and a what we're gonna
get down into nitty gritty use cases at
the end but first we're gonna talk about
why this matters for people what
problems can we solve because this
technology is going to be the immersive
technology platform of our future it's
going to be the connective tissue of AI
robotics all of these other technologies
that you are charged to bring to your
enterprises so the first big value add
is the ability to harness attention with
augmented in virtual reality we live in
a world where we are swimming in a
hyper-connected sea of data and we know
that power is
connected to your ability to access
deploy model and digest this information
so how do we navigate this hyper
connected ocean of data in the best
possible way here's a quick history of
how we've ingested information thus far
so it starts here on your left the
savanna of our ancestors
everything is deeply physical spacious
then we move to the storefront of our
grandparents time more compact still
physicalized now we move to the GUI of
today where every physical object can be
abstracted demonetised
democratize digitized and put in our
phone alarm clock it's in our phone
calendar it's in our phone you guys
remember when these were concrete
objects I know so what happens when we
do this as information density increases
multitasking increases new interaction
paradigms have to be learned which of
course increases cognitive load what
does this mean for your daily experience
information overload right yeah I see
nodding heads okay so how do you manage
that
what is scarce in a world where
information is rich American Nobel
prize-winning economist sociologist and
computer scientist Herbert Simon
predicted this a wealth of information
creates a poverty of attention what you
all are so generously giving me right
now is your most important resource it
is also your business's most important
resource because it's your talent it's
your talents ability to have impact if
you do nothing else if you take nothing
else away from this talk please
recognize your attention is your
scarcest and most valuable resource use
it wisely so in a time when we've
abstracted so much of life and been
inundated with information wouldn't it
be nice if we had a technology
well-suited to create a sense of
physical presence and full immersive
attention we're gonna see examples of
that the second big impact of this tech
is that it revolutionizes the way we
train and learn have you ever noticed
that the half-life of skills seems to be
diminishing
in this future of work
we're educational systems are actually
having a hard time adjusting to the
current work ecosystem and even training
your employees onto new technology
quickly enough can actually be a
challenge cognitive psychologists are
now catching up to what dancers have
always known that cognitive ecology is
defined through and by the body
knowledge exists in mind body world
systems what does that mean that means
that we use our bodies and our physical
environment to offload information and
storage if anyone has ever crossed their
fingers to remember something maybe to
remember two things you are using your
body to offload storage cognition is
also inactive meaning that thought is
shaped by our interactions not just by
the way we inhabit our bodies for
example if any of you were holding a
warm cup right now like this guys
probably weren't holding a warm cup
you're more likely to be friendly if
you're holding a warm cup than if you're
holding a cold cup that is how much
impact your body has on shaping your
thoughts convicts are more likely to be
acquitted after lunch
when their judge's blood sugar is higher
than before lunch this is real talk
about like big data and like encoded
bias we're gonna have to start tracking
these things right so anyway our bodies
shape the way that we learn the way that
we think in massive ways but this isn't
new dancers have known this for ages
that's why we mark when we're doing
choreography we move through space to
literally encode information and
education is known this for a while as
well this is the cone of learning that
Edgar Dale created in the early 1900's
Maria Montessori did something very
similar if you're familiar with embodied
education through Montessori notice this
after two weeks we tend to remember 10%
of what we read and 20% of what we hear
whereas we remember 90% of what we say
and do how strange that our education
system is based on the former what if it
were to look something more like this I
have worked with the National Head Start
Association to bring augmented reality
into early childhood education
classrooms
this purpose because it exponentially
increases the rate at which young
children learn but it's not just young
children numerous studies have been done
that show if you are interacting you
retain 40 to 60 percent more information
you learn more quickly and it doesn't
work if you're just looking at the the
reality if you're looking at a video for
example let's say you put on a VR
headset Columbia University did a study
if you're observing the manipulation of
a structure and virtual reality not a
big difference but if you actually are
using in active cognition interacting
with that information and knowledge
massive increase in the amount that we
retain and the speed at which we learn
have any of you ever tried to renovate a
home before what do you use when you're
trying to figure out how to do the thing
that you need to do what do you use
YouTube says everyone yes
Lowe's knows that so they decided to do
a study to compare YouTube versus VR
they saw a 40% increase in learning
measured on people's ability to recall
the steps they also had a really cool
interesting marketing opportunity here
but that's a little bit gimmicky I want
us to stay focused on the actual value
add the third big value add touching new
worlds you'll be able to pick it up this
is the British Museum I saw this at
South by it's one of my favorite
interactive pieces it allows you to
touch objects you would never otherwise
have the opportunity to touch and
understand them contextually in a way
that you would never be able to
understand them because a bone which you
would never be able to touch because
it's a rare object can literally become
the creature that it used to be what an
amazing way to learn here's the other
big thing guys the history of great
ideas isn't a history of ideas it's a
history of representations of ideas what
does that mean that means that every
idea is actually created through a form
that scales you sir can have the best
idea of anyone the rest of this
conference if you can't tell it to him
it doesn't matter
you have to be able to share and scale
your idea William Playfair the man who
created this is one of my favorite
