• Activ Right Brain
  • About Dean
  • Designing The Future
  • Speaker
  • Keynotes
  • Blog
  • Art
  • Contact

activrightbrain

  • Activ Right Brain
  • About Dean
  • Designing The Future
  • Speaker
  • Keynotes
  • Blog
  • Art
  • Contact

Me, Myself and i: The Eternal Avatar

We talk about personality, be that for brands or individuals, as if it’s something that comes naturally. Actually, in an ever-growing digital environment where we face a multitude of platforms and networks, it’s all too easy to lose your voice in a maelstrom of white noise. 

Me Myself and i2.jpg

If you believe Mark Zuckerberg, the future of VR is Social. Of course he’s going to say that with the backing of the world’s largest social network, but what does this mean?

Last week, Facebook revealed a set of much better looking avatars for their foray into social VR as part of their expanding Oculus lineup. It’s an important second step – the first being ‘Spaces’ earlier this year and other established networks such as vTime and Altspace offering a few customisable features to allow visitors to feel comfortable in their virtual skin.

Whether you want to accurately represent yourself or an ‘alternative you’, the audience needs to overcome the fact you can’t currently broadcast your own face thanks to the lump of plastic and a screen in the way, so let’s not get hung up on that. Think about the avatar itself and how it needs to become platform agnostic – not just across VR environments, but also into AR, regular digital screen content and even an audio signature.

We have yet to witness VR’s Pokemon moment as the platform still doesn’t fit into many people’s lives. It is taking hold for enterprise but consumers still couldn’t give a crap as it requires too much effort and is too easy to put down. This is why personalisation and realistic avatars are a vital step on the road to success.

The concept of lurking in alternate worlds and sharing quality time with others will be experienced by a mainstream audience when Stephen Spielberg brings Ready Player One to life in cinemas next year. Although HTC has plans for actual VR content, you won’t need to watch the film with a headset on so there will at least be more eyeballs on the VR lifestyle. Let’s see how many like the idea of the real thing.

I’ve been tackling the significance of avatars in general but they’re more of a branding exercise. What happens when you add real substance, with AI sitting behind the facade?

With a recent death in the family, mortality is something close to my heart right now. This was brought into focus a few weeks ago when I received a LinkedIn status message “Wish Matt a happy birthday” – from a colleague and friend who died in 2015. You could say he lives on through social channels but this isn't really true is it? 

I've pondered the social and emotional benefits of preserving VR snapshots in time with family members for future generations – those no longer with us or simply to remember magical moments with your children and loved ones. The true measure of technology is when it exists for a reason, rather than simply existing. 

We talk about Artificial Intelligence and automation stealing jobs from the rest of us but they'll be freeing up precious time for us to be more productive in other key areas. What if we use AI to deliver immortality? Sounds far-fetched, but it isn't. 

When we have perfected digital personalities, mimicking real individuals and 'thinking' as they do, why wouldn't the LinkedIn, Twitter or Facebook status of the future be delivered from beyond the grave?

Of course there are ethical and religious issues and a few technical hurdles to overcome, but I’m not suggesting we take control of someone else’s personality, rather it becomes a box-checking exercise to ‘live on’ or ‘delete persona’ beyond death. This throws up the question of whether erase means erase or we’re merely placing our personalities in a ‘recently deleted’ folder.

It’s easy to see how a grieving relative could be tempted to have one more conversation, or ask the questions you never seemed to find time for. Does this become a path to acceptance or a way to normalise post-life interaction? For some it will be a simple choice, others may decide on both.

Filming VR moments offers us a virtual time machine, with the ability to relive events as if we were there again, albeit passively. Add layers of interaction across multiple devices and platforms and you begin to see how this becomes about the persona, rather than the delivery mechanism – like real life.

In a deluge of indiscernible Fake News, a hacked personality in VR will offer the ultimate brain-washing medium so there are some enormous hurdles plus new levels of digital encryption and authentication required.

We could potentially face a transitionary period where we’re testing AI avatars as a direct replacement for genuine social accounts to see if audiences notice the difference. It’s these standards that bots and personal assistants need to strive for, proving this research is essential.

