Palmer’s Post-Oculus Interview, Part 3: Neural Links, Recorded Memories, & Revolutionizing VR, Again

Having founded Oculus in 2012 and been an important face for the company throughout its growth from fledgling startup to $2 billion acquisition by Facebook and beyond, it was a shock to see Palmer Luckey leave the company just two months ago. Having shied away from the public eye since September 2016 after the ousting of a polarizing political position, Luckey has gone on record in an interview for the first time since leaving the company.

Palmer Luckey, circa 2012 | Photo courtesy Oculus

Speaking with MoguraVR during a trip to Tokushima, Japan to attend the anime event Machi Asobi, Luckey opened up in Part 1 about his personal hobby of cosplay—a freedom he didn’t have while at Facebook—the Japanese VR market, and the future of VR headsets. In Part 2, he talked about virtual relationships, an obsession with Pokémon Go, and he teases what he’s working on next. Now in the third and final part of the interview, Luckey talks about the far future of VR with neural links & brain-computer interfaces, recorded memories, and his aim to revolutionize VR once again.

Half-Life 2: VR dev Marulu translated the article, which was originally published in Japanese, for Road to VR.


VR’s Mid to Long Term Form Factors & Interfaces

MoguraVR:

Palmer what do you think will be the final form of VR?

Palmer Luckey:

The final form will be a direct neural link. But that is still off in the very far future. I don’t know if it will become reality in our lifetime. It’s not that it is just hard on a technological level; we don’t know if it is possible at all. While technology might not yet be on that level there are some interesting research findings… it is a rather complicated to interface machines and consciousness using the brain.

MoguraVR:

If a neural link is the final form but still is very far away, what do you think VR will be like in a few decades?

Palmer Luckey:

What we will be able to realize is a combination of head mounted display and implant technology. By integrating sensors that can analyze muscle data at the arm and ears in combination with a extremely high quality VR HMD, an experience extremely close to reality should be possible. (It for example would become possible to feel the impact of a punch.) With this there would be no need to directly connect to the brain, and it would be safer.

Oculus Chief Scientist Michael Abrash on stage at Facebook’s F8 conference pointing to glasses as the ideal form factor for AR devices

MoguraVR:

Is the perfect form factor for VR HMDs sunglasses as Michael Abrash from Oculus always likes to say?

Palmer Luckey:

I also think so. Some people are thinking about contact lenses, but I don’t think that’s it. Even if there were a contact lens version it is obvious that the sunglasses would offer a better experience. Sunglasses would have the advantage in performance, display resolution and battery life.

SEE ALSO
Oculus Chief Scientist: How and When Augmented Reality Will Transform Our Lives

Convergence of AR and VR Functionality

MoguraVR:

Let’s talk about the functions next. Lately several concepts besides VR have been presented such as AR, MR and Augmented VR. What do you think about this?

Palmer Luckey:

I don’t really care how people call it. In the end it will always just be VR or AR glasses, and I think at some point both will be in the same device. You will be able to go from the real world to the virtual world and you will also be able to experience a mix of the virtual and real world. The name for that might be MR, XR, AR or VR, the name varies from person to person [laughs].

MoguraVR:

Eventually it will all become the same thing.

Palmer Luckey:

The best portrayal of AR can be found in [the movie] Sword Art Online: Ordinal Scale. At the moment most AR devices are just about displaying HUD. On the other hand, the AR technology that appears in the theatrical version of SAO is closer to MR, and builds a virtual world based on reality. ‘Augma’ is a AR device in the literal sense.

[Spoiler Alert]

My favorite scene was the last. You can see that the ‘full dive’ system is secretly built into Augma. That’s exactly like how it will be in the future. Augma is VR, AR, and something in between. With only one device one can play AR games like ‘Ordinal Scale’ and VR games such ‘Sword Art Online’ and ‘Gungale Online’ and several others [the games within SAO’s fictional universe].

Augma was not only portrayed as a gaming device but also as useful for everyday activities, like going shopping or for going on a walk. I think that at some point VR and AR will lead up to a device like Augma.

MoguraVR: 

A lot of things are going to become possible with AR and VR. And the combination of HMD and implants might take over 20 years.

Palmer Luckey:

It is hard to predict the future. If you step too far out with your predictions people will say ‘He didn’t know anything’ [laughs].

I know how an implant would work, and that’s why it will be possible in the future… it will take some time until ordinary people will become able to do it. The least I can say is that I am sure that it will be at least another five years until everyone will want to get an implant.