examples he was writing a book on trade
between Britain Great Britain and other
countries and the way that data was
represented them was columns of numbers
he decided what if I conflate the map
with columns of numbers and instead of
right and left being east and west it
would be high numbers and low numbers he
gave birth to the data plot where do we
use the data plot what about all of
mathematics all of engineering he
revolutionized science because he found
a new way to represent information and
knowledge and every representation needs
a medium to live inside like music or
print which we went all-in on the
printing press revolutionized access to
information and knowledge powerful but
mediums empower us and they also
disempower us we are still working with
this print based paradigm today look
familiar there are beautiful things
about this but they are relegating us to
understanding the world in a very minut
array our body has been equipped by
evolution to make sense of information
and knowledge in myriad ways we are not
leveraging the majority of them for
example you can understand music many
ways you can understand it through your
ears through oral experience spatially
like an orchestra represented in a
symphony tactilely playing the piano or
guitar visually the representation of
musical notes kinesthetically with your
body all of these ways are ways that we
understand music the more of them that
you combine the more deeply you can
understand something the more quickly
you can understand something we try to
do this now by bringing design thinking
into our companies right you're laughing
because you know about this what if with
VR you could place people inside a new
experience and show them macular
degeneration for example or equip entire
workforces to be more productive
cybersecurity is something that is
actually quite difficult to train we
just heard a bit about this you need to
be provisioned in Python scripts
a gating log files understanding
forensic analysis what if it were
gamified and it became a spatial
experiment this is an actual real
offering that is produced by a company
in Colorado called protect wise where a
cyber security specialists can navigate
their entire infrastructure as a game so
why does this matter
harness attention revolutionize learning
and touch new worlds when is this going
to happen it's a one hundred and seven
billion dollar industry at kolduny
according to Goldman Sachs by the year
2025 I think it's gonna be bigger than
that why now the ubiquity and quality of
mobile devices essentially powering
these experiences VR is the majority of
the ecosystem now with smartphones as
the brain but this technology is
evolving the cost is going down and the
technology quality is going up resolving
issues like nausea and form-factor
cell phones used to be like briefcases
VR and AR in a similar phrase right now
this is why by the way unity can raise
400 million in its 207 2017 private
equity round in fact they received three
times the amount of term sheets that
they wanted because this is the
operating system of the future they are
the OS of the future game engines and if
you aren't starting to think about this
your industry is not going to be able to
keep up with these new ways of operating
here is Intel's form factor very nice
looks exactly like a pair of glasses you
don't feel like an idiot when you wear
it so here's an example of augmented
reality versus virtual reality notice
that while virtual reality is 90 percent
of the market now augmented reality will
increasingly capture the market and
disrupt multiple rket working ecosystems
pokemons go for example disrupting all
kinds of places this is Torchy's tacos
that had a 16x increase in its sales
because of pokemons go users or for
example Second Life which creates an
entire economy for people in a digital
world right now people have made the
cover of Businessweek because they've
become millionaires through selling
actual virtual world the Second Life
economy into an
sixteen was half a billion dollars
anyone know about this even Spielberg's
ready player one this stuff is happening
it's becoming mainstream and technology
adoption is increasing in its rate of
acceleration look at this curve on the
far right
adoption is changing and you all are
heralding that process you are the
keepers of that transition so how do we
how do we deal with this there are two
paths to innovation there's linear
incremental and then there's exponential
quick lesson incremental 30 steps linear
steps if I were to take 30 exponential
steps how far would I go yes
26 times around the earth we are not
equipped to think in this way but this
is the world that we live in so how do
you function in a world like this how do
you know if you are behind the curve if
you're failing or if you're investing in
the right thing if you're investing in
these exponential technologies you often
ask this question why the slow start the
trough of disillusionment after the hype
cycle which of e RNA are recently coming
out of then will it ever catch up when
is this going to happen finally which
path are we on how do we know that we're
actually on the exponential curve and
then chaos an amazement the massive
sharp increase in the hockey stick
growth this is what technological
advancement looks like these days so in
order to lead you need vision and
courage you need patience and unlearning
I need to empower and connect and this
is an entire talk that we could give
about network systems the best way to
predict the future is to invent it so
this is the next computing paradigm VR
reigns now AR is next we'll have
exponential use cases for AR as the
technology proliferates and VR - so I'm
going to run through some really quick
use cases because we're super short on
time the total addressable market is
actually about the problems you can
solve it's a tool what can you use to
not make this mistake please don't make
this mistake the gimmick is an issue
guys let's get past the gimmick
I want you to remember Delta you want to
create change I want you to do it
through design this is a phone app you
can download right now that allows you
to create spatialized representations
here are architects working with meta
technology and 3d space to collaborate
this is a cave automation system that I
was in a few weeks ago at rolls-royce
where they've actually been able to
reduce their design times by from a week
to two hours by getting everyone into
this cave system here is designing a
space in a virtual world you can even
design things like molecules
pharmaceutical design and partner with
AI to run all the possible legand
connections expertise and education
Delta bringing in knowledge on how to
put together an Ikea desk or a very
complex Mis of machinery scaling that
