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  • CLAY BAVOR: Good morning.

  • [APPLAUSE]

  • Good morning, everyone.

  • It's great to see so many people fired up

  • about VR here at 9:00 AM.

  • Thanks for being here, yeah.

  • I'm Clay Bavor, I lead the VR team at Google.

  • I'm also pretty fired up about VR.

  • Pro tip for the people in the back,

  • I saw some pretty intense tans, sunburns yesterday.

  • The sun comes in this way, so people

  • on the border right there, you might

  • want to come down unless you want a great tan.

  • So hopefully caught the keynote yesterday about Daydream,

  • and that's what today is about.

  • We're going to go a lot deeper on all of the components of it.

  • But before we do that, I wanted to talk just briefly about VR

  • and why it's important to us.

  • And if I can just do a quick poll, how many people have been

  • in a VR system where you've had that moment of like,

  • oh my god I'm there, I'm somewhere else.

  • I love this.

  • This is like the highest ratio of any talk I've given,

  • so that's great.

  • So you know what this is about, you

  • know what I'm talking about.

  • Now for people who haven't, for folks on the Livestream,

  • there's no substitute for actually

  • being in one of these demo rooms, in one of these systems.

  • But I want to walk you through an experience

  • that we share with a lot of people

  • who are seeing VR for the first time in one of our labs.

  • And it starts here, poolside And it's

  • kind of this abstract pool, there's

  • like a white grid for the ground.

  • And you look around, and you look to your right,

  • and there is a diving board.

  • And then you look up and there's another diving board.

  • And you know where this is going.

  • So that diving board is 150 feet tall, 50 meters or so.

  • And we teleport you up there, and what happens

  • next is pretty interesting.

  • People immediately lower their center of gravity,

  • they crouch down.

  • Some reach for a hand railing that's not actually there.

  • And we ask people to walk to the edge,

  • and look over, and step off.

  • And it looks really scary even from here.

  • I'm imagining from there it looks scarier.

  • And most people can't step off, they can't do it.

  • Even I have a hard time, knowing that I'm just in, like,

  • a room in Mountain View.

  • And so what's happening here?

  • Now for those of you who are deep into VR,

  • you know what this is about, it's presence.

  • And presence is the VR jargon for that feeling

  • that you're really somewhere else.

  • And it happens when all of your different senses--

  • sight, sound, how you're moving your body,

  • proprioception, your vestibular system, all line up and agree.

  • And your brain just says, yep, I'm there.

  • And it's how VR can make you feel like you're experiencing

  • something directly.

  • And that's pretty important to us at Google.

  • That's because we've always cared about information,

  • organizing it, making it useful and accessible.

  • But people think of information as, like, numbers and words,

  • sentences, and so on.

  • But experience, in many cases, is the most direct form

  • of information.

  • And if you think about it, there's

  • a world of difference between reading some words

  • and sentences, a book about Paris,

  • and then actually visiting Paris,

  • and walking the streets yourself,

  • and actually being there.

  • And so we think that VR has the potential

  • to connect people with this kind of information,

  • experiential information, in a pretty profound way.

  • We just think VR is amazing.

  • We want to bring it to the world and make it for everyone.

  • And our next step in that is Daydream,

  • and we talked about Daydream yesterday.

  • If you didn't catch the session yesterday,

  • I just wanted to roll a quick video which we shared yesterday

  • really highlighting most of all the Daydream controller,

  • but it'll give you a flavor for how this all comes together.

  • Can we roll the video?

  • [VIDEO PLAYBACK]

  • [MUSIC PLAYING]

  • [END PLAYBACK]

  • For some reason yesterday, people

  • were especially excited about flipping pancakes in VR.

  • So yeah, that's one of the things you'll

  • be able to do in Daydream.

  • So daydream has three parts to it.

  • And we're going to go into a number of these today

  • in a lot more detail.

  • First, our VR optimized smartphones,

  • what we call Daydream ready smartphones that

  • have very high specifications, and displays,

  • and sensors, and the SOC, the processor in it.

  • And also VR optimizations, which we've made as part of Android N

  • at really all levels of the stack.

  • The second part is a reference design

  • for headsets and controllers, a really comfortable VR

  • viewer, and a powerful but expressive controller.

  • And then finally, apps, including Google Play,

  • to make it really easy for users to discover, buy, find,

  • and install VR apps.