Continued on Page 2: VR in the Next Five Years »

The post Palmer’s Post-Oculus Interview, Part 3: Neural Links, Recorded Memories, & Revolutionizing VR, Again appeared first on Road to VR.

Palmer’s Post-Oculus Interview, Part 2: Virtual Relationships, Sleeping Under a Bridge, & His Next Project

Having founded Oculus in 2012 and been an important face for the company throughout its growth from fledgling startup to $2 billion acquisition by Facebook and beyond, it was a shock to see Palmer Luckey leave the company just two months ago. Having shied away from the public eye since September 2016 after the ousting of a polarizing political position, Luckey has gone on record in an interview for the first time since leaving the company.

Palmer Luckey throws swag to the crowd at Oculus Connect 2 | Photo courtesy Oculus

Speaking with MoguraVR during a trip to Tokushima, Japan to attend the anime event Machi Asobi, Luckey opened up in Part 1 about his personal hobby of cosplay—a freedom he didn’t have while at Facebook—the Japanese VR market, and the future of VR headsets. In Part 2, he SAYS SUMMARY.

Half-Life 2: VR dev Marulu translated the article, which was originally published in Japanese, for Road to VR.


Palmer’s Passion for VR

tf2 oculus rift palmer luckey heavy
Palmer wears a Rift DK1, circa 2013 | Photo courtesy Oculus

MoguraVR:

From where does your passion for VR come from nowadays?

Palmer Luckey:

A few years have passed since I founded Oculus. I now have more passion for VR than ever before. Before Oculus was founded VR was just my hobby side project. Ever since founding Oculus I have been devoting every single day of my life towards VR. I have tried almost all the VR content & hardware and I have met devs from almost all VR studios. Over the last few years I have become more confident that VR will become mainstream. On an almost weekly basis I find content that makes me want to say: ‘VR is the future, I have to make the future of VR happen sooner.’ What I fear the most at the moment is that the speed at which VR is spreading at is not fast enough, and that people are going to lose their excitement for VR at this rate.

What motivates me right now is ‘How can we make VR more attractive for everyone’, ‘How can we speed up the popularization of VR?’ and ‘How can we help VR developers to succeed as a business?’ At the moment it is difficult for VR developers to support themselves just with developing VR content.

MoguraVR:

So enthusiasm for VR is getting even bigger?

Palmer Luckey:

People are more passionate than ever. Of course sometimes there are arguments about it. But that is to be expected. It now has been five years since I founded Oculus in 2012, if you had told me back then that VR is going to be this successful this fast I would have not been confident in that. I would have thought you are insane.

MoguraVR:

How were the five years after funding Oculus?

Palmer Luckey:

It went by really fast, I can’t even believe that it really has been five years. Every day of my life was fulfilled, looking back at it the time it really went by in a flash.

A Sci-fi World for Car Fanatics

MoguraVR:

I think we should change the subject. Palmer you were influenced from the sci-fi novel Snow Crash (1992) if I recall right. Many people are thinking that as technology progresses we are getting closer to a sci-fi world, if you had to create an anime right now what would it be about? What kind of future do you imagine?

Palmer Luckey:

The truth is I actually have several ideas for a sci-fi anime. It’s something I think about in my spare time but I don’t know if I ever will realize them.

One of them is about a future in which automation is commonplace. All cars are self-driving and all the work is done by computers. Humans no longer know how to drive a car and have become unable to think with their own heads. (They are relying on machines to think.) Individuality has disappeared. The only exception is a group that is rebelling against this society. They can assemble, repair, and drive their own cars. They do not use any handy technology like computers and are thinking with their own heads, they are living freely without being swallowed up by the system.

MoguraVR:

Is this a dystopian future like the ones you see in The Matrix (1999) and The Terminator (1984)?

Palmer Luckey:

What I want to depict is a good future. It is not a dystopia where the machines are controlling everything. But you could say that it is a bit like a dystopia. I want to show how technology that is good for society can at the same time make society lose it’s greatest strength, individuality. In opposition to this the Rebel group members are proud of their individuality and want to display it.

MoguraVR:

By the way, how is VR doing in such a world?

Palmer Luckey:

In this story VR does makes almost no appearances. That actually is a problem I had when writing these stories, if there is a sci-fi world in which VR has become commonplace, there would no longer be a need for cars [laughs].

MoguraVR:

Haha, yes there no longer would be any need for transportation.

