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The birth of virtual reality as an art form

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    When I was a kid,
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    I experienced something so powerful,
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    I spent the rest of my life
    searching for it,
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    and in all the wrong places.
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    What I experienced wasn't virtual reality.
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    It was music.
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    And this is where the story begins.
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    That's me,
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    listening to the Beatles' "White Album."
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    And the look on my face is the feeling
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    that I've been searching for ever since.
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    Music goes straight to the emotional vein,
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    into your bloodstream
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    and right into your heart.
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    It deepens every experience.
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    Fellas?
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    (Music)
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    This is the amazing McKenzie Stubbert
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    and Joshua Roman.
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    Music --
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    (Applause)
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    Yeah.
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    Music makes everything
    have more emotional resonance.
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    Let's see how it does for this talk.
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    The right piece of music
    at the right time fuses with us
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    on a cellular level.
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    When I hear that one song
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    from that one summer
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    with that one girl,
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    I'm instantly transported
    back there again.
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    Hey, Stacey.
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    Here's a part of the story, though,
    where I got a little greedy.
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    I thought if I added more layers
    on top of the music,
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    I could make the feelings
    even more powerful.
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    So I got into directing music videos.
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    This is what they looked like.
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    That's my brother, Jeff.
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    Sorry about this, Jeff.
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    (Laughter)
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    Here's me, just so we're even.
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    Incredible moves.
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    Should've been a dancer.
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    (Laughter)
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    These experiments grew,
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    and in time, started
    to look more like this.
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    In both, I'm searching
    for the same thing, though,
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    to capture that lightning in a bottle.
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    Except, I'm not.
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    Adding moving pictures over the music
    added narrative dimension, yes,
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    but never quite equated the power
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    that just raw music had for me on its own.
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    This is not a great thing to realize
    when you've devoted your life
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    and professional career
    to becoming a music video director.
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    I kept asking myself,
    did I take the wrong path?
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    So I started thinking: if I could
    involve you, the audience, more,
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    I might be able to make you
    feel something more as well.
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    So Aaron Koblin and I began
    auditioning new technologies
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    that could put more of you
    inside of the work,
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    like your childhood home
    in "The Wilderness Downtown,"
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    your hand-drawn portraits,
    in "The Johnny Cash Project,"
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    and your interactive dreams
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    in "3 Dreams of Black."
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    We were pushing beyond the screen,
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    trying to connect more deeply
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    to people's hearts and imaginations.
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    But it wasn't quite enough.
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    It still didn't have the raw
    experiential power of pure music for me.
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    So I started chasing a new technology
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    that I only had read about
    in science fiction.
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    And after years of searching,
    I found a prototype.
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    It was a project from Nonny de la Peña
    in Mark Bolas's lab in USC.
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    And when I tried it, I knew I'd found it.
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    I could taste the lightning.
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    It was called virtual reality.
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    This was it five years ago
    when I ran into it.
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    This is what it looks like now.
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    I quickly started building things
    in this new medium,
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    and through that process
    we realized something:
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    that VR is going to play
    an incredibly important role
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    in the history of mediums.
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    In fact, it's going to be the last one.
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    I mean this because it's the first medium
    that actually makes the jump
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    from our internalization
    of an author's expression
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    of an experience,
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    to our experiencing it firsthand.
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    You look confused.
    I'll explain. Don't worry.
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    (Laughter)
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    If we go back to the origins of mediums,
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    by all best guesses,
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    it starts around a fire,
    with a good story.
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    Our clan leader is telling us
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    about how he hunted the woolly mammoth
    on the tundra that day.
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    We hear his words
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    and translate them
    into our own internal truths.
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    The same thing happens
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    when we look at the cave painting
    version of the story,
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    the book about the mammoth hunt,
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    the play,
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    the radio broadcast,
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    the television show
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    or the movie.
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    All of these mediums require
    what we call "suspension of disbelief,"
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    because there's a translation gap
    between the reality of the story
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    and our consciousness
    interpreting the story
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    into our reality.
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    I'm using the word "consciousness"
    as a feeling of reality that we get
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    from our senses experiencing
    the world around us.
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    Virtual reality bridges that gap.
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    Now, you are on the tundra
    hunting with the clan leader.
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    Or you are the clan leader.
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    Or maybe you're even the woolly mammoth.
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    (Laughter)
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    So here's what special about VR.