  • So to get us started going one level deeper on this,

  • I'd like to turn it over to Nathan Martz who

  • leads our developer products.

  • Nathan.

  • NATHAN MARTZ: Thanks, Clay.

  • I have to say it is so exciting to be here today.

  • You know, one of my earliest memories

  • was the night my dad came home with our first computer.

  • It was an Atari 800 XL-- yeah, there you go.

  • 48 kilobytes bytes of RAM, support

  • for upper and lowercase characters, pretty awesome.

  • But the thing I loved most about it

  • was the fact that when you put in the cartridge

  • and turned it on, this entire world sprang into existence

  • inside the computer.

  • And for five-year-old Nathan, that was as good as it got.

  • It's amazing that today we have technology that's so advanced,

  • that's so powerful, it doesn't just

  • have great graphics or realistic sound effects,

  • it can actually make you feel like you're physically

  • present in another world.

  • That is phenomenal.

  • And the fact that you can do all of this on a computer

  • small enough that it fits in your pocket is just incredible.

  • We live in amazing times.

  • But of course, creating presence on a smartphone is easier

  • said than done.

  • Of course, just hitting the 20 millisecond motion

  • to photon latency bar, getting below that,

  • which is the gold standard of VR, doing that on a phone

  • is hard.

  • But we have a more fundamental problem, I think,

  • which is that we're all taking devices that run on batteries

  • and trying to create experiences for them that feel just as

  • compelling as experiences for computers

  • that plug into your front neighborhood power plant.

  • And closing that gap is fundamentally difficult.

  • So the way we solved that with Daydream

  • is through hardware and software designed in concert

  • with one another.

  • We've tried to make sure that every facet of the platform

  • supports every other.

  • Today I'm going to walk you through the hardware

  • and software that makes that possible.

  • And the developer tools that we're

  • going to be providing that help you

  • take advantage of all of it.

  • Of course for us, the foundation of Daydream

  • is the phone itself.

  • And great VR experiences require great hardware.

  • You have to have all of the right parts

  • to ensure a high quality, low latency experience.

  • So we've ensured that every Daydream phone has

  • a low persistence display to make

  • sure there's no ghosting or unnecessary lag coming

  • from the display itself.

  • We have a high quality SOC which will let all of you

  • create amazing experiences and render them at 60 frames

  • a second.

  • And of course, the sensors in the phone are super critical.

  • We've made sure that they're all high performance, high quality,

  • low latency sensors so that there's

  • a direct connection between what you do in the real world

  • and what you see in the virtual world.

  • Now it's not actually a single phone for Daydream,

  • it's a standard for phones called Daydream ready.

  • And the great thing about the standard

  • is that for developers, it gives you a platform that you

  • can feel confident about.

  • You know that if you're building for the Daydream ready spec,

  • any Daydream phone will run your app well.

  • And it gives consumers confidence

  • that when they buy a Daydream app,

  • it'll run well on any phone they have

  • as long as it's Daydream ready.

  • Now of course, great hardware doesn't just

  • give you a sense of presence, it requires great software

  • as well.

  • Which is why we've work very closely with the Android team

  • on Android N and its VR mode.

  • We've worked to make sure that Android is just

  • as good as a great OS for VR.

  • And there's a few key components that we've

  • made available to developers.

  • The first of those is a low latency support for Android N.

  • And that's the foundation for VR and for presence.

  • We have a sustained performance mode which manages the hardware

  • and makes sure that when users decide to get in VR

  • they can stay in VR as long as they want.

  • We have high quality head tracking algorithms

  • that fuse all of the data from the sensors in the phone

  • and track your head movement.

  • So that looking around in the virtual world

  • is just as natural as it is in the real world.

  • But for all of this, we know that your phone is still

  • fundamentally your phone.

  • And you're going to get calls, and you're

  • going to get text messages.

  • So we've made sure to port key components of the Android UI

  • into VR.

  • So that if you get a call or get a text message,

  • we render it for you in stereo, and you

  • can decide whether you want to stay in VR

  • or leave to act on that notification.

  • Now if you take a Daydream phone running Android N,

  • and you combine it with a viewer,

  • you get an incredible sense of presence.

  • You feel like you're somewhere else.

  • But to a certain extent, all you can do is look around.

  • I spent much of my career as a game developer,

  • and I developed a deep respect for the power of interactivity.

  • You know, when you think about the things we learn really

  • early in life, in infancy, the first thing

  • we learn is how to look around.

