Monthly Archives: February 2014

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Hello listeners!

ProjectOcarinaLogo3

Welcome to another exciting episode of EnterVR! On today’s show I speak with DarkAkuma. An Oculus Rift developer and creator of the Kokiri Forest virtual reality experience. Come along as we talked about Zelda nostalgia, collecting expensive video games, developing for the Oculus Rift using Unity, the probability of Nintendo embracing VR and an exclusive announcement from DarkAkuma himself on the podcast!

Spoiler Alert:

DarkAkuma is working on expanding Kokiri Forest with more Zelda Ocarina of Time environments! So far it will be code named : Project Ocarina.

For more information on DarkAkuma and what he is up to check out the link below:

http://darkakuma.z-net.us/2014/02/kokiri-forest-demo-behind-scenes.html

Check out the Nintendo Hoax that DarkAkuma spoke about in the podcast:

https://www.youtube.com/watch?v=zX2smM87r14

 

Thanks again to DarkAkuma for being a true scholar and gentleman of Virtual Reality!

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EnterVR is also available on Itunes and Stitcher radio simply type “entervr” in the search bar.

Follow me @entervr or @cris_miranda1

Thank you for listening!

 

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Hello listeners!
On today’s show I speak with Eric Greenbaum a neuro scientist, patent attorney and creator of the New York City Virtual Reality Meetup. Come along as we explore the current patent landscape of virtual reality, trademarks, protecting yourself as a developer,crowd funding a virtual reality industry lobby and water boarding your friends with VR.

For more information on Eric, check out the links below.

http://greenbaumpatent.wordpress.com/
https://twitter.com/GreenbaumPatent
https://www.facebook.com/pages/Greenbaum-Patent/141527572579977
http://www.meetup.com/Virtual-Reality-NYC/
Thanks again to Eric for being a true scholar and gentleman of virtual reality and don’t forget to check out the NYC VR meetup!
Thank you for listening!
This podcast is also available on itunes and stitcher radio for Android.
Follow me @entervr or @cris_miranda1
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I got in touch with Linda Wells of OculusRealPorn.com, a company working on bringing adult content into virtual reality. Thanks again to Linda and the guys from OculusRealPorn for answering my questions. 
> How did you guys come up with the idea?

We are fans of virtual reality from watching movies like The Lawnmower Man. Last year, when the Oculus Rift arrived to market  we ran to buy one to achieve true VR experiences with it. We realized that there wasn’t any porn with real people for Virtual Reality, so we contacted friends who were porn actresses of and we started the company.

>  Why virtual reality?

The possibility to explore another world with VR games and to disconnect from every day work is very attractive to us. You can play whatever role you want and feel like you are a different person in another environment. That feeling is priceless.

>  Why pornography?

All the possibilities with VR are more attractive and addictive if
when there is porn for everybody. No matter if you are a man or a woman, you can make all your fantasies “reality”.

>  What is the biggest selling point for Vr porn?

Internet, of course. People want immediateness and discretion when they want to consume porn, and internet is perfect for all that.

>  Who is your target audience?

Right now we are aiming at every VR developer or enthusiast and primarily men, but it’ll increase with the commercial release of the Oculus Rift. We are asking our users about their fantasies to create content that might achieve that.

>  What are your biggest challenges at this point?

Porn for VR is relatively new and there are technical challenges with
video production. We are producing new videos in 120º FOV while simultaneously researching to increase the field of view. The big challenge is increasing the field of view with stereoscopic video. Also there are a lot of users that are helping us choose a correct video edition to create the most comfortable experience possible. We are working tirelessly and we are achieving all of that gradually.

>  How does creating pornographic content for vr differ from more
 traditional methods?

The video editing and camera shaking is overall different to other kind of content for most users. We must let the user watch every scene eliminating all the motion sickness that we can, although we have advanced VR users that prefers the same video editing techniques of traditional porn content.

>  Will there be porn for women or people of other sexual orientations in the future?

Yes, that is our intention, bringing the best VR sex experiences so all kinds of people can enjoy.

>  What features should we expect in the future? What will VR pornography be able to bring us 5 years, 10 years from now?

