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VFX Voice - Fall 2017

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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>

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