Avatars are the ringtones of the future and will be a huge growth market over the next decade. Control the supply of these and you own the gateway to digital personality, the most comprehensive database on earth. You’ll make yourself useful in a world of useless and provide a service as a brand or build a business driven by data, insight and creativity.

 

I plan to add more substance to this subject over the next few months through the written word and on the global conference circuit. It deserves the widest possible audience.

tags: VR, Virtual Reality, AR, Augmented Reality, AI, Artificial Intelligence, Ready Player One, avatar
categories: Artificial Intelligence, Connected World, Futurology, Innovation, Social, time travel, Virtual Reality
Sunday 10.15.17
Posted by Dean Johnson
 

VR48: Addressing VR’s Identity Crisis

You wait a whole year for a Virtual Reality endurance attempt, then three come along at once.

Derek Westerman spent 25 hours in a virtual room drawing with Tilt Brush, a 3D creative tool designed to allow the user to build VR sculptures. Result: He set a Guinness World Record, babbled incoherently and threw up in a bucket.

Next, Alejandro “AJ” Fragoso and Alex Christison spent 50 hours sat on a sofa, eating snacks and drinking Red Bull watching TV and movies on Oculus Rift headsets. Result: They too grabbed a record, suffered with indigestion and grew beards.

Don’t get me wrong, I love Guinness World Records and I have a long and happy association with them. However, Virtual Reality is saddled with an image problem, one of nauseating game-play and fellas mostly wasting their time. Sadly, these types of endurance records reinforce it.

If I sound less than impressed with these other attempts, it’s because I am. I spent 24 hours in VR last year (but that’s another story) and this year, as much as I wanted to tackle the official 48 hour VR record, GWR insisted we stay awake for the entire two day period and this ironically wasn’t realistic.

I joined forces with Sarah Jones, a senior media academic and 360º storyteller, to ‘live’ in Virtual Reality. This included eating, sleeping, running, fighting, driving, wing-walking, even getting a tattoo! Everything we tackled, we did so for a reason, not just because we could but to show the outside world that VR has a place in our lives and is there to complement it, rather than replace it.

We harvested meaningful data, relayed anecdotal feedback throughout our experience and 5 minutes per hour were reserved for dashes to the bathroom and 360º video diaries – not at the same time I hasten to add.

Amongst the more conventional VR experiences such as problem-solving, training, painting and gaming, we scheduled three extreme physical activities. Our first required us to drive go-karts around a purpose-built track, using the through-camera on a Samsung Gear VR to give us a video view of the surroundings. An interesting challenge when the vibration of the vehicle causes the camera feed to shake and blur, but a great illustration of driving on instinct and highlighting some genuinely useful user-cases for Augmented Reality headsets.

Race info, ghost competitors and screen entertainment for autonomous vehicles will all follow as a direct result of this kind of real-world testing.

VR48_ID_Crisis_GoKart.jpg

Our second physical challenge required less movement but greater immersion. I was ready for my tattoo…

I haven't been under an inked needle before so this was my first taste of body art. I have to admit to being a less than enthusiastic volunteer but we were determined to discover if VR could successfully mitigate pain. The irritation needed to be sustained and relatively intense, so leg-waxing or nipple-piercing were out!

I chose Gunjack to keep my mind off the job in hand (or arm). This 3D space adventure requires a pretty low skill level, but quick reflexes and prolonged concentration.

I began the process with my headset up, allowing me an unimpeded view of my arm as the needle struck home – my baseline pain levels were set. If I were to describe this raw tattooing pain as a sustained maximum of 10, I felt the VR content and the subsequent cocktail of endorphins and adrenaline genuinely dropped the irritation to a 6 or 7. That result alone would have satisfied us but we were also wearing Apple Watches throughout VR48 to monitor heart rates. Mine peaked at 103BPM in the tattoo studio with a clear view of the procedure, dropping to 74BPM under immersion. That’s anecdotal feedback supported by real science.

Sarah and I returned some uniquely different results over the course of the two days and nowhere was that more evident than in our ultimate challenge – the wing walking finale.

