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INDUSTRY ROUNDTABLE<br />
mobile VR and the quality and interactivity<br />
of desktop VR will see iPhone-level success.<br />
The <strong>VFX</strong> community can contribute to<br />
that vision by designing worlds optimized<br />
for mobile and bringing their expertise to<br />
VR and AR startups.<br />
“In 20 years I guarantee you<br />
will be spending a lot of time<br />
with sims that will be doing<br />
some sort of various activity.<br />
Like the Internet you won’t<br />
be allowed to go back to an<br />
earlier time. You will have your<br />
eyewear on and be holding up<br />
your ultra smartphone. You<br />
will have insight into everything.”<br />
—Anthony Batt, Co-founder/<br />
Executive VP, Wevr<br />
“VR will go far, but I think<br />
AR and MR will happen a<br />
lot sooner than VR and may<br />
even trump VR at least in the<br />
next five years. VR is a trickier<br />
proposition since you have to<br />
get consumers to acquire<br />
hardware. Of course, the<br />
devices will get lighter and<br />
portable. Augmented reality<br />
can get the masses via phone<br />
or tablet or TV screen.”<br />
—Øystein Larsen, VP Virtual,<br />
The Future Group<br />
RYAN MOORE, CEO, EXPERIENCE<br />
360, LOS ANGELES<br />
Thus far, we have not seen the ‘virtual’ of<br />
virtual reality. All we have done is recreate<br />
the environment that we are familiar<br />
with. Everything looks like something that<br />
already exists. Nobody is taking advantage<br />
yet of the ‘virtual’ part. It doesn’t have to be<br />
an experience that even has a floor. There<br />
are a lot of experiences that have not been<br />
tried yet. We are only about two to three<br />
years into this and it will take some time<br />
for people to understand how to build for<br />
it. That is something that I would like to see<br />
spoken to. Thus, it’s more of a content issue<br />
than a tech issue.<br />
One other big issue is imagination. There<br />
are a lot of people who don’t get why what<br />
they have done, and the way they have<br />
done things for the last 50 years, should be<br />
disrupted. There is an ongoing education<br />
about VR now to the powers that be and<br />
people with the money. There has to be<br />
an education of ‘why VR’ and new ways to<br />
reach your customers. That takes time. You<br />
don’t really know until you put the headset<br />
on for the first time.<br />
ANTHONY BATT, CO-FOUNDER<br />
AND EXECUTIVE VP, WEVR,<br />
VENICE, CALIFORNIA<br />
Generally, 99% of all people have not<br />
experienced VR yet, including the press. So<br />
everyone is experiencing it from afar. If one<br />
were immersed in it for 40 months, then<br />
one would have a substantial opinion on it.<br />
It’s like the early days of the Internet when<br />
it took six hours to download something.<br />
People didn’t think it was going to happen.<br />
Now you could not imagine running any<br />
part of your life without the Internet.<br />
In 20 years I guarantee you will be<br />
spending a lot of time with simulations<br />
that will be doing some sort of various<br />
activity. Like the Internet you won’t be<br />
allowed to go back to an earlier time. You<br />
will have your eyewear on and be holding<br />
94 • <strong>VFX</strong>VOICE.COM FALL <strong>2017</strong>