Evolve 2018: AR, VR, & the Future of Work

Evolve Conference
31 May 201826:27

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

  • 🌐 The speaker is a futurist and immersive technologist specializing in augmented and virtual reality, aiming to democratize knowledge and break the brain-body binary.
  • 🏙️ Growing up in a small town without access to information, the speaker's work now focuses on making immersive computing accessible to businesses globally.
  • 🎓 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.
  • 🤝 The speaker emphasizes the value of immersive technologies for collaboration and knowledge sharing in a more interactive and embodied way.
  • 📈 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.
  • 🧠 The speaker discusses the concept of 'cognitive ecology', highlighting how our bodies and environments play a crucial role in learning and retaining information.
  • 📚 Immersive technologies can revolutionize training and learning by making use of our physical presence to offload information and enhance memory retention.
  • 🎨 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.
  • 💡 Immersive technologies can provide unique experiences, such as touching virtual objects in a museum, offering new ways to learn and engage with the world.
  • 🚀 The industry is predicted to grow exponentially, with AR expected to capture an increasing market share and disrupt various sectors.
  • 🛠 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

00:00

🌐 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.

05:01

📚 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.

10:01

🎨 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.

15:02

🚀 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.

20:03

🛠 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.

25:04

🌟 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

💡Futurist

A futurist is someone who studies and predicts future trends and developments, particularly in technology, society, and culture. In the video, the speaker identifies as a futurist, focusing on the future of immersive technologies like augmented and virtual reality. The term is integral to understanding the speaker's perspective and expertise in envisioning and shaping the future of technology.

💡Immersive Technology

Immersive technology refers to tech that engulfs the user in a fully interactive experience, often used to describe virtual reality (VR) and augmented reality (AR). The speaker discusses the potential of these technologies to revolutionize various fields by creating more engaging and interactive experiences, breaking away from traditional screen-based interactions.

💡Democratize Knowledge

To democratize knowledge means to make information and learning accessible to everyone, regardless of their social or economic status. The speaker highlights this as a main driver in their work, aiming to use immersive technologies to make knowledge more widely available and to level the playing field in terms of access to information.

💡Brain-Body Binary

The brain-body binary is a philosophical concept that separates the mind (brain) from the physical body, often leading to a devaluation of the body in learning and experience. The speaker wants to break this binary, advocating for the importance of the body in learning and knowledge acquisition, and how immersive technologies can help reconnect the mind and body in the learning process.

💡Information Overload

Information overload occurs when individuals are exposed to more information than they can process, understand, or effectively act upon. The speaker mentions this concept to describe the current state of data abundance and the challenges it presents, emphasizing the need for technologies that can help manage and make sense of this overwhelming amount of information.

💡Cognitive Load

Cognitive load refers to the amount of mental effort being used in working memory during the process of learning. The script discusses how the increase in information density and multitasking can lead to higher cognitive loads, which immersive technologies may help to manage by providing more intuitive and less cognitively demanding ways of interacting with information.

💡Embodied Learning

Embodied learning is the concept that physical movements and experiences can enhance cognitive processes and the learning of new information. The speaker, with a background in dance, emphasizes the importance of embodied learning, suggesting that immersive technologies can provide physical, interactive ways of learning that are more effective than traditional methods.

💡Spatial Representation

Spatial representation in the context of the video refers to the use of three-dimensional space to organize and interact with information or ideas. The speaker discusses how immersive technologies allow for new forms of spatial representation that can lead to deeper understanding and more intuitive interaction with complex data or concepts.

💡Exponential Technologies

Exponential technologies are those that follow an exponential growth curve, rapidly increasing in power and capability. The speaker uses this term to describe the rapid advancement of immersive technologies and their potential to disrupt and transform various industries at an accelerating pace.

💡Trough of Disillusionment

The trough of disillusionment is a phase in the hype cycle of technological development where public interest wanes as the technology fails to meet high expectations. The speaker mentions this concept to caution about the challenges and skepticism that new technologies, like VR and AR, may face before they become widely adopted and integrated into society.