Still wearing our VR headsets, we arrived at RFC Rendcomb Aerodrome at 10am, fresh from the journey from Coventry University to Cirencester in the back of a MINI Convertible – acclimatising ourselves to the freezing temperatures and buffeting we’d have to endure at 150mph when strapped to the top wing of a 75 year old aircraft.

With all our preparation, our additional webbing, straps and a bespoke balaclava weren’t enough to satisfy the experienced pilot or the Breitling Aerobatic team – we were told to hold onto the Gear VR headset with both hands for the entire flight. There would be no waving to the crowd mid loop.

We hoped to gain valuable insight into the effects of velocity and wind resistance on VR viewing. Could reality enhance the virtual experience and vice versa? To view this, we would again be seeing the real world through the Samsung headset’s built-in camera. Or would we?

I mentioned different experiences and mine took a turn for the worse when strapped to the wing, preparing to taxi to the far end of the airfield. “Please remove your phone and update the software”. Seriously? My Galaxy Note 4 had chosen this very moment to force a software update on me. I wasn’t asked politely if I would like to – just told it would happen or my phone was dead. With no adequate connection in the middle of a field, I was faced with a useless piece of technology.

Not willing to submit to the failings of the Internet of Things, I removed the phone and squinted through the headset lenses for the duration of the flight. Not all was lost, as I actually experienced this through the eyes of a partially-sighted individual. Chalk one up for the power of empathy, and a huge black mark for Samsung.

Sarah had no such problems as the team set up a wireless hot spot, updated the software and sent her off to view the entire flight as planned – with the valuable research recorded.

One of the surprise results of VR48 was our time spent in Knockout League, a boxing simulator for HTC Vive and Oculus Rift. Your opponent is a larger-than-life cartoon character but the gameplay feels every bit as real as time spent in the ring with an actual heavyweight. We found ourselves ducking and diving, with adrenaline levels and heart rates increasing as our (virtual) vision blurred from a flurry of head-shots.

If ever there was a case against stereotypical VR couch potatoes, virtual boxing was it. That and the go-karting. And the tattoo. And the wing walk.

So what were the side-effects? For an endurance attempt such as this, it can be difficult to differentiate between regular eyestrain and fatigue and that relating to being in a virtual environment. Sarah’s forehead was sore and her cheeks were temporarily marked. The bridge of my nose was bruised and my close-up vision is still slightly more blurred than before the event.

Other than that, we appear to be psychologically unaffected – even with our VR48 content planning requiring us to fall asleep and wake up in VR!

This medical research may come as a surprise to the public, brands and hardware multinationals alike as I’m pretty sure they all thought we’d be lucky to survive unscathed.

We received no support from any headset or mobile manufacturers as they believed we contravened all their health and safety advice, but these side effects are never talked about at the many global industry events and certainly not in the consumer press.

I hope we've gone some way to change the current perception of VR and to highlight its potential, rather than its shortcomings.

A version of this article originally appeared in the Huffington Post

tags: VR48, VR, Virtual Reality, Brandwidth, Coventry University, Stunts, extreme sports, go-kart, wing-walk, tattoo
categories: Agency, Connected World, Gadget, Innovation, Mobile technology, Virtual Reality, Wearable Technology
Sunday 05.28.17
Posted by Dean Johnson
 

#CES2016: Social Shockwaves

Well, CES 2016 delivered what it always delivers. It was amazing, enlightening, exhilarating, mentally and physically exhausting in equal measures. I'm rejuvenated and broken at the same time.

Although I’ve mentioned VR and connectivity in previous posts, this year’s event wasn’t really about one thing in particular, and that’s because the overarching banner of ‘IoT’ covers a multitude of sins. When so much is connected, mobile devices, home appliances, wearable tech and cars are all spoken about in the same breath.

For me, this year was big for Twitter, Vine and Instagram again, so I’ve summarised the CES 2016 headlines via my own social channels. From wearable airbags to Zombie Smart Fridges, I still believe effective social broadcast is an art form. I’m never likely to resort to mere retweets or regurgitating a news feed. If you follow me, you get cutting edge insight, divisive opinion, original content and irreverence in equal measures.

And actual conversation.