  • And then we learn how to use our hands.

  • We learn how to reach out and touch the world.

  • We learn about our heads and our hands together.

  • In Daydream, we saw an opportunity

  • to provide access to both heads and hands in VR.

  • We did that through the creation of the Daydream controller.

  • This controller is simple enough that anyone

  • can use it even while they're in VR

  • and can't actually see their hands.

  • But we've also made it expressive enough

  • that developers can use it to create

  • rich, amazing interactions.

  • It's precise enough that you can use it as a laser pointer,

  • but it's also responsive enough to swing it

  • like a tennis racket.

  • We've added a clickable touch pad

  • so you can both grab and interact with virtual objects

  • as well as effortlessly browse a media collection.

  • There's an App button, which is totally under the developers'

  • control, and a Home button, which

  • we reserve for critical user interactions

  • like returning to the Daydream home screen.

  • Now we know that for developers, you need a stable platform.

  • You need input you can rely on.

  • So we've designed the viewer and the phone

  • to go together literally, and will require every user

  • to have the Daydream controller when they enter VR.

  • That way when someone launches your Daydream app,

  • you know exactly what controller they have in their hand.

  • And we believe that this combination

  • of Daydream ready phones with Daydream viewers

  • and the controller will let developers

  • create incredible, rich, immersive VR experiences.

  • But that's not just a theory.

  • We've been working with some of the best

  • developers in the world to make that a reality.

  • I'd like to welcome a studio to the stage who

  • is known for continually pushing the balance of what's

  • possible in real time graphics.

  • One of the most innovative developers in the world

  • the creators of the amazing Unreal Engine.

  • We've been working with them very closely on Daydream.

  • To tell you more about that partnership,

  • I'd like to introduce their CTO, Kim Libreri.

  • KIM LIBRERI: Thank you.

  • [APPLAUSE]

  • Thanks, Nathan, and hello, Google I/O. And Epic,

  • our mission is to give developers

  • the very best tools for building immersive and visually

  • impressive experiences with fantastic performance

  • on all the platforms that we support.

  • We've been creating VR experiences now

  • for many years that not only push visual fidelity,

  • but also what's possible in terms of input, interaction,

  • characters, and gameplay mechanics.

  • Every project that we work on extends the capabilities

  • of Unreal Engine, and we give these back

  • to developers on a daily basis through GitHub.

  • Today we're very, very proud to be

  • part of a new chapter in VR history,

  • and we've been eagerly preparing for the arrival of Daydream,

  • and we're ready to give you a look at a project

  • that we've been working on that helps realize

  • the potential of this awesome new platform

  • and what developers can do with it on Unreal Engine 4.

  • Check out the video.

  • [VIDEO PLAYBACK]

  • -For years we made video games where you would

  • sit on other side of the glass.

  • Now you're inside the real 3D world

  • with a real feeling of presence.

  • -Daydream's an exciting new mobile VR platform,

  • and what it does is take some of the high VR features

  • that we've seen in desktop VR applications

  • and brings them to Android so that we can really

  • up the level of fidelity in our mobile VR experiences.

  • -What's especially exciting about Daydream

  • is that you have complete freedom of movement.

  • You don't have a cord tangling you up.

  • You also have this amazing controller

  • that lets you interact, it lets you throw things,

  • it lets you choose where you want to move.

  • -So when people think about mobile VR,

  • you generally think of look aiming,

  • are your hands locked to your head?

  • But with a Daydream controller, it's a whole new ball game.

  • You can actually freely interact with the world

  • in a natural way, and that feels really good.

  • -The Daydream integration with Unreal,

  • it works out of the box with all the interfaces for VR

  • that you're already familiar with.

  • So there's nothing new to learn, you can jump in there

  • and start creating experiences with the tools from UE4.

  • -At Epic, we're really excited about Daydream

  • because, well, everyone has a phone.

  • This really takes VR to the masses.

  • It gives you the ability to have the same kind of experience

  • you would have on really high end VR systems,

  • but now completely immersive and with this beautiful controller.

  • And we know that Unreal Engine 4 is

  • going to power some absolutely amazing and incredible

  • experiences there.

  • -This is a sample project I made using assets

  • from the marketplace.

  • I'm really excited to see what you guys do with Daydream

  • and Unreal Engine 4.

  • [END PLAYBACK]

  • [APPLAUSE]

  • KIM LIBRERI: Thank you.