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    In all other mediums,
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    your consciousness interprets the medium.
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    In VR, your consciousness is the medium.
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    So the potential for VR is enormous.
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    But where are we now?
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    What is the current state of the art?
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    Well,
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    we are here.
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    We are the equivalent
    of year one of cinema.
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    This is the Lumière Brothers film
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    that allegedly sent a theater full
    of people running for their lives
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    as they thought a train
    was coming toward them.
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    Similar to this early stage
    of this medium,
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    in VR, we also have to move
    past the spectacle
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    and into the storytelling.
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    It took this medium decades
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    to figure out its preferred
    language of storytelling,
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    in the form of a feature film.
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    In VR today, we're more learning grammar
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    than writing language.
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    We've made 15 films in the last year
    at our VR company, Vrse,
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    and we've learned a few things.
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    We found that we have a unique,
    direct path into your senses,
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    your emotions, even your body.
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    So let me show you some things.
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    For the purpose of this demo,
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    we're going to take every direction
    that you could possibly look,
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    and stretch it into this giant rectangle.
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    OK, here we go.
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    So, first: camera movement
    is tricky in VR.
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    Done wrong, it can actually make you sick.
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    We found if you move the camera
    at a constant speed in a straight line,
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    you can actually get away with it, though.
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    The first day in film school,
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    they told me you have to learn
    every single rule
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    before you can break one.
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    We have not learned every single rule.
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    We've barely learned any at all,
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    but we're already trying to break them
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    to see what kind of creative things
    we can accomplish.
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    In this shot here, where we're moving up
    off the ground, I added acceleration.
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    I did that because I wanted
    to give you a physical sensation
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    of moving up off the ground.
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    In VR, I can give that to you.
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    (Music)
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    Not surprisingly, music matters a lot
    in this medium as well.
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    It guides us how to feel.
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    In this project we made
    with the New York Times, Zach Richter
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    and our friend, JR,
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    we take you up in a helicopter,
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    and even though you're flying
    2,000 feet above Manhattan,
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    you don't feel afraid.
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    You feel triumphant for JR's character.
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    The music guides you there.
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    (Music)
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    Contrary to popular belief,
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    there is composition in virtual reality,
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    but it's completely
    different than in film,
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    where you have a rectangular frame.
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    Composition is now
    where your consciousness exists
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    and how the world moves around you.
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    In this film, "Waves of Grace,"
    which was a collaboration between Vrse,
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    the United Nations, Gabo Arora,
    and Imraan Ismail,
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    we also see the changing role
    of the close-up in virtual reality.
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    A close-up in VR means
    you're actually close up to someone.
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    It brings that character inside
    of your personal space,
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    a space that we'd usually reserve
    for the people that we love.
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    And you feel an emotional
    closeness to the character
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    because of what you feel
    to be a physical closeness.
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    Directing VR is not like
    directing for the rectangle.
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    It's more of a choreography
    of the viewer's attention.
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    One tool we can use
    to guide your attention
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    is called "spatialized sound."
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    I can put a sound anywhere
    in front of you, to left or right,
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    even behind you,
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    and when you turn your head,
    the sound will rotate accordingly.
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    So I can use that to direct your attention
    to where I want you to see.
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    Next time you hear someone
    singing over your shoulder,
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    it might be Bono.
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    (Laughter)
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    VR makes us feel
    like we are part of something.
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    For most of human history,
    we lived in small family units.
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    We started in caves,
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    then moved to clans and tribes,
    then villages and towns,
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    and now we're all global citizens.
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    But I believe that we are still
    hardwired to care the most
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    about the things that are local to us.
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    And VR makes anywhere
    and anyone feel local.
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    That's why it works as an empathy machine.
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    Our film "Clouds Over Sidra"
    takes you to a Syrian refugee camp,
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    and instead of watching a story
    about people over there,
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    it's now a story about us here.
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    But where do we go from here?
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    The tricky thing is that
    with all previous mediums,
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    the format is fixed at its birth.
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    Film has been a sequence of rectangles,
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    from Muybridge and his horses to now.
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    The format has never changed.
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    But VR as a format, as a medium,
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    isn't complete yet.
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    It's not using physical celluloid
    or paper or TV signals.
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    It actually employs what we use
    to make sense of the world.
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    We're using your senses
    as the paints on the canvas,
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    but only two right now.