Palmer Luckey:

Indeed, if everything is available in VR everyone would spend most of their time in VR and would only very rarely leave VR.

Sword Art Online and VR in the Zeitgeist

Sword Art Online

MoguraVR:

In Sword Art Online (2012) VR is being depicted as extremely attractive.

Palmer Luckey:

Really? Don’t you die in SAO [laughs]? But even though such terrible things have happened in Aincrad everyone is still playing  [fictional] VR games such as Alfheim Online and Gun Gale Online.

MoguraVR:

Yes, they don’t seem to learn their lesson.

Palmer Luckey:

Thanks to SAO’s popularity in Japan there are now a few PC VR gamers in Japan, SAO made the concept of VR easy to understand. The US had a distorted view of view of VR because of the movie The Matrix, but that image is gradually changing. Samsung ran a VR commercial during the Super Bowl, the response of the millions of people that watched it was very positive.

MoguraVR:

Is the amount of ads for VR in the USA increasing?

Palmer Luckey:

It is increasing considerably. For example there was a Samsung commercial in which a ostrich wears a Gear VR that played in US cinemas. [link to commercial]

Continued on Page 2: Virtual Relationships »

The post Palmer’s Post-Oculus Interview, Part 2: Virtual Relationships, Sleeping Under a Bridge, & His Next Project appeared first on Road to VR.

In First Interview Since Leaving Oculus, Founder Palmer Luckey Talks VR’s Mobile Future, Facebook, and Cosplay

Having founded Oculus in 2012 and been an important face for the company throughout its growth from fledgling startup to $2 billion acquisition by Facebook and beyond, it was a shock to see Palmer Luckey leave the company just two months ago. Having shied away from the public eye since September 2016 after the ousting of a polarizing political position, Luckey has gone on record in an interview for the first time since leaving the company.

Oculus founder Palmer Luckey on stage at Oculus Connect 2015 | Photo courtesy Oculus

Speaking with MoguraVR during a trip to Tokushima, Japan to attend the anime event Machi Asobi, Luckey opened up about his personal hobby of cosplay—a freedom he didn’t have while at Facebook—the Japanese VR market, and the future of VR headsets.

VR enthusiast Marulu translated the article, which was originally published in Japanese, for Road to VR.


Cosplay and Freedom

MoguraVR:

First we asked Palmer Luckey about his cosplay impressions.

Palmer Luckey:

Some of Palmer’s previous female cosplay: Matoi Ryuuko from Kill la Kill, Tracer from Overwatch. He creates the outfits himself. His first cosplay was Seto Kaiba from Yugioh.

It was fun. I have cosplayed several times in America but this was my first time cosplaying in Japan. This is the first time that my cosplaying has gotten this much attention. Normally no one stops to look at my cosplay. I don’t know if the reason I got this much attention was because I cosplayed in Japan, but I think that the “uniqueness” was a big part of it. Anyhow it was really fun.

Photo courtesy MoguraVR

MoguraVR:

We accompanied Palmer Lucky at the Machi Asobi event, we had lots of fun at the event.

Palmer Luckey:

I think the location the event was held at was really beautiful. The idea to use an entire street for a large scale anime event is a great idea. This is a good way of utilizing the normally small and cramped convention center aimed at businesses for an anime convention.

I also had lots of fun in the city of Tokushima. There was a lot of green, and there even was a river. It was a wonderful experience to ride a boat to visit the anime art gallery underneath the bridges. I also cosplayed at the cosplay area near the riverside, everyone was taking pictures of me, it was a impressive spectacle.

Photo courtesy MoguraVR

MoguraVR:

Machi Asobi actually is a event to revitalize the city.

Palmer Luckey:

So it was a plan to increase tourism.

MoguraVR:

[Regarding your risque cosplay] your behavior at this cosplay event was rather ‘free’. Do you have any personal rules regarding this kind of behavior?

Palmer Luckey:

When I work I am extremely self controlled. It also is the same when I dedicate my free time towards my work. But when I am not working it is a entirely different story. I don’t care about how people look at me and about how they think about me. What I care about in my free time is how I can enjoy myself. I do this so when I return to work I will have regained all my energy.

I really love to cosplay and hanging out with people at these events. It is the same with my cosplay this time as Quiet, I did it because I love to cosplay and because I thought other people also would enjoy it.

At the moment I am an unemployed engineer, when I worked at Facebook I was just a business person. The Oculus offices were on the Facebook campus. It certainly was a great working environment. But I had to restrain myself working there. I could not cosplay while working at Facebook.

