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.
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.
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.
We live in a time of astounding technological advancements. There are deep-sea drones and live-streaming virtual reality.