💡Ethics and Safety

Ethics and safety in the context of the video pertain to the responsible development and use of immersive technologies, considering their impact on individuals and society. The speaker stresses the importance of addressing ethical concerns and safety issues related to data privacy, user experience, and the potential psychological effects of VR and AR.

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

play00:06

hello thank you so much for having me

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here I as was just mentioned I'm a

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futurist and immersive technologist I

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work primarily in augmented and virtual

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reality I have two main drivers one I

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want to democratize knowledge and

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information the other I want to break

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apart this brain body binary that we

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inherited from our greco-roman ancestors

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and put us back in our bodies what do I

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mean by that

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democratize knowledge and information I

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grew up in a small town in West Texas

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four hours from the nearest airport or

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mall so small it is literally classified

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as frontier and does not have a

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stoplight today I consult with Fortune

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500 companies around the globe to help

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them bring the future of immersive

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computing into their business units I am

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a VR AR faculty member at a think-tank

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in Silicon Valley singularity University

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I've been an executive in San Francisco

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bringing the new design paradigms of VR

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and AR to market and I have helped to

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lead Design Thinking transformation

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globally for IBM I know how hard that

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journey was and I think our world will

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be a much better place if we can

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democratize access for more people so I

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do my part to democratize information

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and knowledge bust apart the brain body

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binary what do I mean by that I was a

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dancer and choreographer for a decade

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before coming into my crazy tech life I

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believe deeply in putting people into

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their bodies I believe we learn best

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when we're in our bodies I believe that

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we can actually collaborate most

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effectively when we have embodied

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interactive ways of sharing information

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and knowledge and so I work in this

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technology because I believe that is

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what's going to make that possible at

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scale but enough about me I want to know

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about you guys real quick raise your

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hand if you work in healthcare anything

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that touches healthcare where's your

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hand if you work in manufacturing raise

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your hand if you do anything with the

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military raise your hand if you work in

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entertainment or sports in any way raise

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your hand if you are doing software

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support for some company in any of these

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domains okay so all of these fields are

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going to be to

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corrupted by this technology has anyone

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tried virtual reality who's tried it

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raise your hand okay so I'd say about

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half of us who's tried augmented reality

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maybe the hololens a few less maybe a

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third to a quarter those of you who've

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tried it I want you to vote if you loved

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it

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raise the roof if you hated it your

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hands stay down if you weren't quite

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sure it's right here ready on three one

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two three vote all right so we have some

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believers we have some people who are

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not so sure you have good reason to be

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not so sure why it's expensive the

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technology is still getting small enough

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to be portable and useful you look kind

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of like an idiot when you wear those

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things on your face there are a lot of

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reasons why we have not yet seen mass

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consumer adoption but we're gonna

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discuss what that future is going to

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look like so if you guys have questions

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you can ping me on my Twitter handle at

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any point

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I'll get back to you I promise I want us

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to talk about why this technology is

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regularly cited as a top 10 trend in

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every analysts report Gartner Forrester

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IDC Deloitte's I want us to talk about

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why every leading technology company is

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vying for technological leadership in

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this domain Google Facebook Intel

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Microsoft Adobe what is this about what

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makes this technology so potentially

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disruptive so potentially valuable and

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why should you care to deploy this tech

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what kind of problems gonna help you

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solve I want us to start with the human

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side I'm gonna take you in this talk

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through a why how and a what we're gonna

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get down into nitty gritty use cases at

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the end but first we're gonna talk about

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why this matters for people what

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problems can we solve because this

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technology is going to be the immersive

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technology platform of our future it's

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going to be the connective tissue of AI

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robotics all of these other technologies

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that you are charged to bring to your

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enterprises so the first big value add

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is the ability to harness attention with

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augmented in virtual reality we live in

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a world where we are swimming in a

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hyper-connected sea of data and we know

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that power is

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connected to your ability to access

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deploy model and digest this information

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so how do we navigate this hyper

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connected ocean of data in the best

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possible way here's a quick history of

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how we've ingested information thus far

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so it starts here on your left the

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savanna of our ancestors

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everything is deeply physical spacious