Palmer Luckey’s cosplay take on ‘Quiet’ a scantily clad character from the ‘Metal Gear’ series | Photo courtesy MoguraVR

MoguraVR:

Palmer said he felt like Umarua chan from the anime “Himouto! Umaru-Chan” while working at Facebook. On the outside Umaru is a perfect talented high school student without flaws but once she arrives at home she is a lazy Otaku.

Palmer Luckey:

That’s right, Umaru was holding a secret. She was an Otaku but never showed that side of her outside of her house. I was in exactly the same situation as her for several years. I am glad I’m not currently employed, the good thing about independence is that you can stay yourself both at home and when outside.

Photo courtesy MoguraVR

Continue Reading on Page 2 >>

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On the Hunt for VR’s Killer App with Vive’s China President, Alvin Wang Graylin

Everyone in the VR industry can envision a world in the next 10 years that’s radically changed by virtual reality. From healthcare, education, social, training, cinema, gaming, and more, VR has a lot of Killer Use-cases. But it seems most of the industry is in agreement that the Killer App—a single, platform-defining piece of software that compels buyers—has not yet arrived. Vive’s Alvin Wang Graylin weighs in on how we might come to find it.

We’re featuring insights on the hunt for the killer app from virtual reality’s leading companies. Today we hear from Alvin Wang Graylin, HTC’s China President of Vive.

Alvin Wang Graylin

alvin-wang-graylin-headshotGraylin is the China President of Vive at HTC leading all aspects of the Vive/VR business in the region. He is also currently Vice-Chairman of the 300-member company Industry of Virtual Reality Alliance, President of the $15 Billion Virtual Reality Venture Capital Alliance, and oversees the Vive X VR accelerator in Asia. He has had over 22 years of business management experience in the tech industry, including 15 years operating in Greater China. Prior to HTC, Graylin was a serial entrepreneur, having founded four venture-backed startups in the mobile and internet spaces, covering mobile social, adtech, search, big data and digital media. Additionally, he has held P&L roles at several public companies.

Road to VR:
What traits do you think VR’s Killer App needs to have?

Graylin:
The concept of killer app applies more to application specific platforms like a defining AAA game (i.e. Halo) for a specific game console or perhaps Lotus 123/Word Perfect for the original business-focused PC. VR may not really fit this categorization, as its application can/should be much broader than a single user group. It’s like asking what’s the killer app for the Internet. It’s true the initial core users of VR today are largely gamers, but that’s going to change very soon as more high quality content/titles of various categories become available.

SEE ALSO
Vive Consumer and Business Headsets Will Become Increasingly Differentiated VR Systems, Vive President Says

Road to VR:
If you had to make a bet, which sector of VR would you predict as the place where the first Killer App emerges?

Graylin:
Although I believe there will be many ‘Killer apps/content’ for VR, I believe the first type of ‘Killer app’ to attract a mass audience will likely be a VR MMO built upon a big IP… it’ll be much more of an experience/discovery content with extremely high replay value vs. a hardcore game. There are a few such projects already in the works and I am very much looking forward to their release. Maybe the best virtual reality app is just an alternate reality.

Additionally, given the passive nature of the mass market today and it’s acceptance of basic video viewing, a second natural mass adoption VR use case is 360 degree life streaming. It’ll likely start from 1-2 celebrities streaming access to their exclusive lifestyles, and quickly move into any individual streaming their life’s special moments, then soon after their most mundane moments… It’s just an extension of what people do on Facebook and Instagram or WeChat today. Once 360 degree cameras and streaming is built into low cost devices, this use case will explode.

The real killer application of VR I’m more excited about is core curriculum VR Education. It’ll take longer to gain traction as there’s many moving parts involved and the education industry is generally a slow adopter, but when it does happen, it will have the biggest long term impact on our world/society as a whole. It will likely happen first in Asia where governments and parents prioritize their children’s education over all else.

The other impactful use case for VR is in collaboration and productivity. If we no longer need to do business travel or commute to work without compromising effectiveness, how cool would that be? It’ll be possible very soon in VR, and when it happens, the cost/time savings and productivity gains it creates will force companies to adopt it in droves. This may even happen faster than consumer mass market, as price is much more elastic for this market.

Road to VR:
Do you think VR’s Killer App will launch in 2017?

Graylin:
Initial versions of above applications could happen in late 2017 or the first half of 2018. But likely it’ll be the second half of 2018 or 2019 for mass adoption of such apps to really take off. The reason for the timing is a combination of device availability at mass market price points, the install base needs time to build up, and high quality apps/content just take time to create.