Human Airbag

Connected Development

#CES2016 kicks off with #FaradayFuture's #ConnectedCar, #IoT & #AI: Connected Development https://t.co/SupFUDyZwD pic.twitter.com/3CmTAMlnBW

— Dean Johnson (@activrightbrain) January 5, 2016

Zombie Smart Fridge

#CES2016 Breaking: Samsung announces #WalkingDead Limited Edition of its #SmartFridge. Keep that Walker fed! #IoT pic.twitter.com/kKWOiCpo75

— Dean Johnson (@activrightbrain) January 5, 2016

The Year of VR. Again

#CES2016: The Year of VR. Again https://t.co/jk9W48tUg7 #VR #VirtualReality #AR #WearableTech #OculusRift #SonyCES pic.twitter.com/lMrlBSmW5L

— Dean Johnson (@activrightbrain) January 6, 2016

Hoverboard Meetings

This > All meetings at #CES2016 pic.twitter.com/r1PmYroNRD

— Dean Johnson (@activrightbrain) January 6, 2016

Pimp my 7 Series

Loved my @BMWUSA #7Series ride to #CES2016 this morning. Just wish it could take me everywhere! #BMWCES2016 pic.twitter.com/1rrWMdQ7e5

— Dean Johnson (@activrightbrain) January 7, 2016

Spyderman

The @BMWUSA #7Series was stunning but the #BMWi8 #Spyder was a work of art! #CES2016 #BMWCES2016 @BMWiUSA pic.twitter.com/cfpewGiFx7

— Dean Johnson (@activrightbrain) January 7, 2016

The Future’s Bright, The Future’s Faraday Future

Speaking of stunning #CES2016 cars, #FaradayFuture #FFZERO1 is one of those... @FaradayFuture @CES pic.twitter.com/VnIjhE4pkq

— Dean Johnson (@activrightbrain) January 7, 2016

Walking the Light Fantastic – Orphe shoes

The full visual journey is covered on my Instagram feed.

tags: CES, CES 2016, CES16, Las Vegas, tech, gadgets, airbag, wearable, wearbles, wearable tech, In and Motion, wearable airbag, Faraday Future, Connected Car, concept car, IoT, AI, Samsung, SmartFridge, Smart Fridge, Samsung SmartFridge, Samsung Smart Fridge, Zombie SmartFridge, Zombie, Zombies, Walking Dead, The Walking Dead, VR, Virtual Reality, Sony Playstation VR, Playstation VR, Hoverboard, BMW, BMW 7 Series, 7 Series, New 7 Series, BMW i8, BMW i8 Spyder, i8, i8 Spyder, EV, hybrid, Orphe, Orphe shoes
categories: Apps, Automotive, cars, Conference, Connected World, Design, Futurology, Gadget, Innovation, Mobile technology, Social, Virtual Reality, Wearable Technology
Monday 01.11.16
Posted by Dean Johnson
 

#CES2016: The Year of VR. Again

In 2015, CES headlines were all about ‘The Year of Virtual Reality’ with many of the big (and small) names turning up to the annual Vegas tech pilgrimage touting consumer-ready VR headsets. Only Samsung delivered on the promise, so what happened to the rest?

Oculus held a press conference just before G3 to reveal their final Rift, Sony changed the name of their Morpheus headset to Playstation VR (or PSVR) and HTC postponed their 2015 Vive launch because they’d made a ‘major’ breakthrough. Good on HTC for holding on for a better product, because it’s well worth the wait, the Vive Pre is stunning. The Void broke ground on their first VR theme park in Utah and it’s mightily impressive, but won’t open until later this year.

I’ll also have my hands and eyes on the latest Sulon Cortex this week – but more on that when I’m allowed to tell you…

So here we are again with the usual question being asked “what’s big at CES?” Thanks to the Rift pre-order floodgates opening today, Oculus has ensured It’s VR. Again.

CES has also brought us a raft of 360º cameras (although not all ‘proper’ stereoscopic VR) including the Vuse, the Allie, Nikon’s new KeyMission 360 and Samsung’s Project Beyond. Again.