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then we move to the storefront of our

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grandparents time more compact still

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physicalized now we move to the GUI of

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today where every physical object can be

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abstracted demonetised

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democratize digitized and put in our

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phone alarm clock it's in our phone

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calendar it's in our phone you guys

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remember when these were concrete

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objects I know so what happens when we

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do this as information density increases

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multitasking increases new interaction

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paradigms have to be learned which of

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course increases cognitive load what

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does this mean for your daily experience

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information overload right yeah I see

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nodding heads okay so how do you manage

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that

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what is scarce in a world where

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information is rich American Nobel

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prize-winning economist sociologist and

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computer scientist Herbert Simon

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predicted this a wealth of information

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creates a poverty of attention what you

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all are so generously giving me right

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now is your most important resource it

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is also your business's most important

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resource because it's your talent it's

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your talents ability to have impact if

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you do nothing else if you take nothing

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else away from this talk please

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recognize your attention is your

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scarcest and most valuable resource use

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it wisely so in a time when we've

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abstracted so much of life and been

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inundated with information wouldn't it

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be nice if we had a technology

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well-suited to create a sense of

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physical presence and full immersive

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attention we're gonna see examples of

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that the second big impact of this tech

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is that it revolutionizes the way we

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train and learn have you ever noticed

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that the half-life of skills seems to be

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diminishing

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in this future of work

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we're educational systems are actually

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having a hard time adjusting to the

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current work ecosystem and even training

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your employees onto new technology

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quickly enough can actually be a

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challenge cognitive psychologists are

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now catching up to what dancers have

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always known that cognitive ecology is

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defined through and by the body

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knowledge exists in mind body world

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systems what does that mean that means

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that we use our bodies and our physical

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environment to offload information and

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storage if anyone has ever crossed their

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fingers to remember something maybe to

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remember two things you are using your

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body to offload storage cognition is

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also inactive meaning that thought is

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shaped by our interactions not just by

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the way we inhabit our bodies for

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example if any of you were holding a

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warm cup right now like this guys

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probably weren't holding a warm cup

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you're more likely to be friendly if

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you're holding a warm cup than if you're

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holding a cold cup that is how much

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impact your body has on shaping your

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thoughts convicts are more likely to be

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acquitted after lunch

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when their judge's blood sugar is higher

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than before lunch this is real talk

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about like big data and like encoded

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bias we're gonna have to start tracking

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these things right so anyway our bodies

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shape the way that we learn the way that

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we think in massive ways but this isn't

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new dancers have known this for ages

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that's why we mark when we're doing

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choreography we move through space to

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literally encode information and

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education is known this for a while as

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well this is the cone of learning that

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Edgar Dale created in the early 1900's

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Maria Montessori did something very

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similar if you're familiar with embodied

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education through Montessori notice this

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after two weeks we tend to remember 10%

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of what we read and 20% of what we hear

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whereas we remember 90% of what we say

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and do how strange that our education

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system is based on the former what if it

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were to look something more like this I

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have worked with the National Head Start

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Association to bring augmented reality

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into early childhood education

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classrooms

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this purpose because it exponentially

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increases the rate at which young

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children learn but it's not just young

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children numerous studies have been done

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that show if you are interacting you

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retain 40 to 60 percent more information

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you learn more quickly and it doesn't

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work if you're just looking at the the

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reality if you're looking at a video for

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example let's say you put on a VR

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headset Columbia University did a study

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if you're observing the manipulation of

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a structure and virtual reality not a

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big difference but if you actually are

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using in active cognition interacting

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with that information and knowledge

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massive increase in the amount that we

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retain and the speed at which we learn

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have any of you ever tried to renovate a

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home before what do you use when you're

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trying to figure out how to do the thing

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that you need to do what do you use

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YouTube says everyone yes

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Lowe's knows that so they decided to do

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a study to compare YouTube versus VR

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they saw a 40% increase in learning

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measured on people's ability to recall

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the steps they also had a really cool

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interesting marketing opportunity here

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but that's a little bit gimmicky I want