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    Eventually, we can see if we will have
    all of our human senses employed,
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    and we will have agency to live
    the story in any path we choose.
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    And we call it virtual reality right now,
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    but what happens when we move
    past simulated realities?
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    What do we call it then?
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    What if instead of verbally
    telling you about a dream,
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    I could let you live inside that dream?
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    What if instead of just experiencing
    visiting some reality on Earth,
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    you could surf gravitational waves
    on the edge of a black hole,
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    or create galaxies from scratch,
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    or communicate with each other
    not using words
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    but using our raw thoughts?
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    That's not a virtual reality anymore.
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    And honestly I don't know
    what that's called.
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    But I hope you see where we're going.
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    But here I am, intellectualizing
    a medium I'm saying is experiential.
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    So let's experience it.
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    In your hands, you hopefully hold
    a piece of cardboard.
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    Let's open the flap.
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    Tap on the power button
    to unlock the phone.
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    For the people watching at home,
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    we're going to put up a card right now
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    to show you how to download
    this experience on your phone yourself,
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    and even get a Google cardboard
    of your own to try it with.
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    We played in cardboard boxes as kids,
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    and as adults, I'm hoping we can all find
    a little bit of that lightning
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    by sticking our head in one again.
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    You're about to participate
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    in the largest collective
    VR viewing in history.
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    And in that classic old-timey
    style of yesteryear,
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    we're all going to watch something
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    at the exact same time, together.
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    Let's hope it works.
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    What's the countdown
    look like? I can't see.
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    Audience: ...15, 14, 13, 12, 11, 10, 9,
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    8, 7, 6, 5, 4, 3, 2, 1
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    (Birds singing)
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    (Train engine)
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    Audience: (Shreiks)
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    (Video) JR: Let me tell you
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    how I shot the cover
    of the New York Times Magazine,
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    "Walking New York."
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    I just got strapped on
    outside the helicopter,
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    and I had to be perfectly
    vertical so I could grab it.
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    And when I was perfectly above --
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    you know, with the wind,
    we had to redo it a few times --
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    then I kept shooting.
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    (Video) Woman's voice: Dear Lord,
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    protect us from evil,
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    for you are the Lord,
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    the light.
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    You who gave us life took it away.
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    Let your will be done.
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    Please bring peace to the many
    who have lost loved ones.
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    Help us to live again.
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    (Music)
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    (Video) (Children's voices)
  • 15:20 - 15:24
    Child's voice: There are more kids
    in Zaatari than adults right now.
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    Sometimes I think
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    we are the ones in charge.
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    Chris Milk: How was it?
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    (Applause)
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    That was a cheap way of getting you
    to do a standing ovation.
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    I just made you all stand.
    I knew you'd applaud at the end.
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    (Applause)
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    I believe that everyone on Earth
    needs to experience
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    what you just experienced.
  • 15:58 - 16:01
    That way we can collectively
    start to shape this,
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    not as a tech platform
  • 16:03 - 16:05
    but as a humanity platform.
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    And to that end, in November of last year,
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    the New York Times and Vrse made
    a VR project called "The Displaced."
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    It launched with one million
    Google Cardboards
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    sent out to every Sunday subscriber
    with their newspaper.
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    But a funny thing happened
    that Sunday morning.
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    A lot of people got them
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    that were not the intended recipients
    on the mailing label.
  • 16:26 - 16:30
    And we started seeing this
    all over Instagram.
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    Look familiar?
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    Music led me on a path
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    of searching for what seemed
    like the unattainable
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    for a very long time.
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    Now, millions of kids just had
    the same formative experience
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    in their childhood
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    that I had in mine.
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    Only I think this one
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    surpasses it.
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    Let's see
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    where this
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    leads them.
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    Thank you.
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    (Applause)
Title:
The birth of virtual reality as an art form
Speaker:
Chris Milk
Description:

Chris Milk uses innovative technologies to make personal, interactive, human stories. Accompanied by Joshua Roman on cello and McKenzie Stubbert on piano, Milk traces his relationship to music and art -- from the first moment he remembers putting on headphones to his current work creating breakthrough virtual reality projects. VR is the last medium for storytelling, he says, because it closes the gap between audience and storyteller. To illustrate, he brought the TED audience together in the world's largest collective VR experience. Join them and take part in this interactive talk by getting a Google Cardboard and downloading the experience at with.in/TED.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
17:34

English subtitles

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