out to your team especially if they are
remote and in the field and you have a
hands-free application where you can
actually bring an expert in to help you
in real-time logistics this is huge DHL
is already applying augmented reality to
logistics GE saw a 64 percent decrease
in time when they implemented Google
glass this is also useful for a disaster
relief for example where you actually
need to come in with an augmented
reality headset to understand the
infrastructure of the space the try
before you buy experience all over the
place right now you can also download
this on your phone
IKEA or is allowing you partnering with
Apple to try things out in your home
this is the early consumer adopter
marketplace recruitment this is another
interesting form of try before you buy
the British army saw a 66% increase in
signups when they gave people immersive
experiences Siemens and Autodesk offered
a personalized experience we're gonna
skip it for now and then analytics tools
this is huge what would it be like to be
able to represent data complex data
visually and have cross team
collaboration remote and present because
this technology totally destroys
ethic distance here's another
interesting 3d representation from
virtual it exceed immense in space and
time you really need to try this out to
understand how different it is and
tomorrow in the demo dome you guys can
try some of those things but why VR
specifically I always like to touch on
VR because people are like ah AR is
awesome but VR it's glorified filming
and gaming there are real use cases here
how do you make it more than a roll of
the dice to implement this technology
remember Delta and dice guys so the
dangerous great use case for VR tomorrow
in the demo dome you can try walking on
a ledge in VR I want you to try it and
see what its gonna be like okay but this
is really really practically useful
think about training for interactive
health and safety for an oil and gas
company which is what this is mocked up
an unreal game engine the impossible
this is super powers to the people every
little kid's favorite thing and all of
you because we were all little kids at
one point imagine being able to show
your child the movement of nutrients in
a tree imagine being able to go with
them inside a Dali painting the
counterproductive this is fascinating
you can change people's race and gender
through body transfer and VR you can
also have them do things like cut down
trees mock up a beautiful forest
Stanford virtual reality lab did this
have a machine or what is it
thank you chainsaw I love my audience
for this reason have a chainsaw what do
people do when they see a chainsaw in a
forest
they cut down the trees people use less
paper after they do this you don't tell
them to they just do it would never make
sense to make someone cut down a forest
to use less paper but in VR you can do
the counterproductive and the expensive
valuable in so many domains so taking
children on a field trip for example to
see with their bodies how big a building
is this is the Google cardboard which is
$15 major increase in access for a ton
of people or being able to bring people
into a game without the expensive take
three-sixty VR is making this possible
this could be getting frontline tickets
at a fashion show or going underwater
and scuba diving but you cannot think
about this technology without talking
about safety and ethics research on the
impact of VR and AR on brain development
and kids is huge really important we
haven't done a bunch on this yet and
then standards around digital rights
because there has never been a
technology more capable of sucking up
all of your data it'll know where your
head is positional tracking eye tracking
especially when you're projecting light
into the retina for augmented reality
it'll know your interaction paradigms
think of user experience research for
immersive worlds it will know so much
about you and so what does that mean for
security what does that mean in terms of
the way we leverage this information
what happens when we add in AI how do we
combat encoded bias so we don't do
things like release a Google pixel phone
that recognizes black people as gorillas
that is ridiculous we have to start
thinking now so that we can build good
products that serve our societies and
make our societies better so recap the
early VRA our use cases our design
expertise try before you buy and data
capture remember dice and don't forget
safety and ethics okay so finish I can't
put you all in a VR headset I wish I
could go to the demo dome tomorrow you
can try Ventana for holograms you can
try the ledge but in the absence of that
I'm gonna try to simulate the difference
between immersive learning and the way
that we currently share information and
knowledge the the difference between now
and the future of work so this is one of
my all-time favorite quotes anyone know
who it's by oh come on one of the best
futurist of all time Buckminster Fuller
if you want to teach people a new way of
thinking don't bother trying to explain
it to them give them a tool the use of
which will lead to new ways of thinking
that's what I think this technology is
but I'm gonna demonstrate it with the
self-portraits here you guys are right
there
that's you this is Earthrise taken by
the Apollo 8 astronauts in 1968
here's another representation of you you
saw this earlier in one of the talks
you've probably seen it in your
textbooks of the child the solar system
habitable zone from the American Museum
of Natural History in 2000 here is
what's really going on
reality is spiral orbital all
terrestrial critical path developments
inherently orbit the Sun no path can be
linear all paths that were
professionally modulated by remotely
operated forces producing spiral linear
paths makes perfect sense right yeah you
all got that what do I mean this is you
and the difference between what I just
read and what you're viewing is the
difference that new representations of
knowledge can have on the way we share
information the way we model and deploy
information the way your children will
learn the way your workplaces can scale
access to information and knowledge even
remotely and so the question for you all
is how are you going to have that vision
and courage to actually try to implement
these things to create the future so
what I would urge you all to do is to
embrace that gray area between
pragmatism and imagination because being
an optimist without skepticism makes you
naive but being a skeptic without
optimism makes you a cynic so how do we
balance those things and help us all
evolve in the way that we are able to
perceive and understand not only our
work but also the world and each other
thank you
[Applause]
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