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us to stay focused on the actual value

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add the third big value add touching new

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worlds you'll be able to pick it up this

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is the British Museum I saw this at

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South by it's one of my favorite

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interactive pieces it allows you to

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touch objects you would never otherwise

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have the opportunity to touch and

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understand them contextually in a way

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that you would never be able to

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understand them because a bone which you

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would never be able to touch because

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it's a rare object can literally become

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the creature that it used to be what an

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amazing way to learn here's the other

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big thing guys the history of great

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ideas isn't a history of ideas it's a

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history of representations of ideas what

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does that mean that means that every

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idea is actually created through a form

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that scales you sir can have the best

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idea of anyone the rest of this

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conference if you can't tell it to him

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it doesn't matter

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you have to be able to share and scale

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your idea William Playfair the man who

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created this is one of my favorite

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examples he was writing a book on trade

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between Britain Great Britain and other

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countries and the way that data was

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represented them was columns of numbers

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he decided what if I conflate the map

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with columns of numbers and instead of

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right and left being east and west it

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would be high numbers and low numbers he

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gave birth to the data plot where do we

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use the data plot what about all of

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mathematics all of engineering he

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revolutionized science because he found

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a new way to represent information and

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knowledge and every representation needs

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a medium to live inside like music or

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print which we went all-in on the

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printing press revolutionized access to

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information and knowledge powerful but

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mediums empower us and they also

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disempower us we are still working with

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this print based paradigm today look

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familiar there are beautiful things

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about this but they are relegating us to

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understanding the world in a very minut

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array our body has been equipped by

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evolution to make sense of information

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and knowledge in myriad ways we are not

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leveraging the majority of them for

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example you can understand music many

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ways you can understand it through your

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ears through oral experience spatially

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like an orchestra represented in a

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symphony tactilely playing the piano or

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guitar visually the representation of

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musical notes kinesthetically with your

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body all of these ways are ways that we

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understand music the more of them that

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you combine the more deeply you can

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understand something the more quickly

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you can understand something we try to

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do this now by bringing design thinking

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into our companies right you're laughing

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because you know about this what if with

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VR you could place people inside a new

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experience and show them macular

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degeneration for example or equip entire

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workforces to be more productive

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cybersecurity is something that is

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actually quite difficult to train we

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just heard a bit about this you need to

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be provisioned in Python scripts

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a gating log files understanding

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forensic analysis what if it were

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gamified and it became a spatial

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experiment this is an actual real

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offering that is produced by a company

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in Colorado called protect wise where a

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cyber security specialists can navigate

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their entire infrastructure as a game so

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why does this matter

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harness attention revolutionize learning

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and touch new worlds when is this going

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to happen it's a one hundred and seven

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billion dollar industry at kolduny

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according to Goldman Sachs by the year

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2025 I think it's gonna be bigger than

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that why now the ubiquity and quality of

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mobile devices essentially powering

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these experiences VR is the majority of

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the ecosystem now with smartphones as

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the brain but this technology is

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evolving the cost is going down and the

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technology quality is going up resolving

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issues like nausea and form-factor

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cell phones used to be like briefcases

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VR and AR in a similar phrase right now

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this is why by the way unity can raise

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400 million in its 207 2017 private

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equity round in fact they received three

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times the amount of term sheets that

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they wanted because this is the

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operating system of the future they are

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the OS of the future game engines and if

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you aren't starting to think about this

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your industry is not going to be able to

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keep up with these new ways of operating

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here is Intel's form factor very nice

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looks exactly like a pair of glasses you

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don't feel like an idiot when you wear

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it so here's an example of augmented

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reality versus virtual reality notice

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that while virtual reality is 90 percent

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of the market now augmented reality will

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increasingly capture the market and

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disrupt multiple rket working ecosystems

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pokemons go for example disrupting all

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kinds of places this is Torchy's tacos

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that had a 16x increase in its sales

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because of pokemons go users or for

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example Second Life which creates an

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entire economy for people in a digital

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world right now people have made the

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cover of Businessweek because they've

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become millionaires through selling

