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Talkat ConveyUX 2016 · 2016-02-09..02-11· [webxr, creative-coding]
links:none on file
slides:none on file

Predicts VR goes mainstream within a year and cites concrete signals: Oculus’s Kickstarter aimed at $2M but raised over $20 million, Facebook acquired Oculus for $2 billion, and Valve’s solution enables precise room-scale tracking (ideal ~15x15 ft) that eliminates earlier motion-sickness limits. Uses game engines (Unreal, Unity), 3D tools (Maya, 3ds Max, ZBrush) and runs an eight-week Unreal Engine course to train creators, builds SteamVR content, and prototypes a drag‑and‑drop asset marketplace for an open metaverse.

AI-written summary · about

  1. 0:00Introduction to VR
  2. 1:55VR as an immersive experience
  3. 4:02Oculus Rift and its origins
  4. 8:13Facebook acquisition and VR Renaissance
  5. 9:38Room scale VR and user experience
  6. 12:06VR replacing traditional TV
  7. 15:59Differences between AR and VR
  8. 19:11Creating interactive VR experiences
  9. 20:35Chronos VR school and development
  10. 24:30Future VR hardware and market
  11. 25:15Simulated worlds in VR
  12. 26:18Augmented reality overview
  13. 28:26Future of VR and AR technology
  14. 29:08Current VR headsets and experiences
  15. 31:35Oculus Rift and HTC Vive controllers
  16. 32:58Evolution of VR hardware
  17. 34:03Game engines for VR development
  18. 35:54Hyper reality and future tech
  19. 37:47VR in the digital world
  20. 39:11Q&A and closing remarks
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