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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.
  • 15:50 - 15:52
    (Applause)
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    I believe that everyone on Earth
    needs to experience
  • 15:56 - 15:57
    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.
  • 16:05 - 16:09
    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.
  • 16:52 - 16:55
    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:

more » « less
Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
17:34

English subtitles

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