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actual virtual world the Second Life

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economy into an

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sixteen was half a billion dollars

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anyone know about this even Spielberg's

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ready player one this stuff is happening

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it's becoming mainstream and technology

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adoption is increasing in its rate of

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acceleration look at this curve on the

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far right

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adoption is changing and you all are

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heralding that process you are the

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keepers of that transition so how do we

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how do we deal with this there are two

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paths to innovation there's linear

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incremental and then there's exponential

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quick lesson incremental 30 steps linear

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steps if I were to take 30 exponential

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steps how far would I go yes

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26 times around the earth we are not

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equipped to think in this way but this

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is the world that we live in so how do

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you function in a world like this how do

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you know if you are behind the curve if

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you're failing or if you're investing in

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the right thing if you're investing in

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these exponential technologies you often

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ask this question why the slow start the

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trough of disillusionment after the hype

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cycle which of e RNA are recently coming

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out of then will it ever catch up when

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is this going to happen finally which

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path are we on how do we know that we're

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actually on the exponential curve and

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then chaos an amazement the massive

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sharp increase in the hockey stick

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growth this is what technological

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advancement looks like these days so in

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order to lead you need vision and

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courage you need patience and unlearning

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I need to empower and connect and this

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is an entire talk that we could give

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about network systems the best way to

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predict the future is to invent it so

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this is the next computing paradigm VR

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reigns now AR is next we'll have

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exponential use cases for AR as the

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technology proliferates and VR - so I'm

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going to run through some really quick

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use cases because we're super short on

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time the total addressable market is

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actually about the problems you can

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solve it's a tool what can you use to

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not make this mistake please don't make

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this mistake the gimmick is an issue

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guys let's get past the gimmick

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I want you to remember Delta you want to

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create change I want you to do it

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through design this is a phone app you

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can download right now that allows you

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to create spatialized representations

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here are architects working with meta

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technology and 3d space to collaborate

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this is a cave automation system that I

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was in a few weeks ago at rolls-royce

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where they've actually been able to

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reduce their design times by from a week

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to two hours by getting everyone into

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this cave system here is designing a

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space in a virtual world you can even

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design things like molecules

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pharmaceutical design and partner with

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AI to run all the possible legand

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connections expertise and education

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Delta bringing in knowledge on how to

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put together an Ikea desk or a very

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complex Mis of machinery scaling that

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out to your team especially if they are

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remote and in the field and you have a

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hands-free application where you can

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actually bring an expert in to help you

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in real-time logistics this is huge DHL

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is already applying augmented reality to

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logistics GE saw a 64 percent decrease

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in time when they implemented Google

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glass this is also useful for a disaster

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relief for example where you actually

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need to come in with an augmented

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reality headset to understand the

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infrastructure of the space the try

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before you buy experience all over the

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place right now you can also download

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this on your phone

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IKEA or is allowing you partnering with

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Apple to try things out in your home

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this is the early consumer adopter

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marketplace recruitment this is another

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interesting form of try before you buy

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the British army saw a 66% increase in

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signups when they gave people immersive

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experiences Siemens and Autodesk offered

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a personalized experience we're gonna

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skip it for now and then analytics tools

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this is huge what would it be like to be

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able to represent data complex data

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visually and have cross team

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collaboration remote and present because

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this technology totally destroys

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ethic distance here's another

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interesting 3d representation from

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virtual it exceed immense in space and

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time you really need to try this out to

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understand how different it is and

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tomorrow in the demo dome you guys can

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try some of those things but why VR

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specifically I always like to touch on

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VR because people are like ah AR is

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awesome but VR it's glorified filming

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and gaming there are real use cases here

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how do you make it more than a roll of

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the dice to implement this technology

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remember Delta and dice guys so the

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dangerous great use case for VR tomorrow

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in the demo dome you can try walking on

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a ledge in VR I want you to try it and

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see what its gonna be like okay but this

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is really really practically useful

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think about training for interactive

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health and safety for an oil and gas

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company which is what this is mocked up

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an unreal game engine the impossible

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this is super powers to the people every