We hope to put on the market devices to grab a total FOV for each eye, in order to get a complete immersion in the scene, and especially without cables. In porn, we expect greater interactivity experiences with HMDs properly adapted interfaces, we would like to see sensors that make you feel exactly what you see on the HMD, we think that it’ll be possible in the next few years. We’ll see a new revolution in media market.

>  What is your ultimate vision for the future for your technology? Both on a macro and an individual level.

We hope that the HMD completely disappears, so that the image and feelings can be sent directly to our cerebral cortex using electrodes or similar devices. When this happens (we believe it will), it will absolutely change the way we see the world, the audiovisual industry and relationships among people. We do not think this is necessarily a bad thing, as with all technologies, it is the user who decides the way he/she uses it. It’s possible that all that comes with time and we hope to be there to continue creating the best quality content we can.

Thank you very much for your interview, kind regards.

Linda Wells

And thank you Linda!

 

For more information on OculusRealPorn check out the links below

http://oculusrealporn.com/

https://twitter.com/oculusrealporn

 

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Hello listerners!

On today’s show I am joined by Kent Bye, designer of the Shadow Projection Oculus Rift demo, a film maker and host of the esoteric voices podcast. Come along, as we discuss using virtual reality in the realm of spirituality, the implications of vr in human learning and using technology human disconnectedness to each other.

For more information on Kent check out the links below:
http://twitter.com/kentbye

For more information on some of the things we talked about check out the links below:
Sleep No More immersive theater
Sleep No More is a Synchronistic Initiatory Experience
OpenBCI is an open source, brain-control interface
Emotiv is a commercial brain-control interface
Demo of Mind-controlled VR with Emotiv EPOC
Shadow Projection Game + Lessons Learned
RGBD Toolkit for depth filmmaking
Clouds interactive documentary
Unello Design’s Eden River, Lunadroid 237 & Waking Man
Art of Visual Storytelling with Alex Buono
Binaural audio tech demos from VR SDIR
Heartmath Institute & heartrate variability
Top 20 VR experiences of 2013 by Cymatic Bruce
Titans of Space
Holosync Binaural beat audio
Hemi-sync Binaural beat audio
Quantified Self
Video of Tony Hsieh talking about Downtown Project & creating community
Her the movie
Palmer Luckey on “Virtual Reality: The Road Ahead” at D.I.C.E. 2014 Summit

 

 

Thanks again to my gracious guest for being a scholar and gentleman of virtual reality.

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The only constant in the universe is change (Heraclitus more or less said this). It seems to me that the current technological paradigm that we live under is a transitory period. We are all transitioning to new ways of interacting with computers, new methods of producitivity and new visions for our technological future.

10 months ago I was writing parking tickets on a college campus, I’ve come a long way from those days and I got a lot more to go in the pursuit of my dreams and aspirations. The other night I had my first dream about the metaverse. In my dream, I saw it. I saw the metaverse, a new layer to reality, a place that will inhabit the minds of us all.

By no means am I an expert, heck I’m really just some guy with an obsession for the future and the technology that’s bringing it to us. In speaking with the great people I get to meet on my podcast, I find myself learning constantly. The future is indeed an exciting place. From the many talks I’ve had, I have begun to form a puzzle inside my head, a foggy construct that lives inside my mind; growing and building upon itself the more I learn about this technology. I think, one could spend a life time and still be unable to learn everything there is to know about this new medium of communication.

Virtual reality along with its complimentary technologies (drones, 3d printing, quantum computing) will usher in a new stage of evolution for mankind. It’s all a matter of when it happens really. This hypothetical end goal, this transition to a new transition will not occur overnight. There is a long road ahead, but we will get there. I predict that the markers for how this transition will occur will make themselves easy to spot in plain sight.

This post is about the evolution of human computer interaction through virtual reality. I’m going to tell you where we are currently, the 3 phases of interaction and ultimately, the multiple macro outcomes that can come from this technology.

