There's a new set of transformative technologies such as machine learning, AI, and virtual reality that will spawn another set of big tech franchises. But in terms of cultural impact, perhaps we are at peak Valley.
Brad Stone
When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.
Brendan Iribe
Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.
Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.
When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
We're finally going to be free of the 2D monitor. It's been a window into virtual reality that we've all looked into for 30 or 40 years.
I think a lot of people have an idea of virtual reality from science fiction, books and movies that have been out over the last couple of decades.
It turns out that the killer application for virtual reality is other human beings. Build a world that people want to inhabit, and the inhabitants will come.
Charles Stross
The best simulator for spacewalking is underwater - it allows full visuals and body movement in 3D. Virtual reality is good, too, and has some advantages, like full Station simulation, not just part. Like all simulators, they have parts that are wrong and misleading: an important thing to remember when preparing for reality.
Chris Hadfield
Virtual reality is a technology that could actually allow you to connect on a real human level, soul-to-soul, regardless of where you are in the world.
Chris Milk
Virtual reality is the 'ultimate empathy machine.' These experiences are more than documentaries. They're opportunities to walk a mile in someone else's shoes.
In virtual reality, we're placing the viewer inside a moment or a story... made possible by sound and visual technology that's actually tricking the brain into believing it's somewhere else.
Virtual reality started for me in sort of an unusual place. It was the 1970s. I got into the field very young: I was seven years old. And the tool that I used to access virtual reality was the Evel Knievel stunt cycle.
It connects humans to other humans in a profound way that I've never seen before in any other form of media. And it can change people's perception of each other. And that's how I think virtual reality has the potential to actually change the world.
There's three things that you need for virtual reality to work. You need the hardware that's affordable and doesn't make people sick, you need an audience that is willing to pay for it, and you need the content.
A bad version of a virtual reality video makes you vomit in your headset in under 10 seconds. It's much easier to make bad VR than it is to make good VR.
With virtual reality, I'm not interested in the novelty factor. I'm interested in the foundations for a medium that could be more powerful than cinema, than theatre, than literature, than any other medium we've had before to connect one human being to another.
Virtual reality is already affecting people on an emotional level much more than any other media, and it has the potential to scale: all you need is an attachment for your cellphone, and you can have this experience.
In virtual reality, it's more about capturing and creating worlds that people are inhabiting. You really are a creator in the way the audience lives within the world that you are building.
When people ask whether virtual reality will be a real thing or just the next 3D, what I always say is, 'Take a headset, walk outside, and the next person you meet, put it on them and see what the reaction is.'
Usually, companies, when they approach other people to do VR, they're like, 'We're gonna offer a virtual reality experience' - to me, that usually means they're gonna put a bunch of 360° cameras in a room, film something, and wrap the video in a sphere so you can head-track and look around. To me, that's not virtual reality. That's 360° video.
Virtual reality, to me, seems to have a number of different tiers. Entry-level-tier VR is this experience: on a phone, some simple head-tracking, and some quick and dirty, game-engine-quality stuff.
What the computer in virtual reality enables us to do is to recalibrate ourselves so that we can start seeing those pieces of information that are invisible to us but have become important for us to understand.
Virtual reality's been around for 40 years. People have been talking about storytelling in that world for all these years, and there have been experiments around of people trying to do that, and always excited about it.
What's really astounding to me is a lot of the guys at Oculus VR and other companies who were creating VR tell me that 'Ready Player One' is one of their primary inspirations in getting into virtual reality.
Personally, I'm kind of swirling in this hurricane of virtual reality because of 'Ready Player One.'
I'm surprised that VR has come about so quickly. It's lucky I just happened to write a book imagining virtual reality right on the cusp of it actually happening.
I'm not thinking about the next record really yet. I kind of want to do a bunch of stuff with Jonathan Zawada, the guy who did the album art. I'd like to do some crazy art installations and design some weird synthesizers and work with other people and make some fun stuff for a bit. Maybe tap into virtual reality stuff or maybe write another record.
I'd like to do some crazy art installations and design some weird synthesizers and work with other people and make some fun stuff for a bit. Maybe tap into virtual reality stuff or maybe write another record... We'll see.
As the Internet of things advances, the very notion of a clear dividing line between reality and virtual reality becomes blurred, sometimes in creative ways.
Augmented and virtual reality technologies are the future of smart construction and we are just starting to see the possibilities.
I like live audiences, with real people - virtual reality is no substitute.
You need virtual reality to understand high level science or high level math. It's very helpful to explain third and fourth dimensional things that people are constantly addressing in quantum physics. But, as soon as you're creating an avatar, and you can live and you can start to feel sensations on VR, that has gone too far.
I'd really love to work with virtual reality at some point. You could make a killer adventure game with that.
As a Millennial and Gen Z expert at Accenture I had the opportunity to host and lead several workshops and panels with key clients at industry events. The topics ranged from virtual reality to blockchain; artificial intelligence to machine learning.
We live in a time of astounding technological advancements. There are deep-sea drones and live-streaming virtual reality.
Virtual reality, all the A.I. work we do, all the robotics work we do - we're as close to realizing science fiction as it gets.
I'm sure 'Cosmo' will get involved with virtual reality at some point.
Obviously, virtual reality is where I've placed my bet about the future and where the excitement is going. At this point, I could say it's almost a lock. It's going to be magical - it is magical - and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
The park achieved a kind of reality. Like these virtual reality games the children are playing with. I told them we were doing this 40 years ago! Disneyland is virtual reality.
Virtual reality has already proved useful in treating phobias and PTSD. It can help people overcome a fear of heights, for example, through simulations of standing on a balcony or walking across a bridge.
Much of the excitement about virtual reality has come from the gaming community.
If we're trying to build a world-class News Feed and a world-class messaging product and a world-class search product and a world-class ad system, and invent virtual reality and build drones, I can't write every line of code. I can't write any lines of code.
Crucial to science education is hands-on involvement: showing, not just telling; real experiments and field trips and not just 'virtual reality.'
Virtual reality has an exciting future and oodles of room to grow.
Virtual reality and augmented reality will change the way we shop.
I've always enjoyed film, but I'm a little afraid of it because I think it is very powerful as a medium. You have the visuals, the sound, the colors, all of these things coming at you, and they transport you physically so it becomes this surround sound, virtual reality.
Nanotechnology has been moving a little faster than I expected, virtual reality a little slower.
In France, a hip replacement was captured using two GoPros in a stereoscopic 3D arrangement. Students can watch the surgery using a virtual reality headset.