If we ever have a conversation about Virtual Reality, you’ll soon discover my views cover the extremes and there’s no fence-sitting. I love and will enthuse about the platform’s incredible potential yet have a rather negative view of some of the industry leaders, because some aren’t leading in the right direction and many aren’t pushing hard enough.

Having produced 360º videos for years doesn’t make you a marketing expert. Building great games doesn’t mean you’ll produce stunning VR experiences. The new frontier of VR studio production requires a diverse skill set and a unique understanding of how your audience will view and react to your content, not just how they’ll discover it.

If you stumble upon anyone carving themselves out a career as a VR movie mogul and they’re telling you THE future of film is VR, they’re doing more harm than good. It’s A future and a damn exciting one but claiming all films will one day be viewed in a VR headset with full 360º immersion is naive at best, chronically damaging at worst.

Think of all the movie classics that just don’t need enhancement. They’ve been brilliantly acted, superbly scripted and skilfully edited and that requirement should never go away because the film industry is a wonderful machine. Full VR would not only be cost-prohibitive but damaging to the backbone of the industry – focused storytelling.

No, I haven’t gone all retro on you, I’m not rebelling against the new Virtual world. We need to add value to really make the good stuff great. If everything is VR then it becomes white noise and loses its impact, much the same as the misplaced marketing prerogative of turning every website into an app – that just gives fuel to those that still think the app is dead.

VR is at its most powerful when pushing boundaries, offering the chance to experience the unexperienceable (that’s a word, right?)

Take the storming of Omaha beach in Saving Private Ryan, the Jakku Millennium Falcon chase from The Force Awakens or the thick of the boxing action in Southpaw, Raging Bull or Rocky 27. VR will live or die on its financial relevance to studios. It’s unrealistic to shoot an entire blockbuster but a D-Day beach scene or a single round of boxing become invaluable marketing tools for a cinematic release and an essential added extra for the digital home download. Add episodic storytelling then suddenly you’ve tapped into the micro-payment and subscription models contemporary audiences are comfortable with.

In the same way that we went through a phase with visionary publishers claiming all future books would be interactive, we’re already facing the same issue with VR. Yes, some books obviously benefit from the bells and whistles (Brandwidth’s Doctor Who Encyclopaedia and The Doors apps or our Maleficent and Saving Mr Banks iBooks are perfect examples) but for many, the reading experience needs to be just that – words and images, digested in much the same way they always were, for the same cost. But certain properties deserve more. I received an email last week via the CES Press Portal claiming the ‘real’ sex industry will always be better than ‘holographic 3D porn and teledildonics’. That may well be true, but the VR porn industry will still be huge!

To say VR is the headline act at CES is a little misleading, there’s AR too. Augmented Reality has the potential to hit an even larger demographic than the Virtual variety, simply because the audience doesn’t need to shut itself off from the outside world. The main reason I’m more excited about VR is we’ve had AR on our phones and tablets for years – even desktop PCs and laptops equipped with a camera have been able to display augmented content.

New headsets such as Microsoft’s Hololens have reignited the augmented conversation (and investment frenzy) and Google’s second attempt at Glass appears to be just around the corner, even though this isn’t actually AR but an info overlay within a single screen. Impressive tech nonetheless, but not what we’re talking about here.

If you’re losing patience waiting for the new hardware to turn up and you want to see AR 2.0 in action, grab an ODG headset – it works and has had years of development time and budget. If it’s good enough for NASA and the US ‘three letter agencies’, then it’s certainly robust enough for consumers.

2015 may not have delivered VR and AR as promised, but the potential for 2016 has never looked more real.

tags: VR, Virtual Reality, AR, Augmented Reality, Oculus Rift, Rift, Oculus, HTC Vive, Sony Playstation VR, Playstation VR, PlaystationVR, PSVR, Samsung GearVR, GearVR, Gear VR, wearable tech, wearables, CES, CES 2016, #CES2016, Vegas, Las Vegas, Microsoft HoloLens, HoloLens, ODG, Vive Pre, HTC Vive Pre
categories: Apps, Conference, Gadget, Innovation, Mobile technology, Television, Virtual Reality, Wearable Technology
Wednesday 01.06.16
Posted by Dean Johnson
Comments: 1
 
Newer / Older

Designing the Future