SEE ALSO
Vive President Says Next-gen VR Headsets Likely to Come in 1 to 3 Year Cycles

More from the ‘On the Hunt for VR’s Killer App’ Series:

The post On the Hunt for VR’s Killer App with Vive’s China President, Alvin Wang Graylin appeared first on Road to VR.

On the Hunt for VR’s Killer App with Sony’s Head of PlayStation Magic Lab, Richard Marks

Everyone in the VR industry can envision a world in the next 10 years that’s radically changed by virtual reality. From healthcare, education, social, training, cinema, gaming, and more, VR has a lot of Killer Use-cases. But it seems most of the industry is in agreement that the Killer App—a single, platform-defining piece of software that compels buyers—has not yet arrived. Sony’s Richard Marks weighs in on where we might come to find it.

Every day this week leading up to the 2017 Game Developers Conference in San Francisco, we’re featuring insights on the hunt for the killer app from virtual reality’s leading companies. Today we hear from Richard Marks, Senior Research Engineer on R&D at Sony Interactive Entertainment.


Dr. Richard Marks

sony-richard-marksMarks heads the PlayStation Magic Lab within Sony Interactive Entertainment’s Research & Development group. Magic Lab was founded by Marks to push the boundaries of play by exploring how technology can be used to create new entertainment experiences. Marks joined PlayStation in 1999 to investigate the use of live video input for gaming and to develop new interactive user experiences. He helped create the EyeToy and PlayStation Eye cameras, as well as the PlayStation Move controller. Most recently, Marks and his team have been involved with PlayStation VR, experiments with eye tracking technology, and other innovations. He received a Bachelor of Science in avionics from the Massachusetts Institute of Technology and a doctorate in the field of underwater robotics from Stanford University.


Road to VR:
What traits do you think VR’s Killer App needs to have?

Marks:
I don’t believe there will be a single ‘Killer App’ for VR. It is too broad a medium to have just a single app that defines it. If you enjoy sci-fi, you’ll most likely enjoy sci-fi in VR. If you enjoy history, you’ll most likely enjoy history in VR. Virtual reality truly is a new medium, and the idea that there could be a single Killer App discounts it huge potential scope.

But I do believe there will be a collection of ‘Hero Apps’ that help drive adoption and interest, much like we’ve seen in the past with other mediums. These Hero Apps will successfully leverage the capabilities that are unique to VR, in a content area that has broad appeal. The two most important capabilities of VR are presence (being in a different place) and co-presence (sharing a different place with others).

There are multiple technologies that can be used to achieve these capabilities, and a big challenge for mass adoption of VR is the significant hardware required—so accessible (e.g., low cost, low encumbrance) approaches that retain high quality will have the greatest success at reaching a wide audience. Of course, we believe accessibility is one of the biggest advantages of PlayStation VR; it “just works” with over 53 million PS4 consoles in consumers’ homes, making it easier for someone to jump into VR.

Road to VR:
If you had to make a bet, which sector of VR would you predict as the place where the first Killer App emerges?

Marks at PlayStation's Magic Lab
Marks at PlayStation’s Magic Lab

Marks:
The entertainment sector, including gaming, is likely to have the earliest success because VR is being added to expand the offerings. Also, game developers are already practiced at creating interesting virtual worlds; I’ve heard many game designers say that VR is the medium that lets them finally realize the visions they’ve been trying to create.

We are already starting to see the emergence of several Hero Apps. Horror is a genre that leverages VR presence, and many people recently have been enjoying the visceral experience of Resident Evil 7 in VR. And I’ve heard many people say that the Star Wars Battlefront Rouge One VR Mission, while not a full game, is their favorite VR experience so far.

I also believe in the near term, social gaming will be the most successful implementation of social VR because it provides an interesting focus, a “raison d’être” for social interaction in VR, rather than something open-ended such as [a VR chat room].

SEE ALSO
Latest Figures Suggest 'Resident Evil 7' Could Have Some 280,000 PSVR Players

Road to VR:
Do you think VR’s Killer App will launch in 2017?

Marks:
I strongly believe 2017 will introduce a Hero App (game) that leverages VR co-presence for a new level of interaction beyond any we’ve ever seen in games before, and that is what I’m looking forward to this year.

The post On the Hunt for VR’s Killer App with Sony’s Head of PlayStation Magic Lab, Richard Marks appeared first on Road to VR.