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little kid's favorite thing and all of

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you because we were all little kids at

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one point imagine being able to show

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your child the movement of nutrients in

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a tree imagine being able to go with

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them inside a Dali painting the

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counterproductive this is fascinating

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you can change people's race and gender

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through body transfer and VR you can

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also have them do things like cut down

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trees mock up a beautiful forest

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Stanford virtual reality lab did this

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have a machine or what is it

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thank you chainsaw I love my audience

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for this reason have a chainsaw what do

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people do when they see a chainsaw in a

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forest

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they cut down the trees people use less

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paper after they do this you don't tell

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them to they just do it would never make

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sense to make someone cut down a forest

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to use less paper but in VR you can do

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the counterproductive and the expensive

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valuable in so many domains so taking

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children on a field trip for example to

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see with their bodies how big a building

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is this is the Google cardboard which is

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$15 major increase in access for a ton

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of people or being able to bring people

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into a game without the expensive take

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three-sixty VR is making this possible

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this could be getting frontline tickets

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at a fashion show or going underwater

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and scuba diving but you cannot think

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about this technology without talking

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about safety and ethics research on the

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impact of VR and AR on brain development

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and kids is huge really important we

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haven't done a bunch on this yet and

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then standards around digital rights

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because there has never been a

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technology more capable of sucking up

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all of your data it'll know where your

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head is positional tracking eye tracking

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especially when you're projecting light

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into the retina for augmented reality

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it'll know your interaction paradigms

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think of user experience research for

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immersive worlds it will know so much

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about you and so what does that mean for

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security what does that mean in terms of

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the way we leverage this information

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what happens when we add in AI how do we

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combat encoded bias so we don't do

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things like release a Google pixel phone

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that recognizes black people as gorillas

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that is ridiculous we have to start

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thinking now so that we can build good

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products that serve our societies and

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make our societies better so recap the

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early VRA our use cases our design

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expertise try before you buy and data

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capture remember dice and don't forget

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safety and ethics okay so finish I can't

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put you all in a VR headset I wish I

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could go to the demo dome tomorrow you

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can try Ventana for holograms you can

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try the ledge but in the absence of that

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I'm gonna try to simulate the difference

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between immersive learning and the way

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that we currently share information and

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knowledge the the difference between now

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and the future of work so this is one of

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my all-time favorite quotes anyone know

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who it's by oh come on one of the best

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futurist of all time Buckminster Fuller

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if you want to teach people a new way of

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thinking don't bother trying to explain

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it to them give them a tool the use of

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which will lead to new ways of thinking

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that's what I think this technology is

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but I'm gonna demonstrate it with the

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self-portraits here you guys are right

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there

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that's you this is Earthrise taken by

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the Apollo 8 astronauts in 1968

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here's another representation of you you

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saw this earlier in one of the talks

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you've probably seen it in your

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textbooks of the child the solar system

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habitable zone from the American Museum

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of Natural History in 2000 here is

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what's really going on

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reality is spiral orbital all

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terrestrial critical path developments

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inherently orbit the Sun no path can be

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linear all paths that were

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professionally modulated by remotely

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operated forces producing spiral linear

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paths makes perfect sense right yeah you

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all got that what do I mean this is you

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and the difference between what I just

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read and what you're viewing is the

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difference that new representations of

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knowledge can have on the way we share

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information the way we model and deploy

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information the way your children will

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learn the way your workplaces can scale

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access to information and knowledge even

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remotely and so the question for you all

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is how are you going to have that vision

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and courage to actually try to implement

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these things to create the future so

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what I would urge you all to do is to

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embrace that gray area between

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pragmatism and imagination because being

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an optimist without skepticism makes you

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naive but being a skeptic without

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optimism makes you a cynic so how do we

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balance those things and help us all

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evolve in the way that we are able to

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perceive and understand not only our

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work but also the world and each other

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thank you

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[Applause]

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Related Tags
Immersive TechAugmented RealityVirtual RealityEducational ToolsIndustry InnovationCognitive LearningData VisualizationFuture TrendsInteractive DesignTech Disruption