Our current paradigm:

I remember watching an interview with John Carmack where he talked about the current state of technology. He talks about how we have been able to build these amazing 3D worlds and yet we are only able to enjoy them through flat screens and keyboards in front of us. What if you could only experience reality through a 15.6 inch window? My opinion is in line with Carmack’s. He believes the current state of affairs is awfully inefficient. Interacting with the computer world should be as seamless and perhaps even more seamless than interacting with reality. Inside these worlds we can be the creators and explorers we’ve inherently been born to be.

The Legend of Zelda Ocarina of time is probably one of the greatest games ever created. The other day, I got to experience a segment of my childhood inside virtual reality. Nostalgia and emotion flooded my body, when I found myself inside a world I used to stare at through the digital window of my TV screen. I went from looking at this world from a distance to being fully inside. It’s a feeling that is hard to describe. Cymatic Bruce played the Kokiri Forest demo for the Oculus and it made him want to play every single game he’s ever played all over again but in VR. I couldn’t agree more. I can’t wait to one day play Banjo Kazooie, Zelda Majoras mask and Mario Kart 64 inside VR.

Truth is, we haven’t even began Phase 1. Like Palmer likes to say ” We are still witnessing day zero”. When the first Oculus Rift consumer model gets released I will still be proclaiming it as day zero not until we reach the Haptic era.

 

Phase 1: The Haptic Era

In my mind, optics and binaural audio will get mastered and get constantly perfected as the phases of virtual reality occur around us. But even before we reach the haptic era, I think these two fields of VR will be very well developed.

What optics do with vision, haptics do with touch. Haptics is a field that will go hand in hand with virtual reality. The whole point of good a virtual reality experiences is the idea of connecting as many senses as possible. I predict that during the Haptic era, virtual reality will find its input device(s). These devices will allow the user to feel the textures, have a sense of “force” whether it be gravity or centripedal or meticlorian. A proper Jedi training simulation, will be exponentially better if the user is able to “feel” impact forces, sense . In my opinion a haptic glove (thanks for the idea, Ready Player One) is the ultimate input device for Virtual Reality. What the mouse has done for the desktop, Haptic gloves will do for virtual reality. The guys at Tactical Haptics are doing some pretty ground breaking work in the realm of haptics. I’ve also seen a vest that gives you feedback through air bursts shot at your body.

Omni directional treadmills with some form of force feedback should be standard thing. If i’m playing Jurassic Park VR, and a T-Rex stomps by, I want the ground below my feet to tremble.

One thing that I am really excited for is VR haptic suits or haptic clothing. Clothing that might mimick wind blowing (i’m not sure how), temperature, and impacts. If I am playing a boxing game inside of VR it would be amazing to feel (without pain) where my opponent is tagging me.

As a side note, I will be incredibly suprised if we do not master a way to implement voice commands inside virtual reality or eye tracking during the Haptic era.

Phase 2 : The Age of Biometrics

The merge of virtual reality and Biometrics will give us an unprecedented amount of knowledge about ourselves. With biometrics we will have the ability to measure, visualize and interact with our bodily functions inside of virtual reality. Imagine playing a horror game that keeps track of your heart rate, and the machine learns to time the scary shit according to how relaxed or on edge it might perceive you to be.

For gamers; the applications of biometric feedback are obvious. Let the human body not just become an extension of the controller but a controller itself. Imagine a mission impossible type game where you have to control your breathing in order to not activate the wall of security lasers in front of you. Or a sniper game that requires you to bring your body in complete sync in order to take that fateful shot.

For the casual consumers this could be huge as well. What if we could go to the doctor’s office to get our annual check up by simply using telepresence and biometric feedback so that doctors could take care of more patients and with better quality of care. Biometric feed back could be used for fitness apps as well.

Wii fitness has proven that people seek healthy alternatives to passive entertainment media. One day I want to be able to hike the Alps or the jungles of Borneo and have a clear record of my biometric activity over a that period of time. In essence, we could unravel a new way of maintaining and thereby enhancing our terrestrial vessels of flesh, water and bacteria.

 
Phase 3: The rise of neural computer interaction/ Humanity 2.0

One day I want to be able to transmit my thoughts directly onto the computer world. I want to be able to share my favorite dreams with the people around me, I dream of the day when I will be able to go up to you and say, hey Johnny! Do you want to go inside the dream I had last night? To which Johny will reply ” Fuck no! I don’t want to venture inside your fucked up mind Cris Miranda!”

I really want to control the video games with my mind already!

In this phase there’s no telling how we will access the metaverse. Will the metaverse be projected directly into our brains bypassing our eyes? Will we have nano implants attached to our pupils?

All I know is that we humans will begin moving away from what it means to be human in the minds of those who will decide to get left behind.

What good could come from this?

Here’s an idea. If humanity starts becoming this always connected, multi neural consciousness we will be able to make more rational decisions about the way we treat our planet, each other and we might have a fighting chance against the impending robot apocalypse. Our collective wisdom will uncover and defuse the robot plot to take over the planet and harvest us and our children’s chidren for biofuel for all eternity or until the expansion of the sun occurs.
Fin?

 
I’ll end with this. All in all, technology could give zero fucks about our morals and ethics. It really is up to us to use technology to the benefit of mankind. Having coming to grips with the reality of human nature, that human beings can be both equally inspiring and terrifying is a fact of our current condition. For every good being done out there, there is just as much evil. Virtual reality can be used to expand our minds, enhance our view of reality and liberate us from the current monetary paradigm. At the same time virtual reality can be used to torture individuals, control the minds of the weak and distract the minds of the many. This is why I have made it my personal mission to create, support and push forward positive applications of this technology. There is no way I will be able to stop the inevitable evil that will be created with this tool but sitting on the sidelines of history with my arms crossed is not an option either.
Nothing will be impossible in the 21st century. I’m so happy to be alive to be able to witness it.

 

Quick note:

But Cris how will we know which phase we are in? Simple. If you hear your grandma, your barber, your mailman talk about Haptics or biometrics then there you have it, when the technology becomes ubiquitos to those who are more distant from technology then it means you are part of a certain phase. For example, tablets were laughed at, by my grandparents once but now they are a part of their lives and they are as ubiquitoes as newspapers. (actually I view newspapers as more of a novelty nowadays.)

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Hello listeners!

Ever wondered what it would be like to see the world like Robocop? ViewR is taking the first steps to making this thought into a reality. I speak with the creator of this free app, Torben Bulter. We had an awesome conversation on the democratization of cyborg like abilities, humans becoming machines in this century , our addiction to the internet and the practical uses of augmented reality.

Thanks again to my wonderful guest for being a true scholar and gentleman of virtual reality.

Here is a link of me trying ViewR in the streets of San Francisco:

 

If you would like more information on Torben or ViewR check out the links below:

https://play.google.com/store/apps/details?id=biz.buelter.viewr&hl=en

http://www.buelter.biz/

Thank you for listening!

This podcast is also available on itunes and stitcher radio.  By simply typing entervr in the search bar.

 

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Greetings!

On today’s show I speak with Florian Steenblock, founder of LocoVR a startup that creates virtual reality software for your smartphone thanks to devices like the Durovis Dive. We spoke about; how to develop games for the Android platform using Unity, using virtual reality to simulate new models of government and solving China’s gender gap with the help of virtual reality.

Thanks again to my guest for being such a great scholar and gentleman of virtual reality.

 

For more information on LocoVR check out the links below

https://play.google.com/store/apps/developer?id=LocoVR&hl=en

https://www.facebook.com/locovr1

This show is also available on Stitcher and Itunes by simply typing “entervr” in the search bar.

Follow the show on twitter @entevr or me @cris_miranda1

r/entervr is a great place to send me feed back.

 

Thanks for listening!

 

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Hello!

On today’s show I speak with Fernando Tarnogol from Psytech Technologies. A software start up working to treat anxiety disorders and phobias using virtual reality as one of their tools. We discussed the advantages of virtual reality in psychology, using VR to stop mass shooters and the quest to find where human consciousness resides.

AMVR

For more information on Psytech Technologies check out the links below:

http://psychologicaltechnologies.com/

https://www.facebook.com/PsyTechVR

https://twitter.com/PsyTechVR

Thank you for listening! You can also access the podcast via Itunes for your idevice or Stitcher radio for Android. Simply type “entervr” in the search bar.

Special thanks to my guest Fernando for being both scholar and gentleman of virtual reality.

 

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