  • Pretty amazing.

  • Mobile VR is going to look that good, it's amazing.

  • This is barely scratching the surface

  • of what's going to be possible.

  • The Daydream controller is a major advancement

  • in terms of how you can craft gameplay mechanics,

  • explore a virtual world, all on your mobile device.

  • Natural input that's made for VR is

  • hugely important in terms of making

  • you believe that you've been transported to another place.

  • And what's better is that if you incorporate motion controls,

  • you really, really feel a high level of immersion.

  • Daydream empowers you to create rich, deeply

  • interactive content for mobile.

  • And we can't wait to see the awesome content and games,

  • demos, and all the amazing things that

  • are going to follow using Daydream and Unreal Engine 4.

  • Thanks very much.

  • Back to Nathan.

  • NATHAN MARTZ: Thanks, Kim.

  • Thanks so much.

  • So that's so cool to see what people are already

  • making for Daydream.

  • But I'm sure many of you are wondering, when can I

  • be a Daydream developer?

  • And I'm really proud to say that you can do that right now.

  • For those of you who are C++ developers--

  • and we know that many of our core VR developers love C++--

  • we've just launched an NDK for Daydream that gives you direct

  • low level access to all of the features of our hardware

  • and software platform.

  • And we know that many of you actually

  • like to use game engines like Unity and Unreal,

  • and we've got you covered, as well.

  • If you're a Unity developer, we're

  • really proud to say that there's a plugin available today,

  • and we'll have a native integration coming out

  • this summer.

  • If you're an Unreal developer, you

  • can start today, right now, using the preview

  • version of Unreal 4.12.

  • For all of this information about how you can be a Daydream

  • developer, including how to build your own Daydream

  • Developer Kit, check out developers.google.com/vr.

  • And I'm going to hand it over to Lindsay Metcalf, one

  • of our team's lead designers to show you

  • the Daydream experiences and what they'll

  • look like for our users, and how we're

  • going to help them discover the incredible experiences that all

  • of you will create.

  • Thank you.

  • [APPLAUSE]

  • LINDSAY METCALF: Thanks, Nathan.

  • We've learned so much about designing good VR,

  • and we're looking forward to sharing it with you all at I/O

  • this week.

  • So I'm going to walk you through Daydream Home

  • and take a look at how we've designed the experience

  • to really connect people to the very best VR content.

  • Then I'm going to take you through a couple of the apps

  • that we've designed and share some of the things

  • that we've learned that will help you

  • create your very own VR apps.

  • This is Daydream Home.

  • It comes with every Daydream ready phone,

  • and it's the first thing that people

  • will see when they enter their Daydream VR experience.

  • And for VR, crafting the right environment

  • is so important for facilitating presence.

  • So for Daydream Home, we really wanted

  • to create a welcoming space that had a bit of wonder and delight

  • inside of it, and it was somewhere

  • that you'd want to stop and hang out for a bit

  • before you embarked on your next experience.

  • Daydream Home is also your experience launcher.

  • This is where you can see and launch your favorite apps,

  • access Play Store to get new content,

  • and also access system settings.

  • But Daydream Home isn't just a list of apps.

  • So up here on the top row, these are discovery windows.

  • And discovery windows are where we're

  • going to promote and curate the very best content

  • that you create.

  • Discovery windows we've designed with a sense

  • of depth and parallax.

  • So you can really get a sense of peeking into a new 3D world.

  • You can step up to a discovery window,

  • and peer in, and really get a sense for the world that

  • will teleport you to.

  • And using Android deep links, you

  • can add intent filters to these discovery windows,

  • and they will take users to directly the content

  • inside of your apps.

  • And the importance of this is it means

  • that if you add a new episode or a level to your game,

  • it means that you can promote it, or them,

  • and you don't actually have to have a new app.

  • The users can already have the app installed on their phone.

  • Next let's take a look at Play Store in VR.

  • Play Store will connect people to all of your apps.

  • And since this is Play Store, it means

  • we're starting with a large developer community, all of you

  • out here.

  • And it also means that we have a global payments

  • and distribution infrastructure that

  • will support things like in-app purchases from day one.

  • We designed Store to make it easy to browse

  • for apps and games in VR by showcasing collections

  • of curated content, as well as making

  • it easy to navigate by swiping through the content

  • with the Daydream controller.

  • Now I'm going to dive into the Google Street View

  • app in Play Store VR and take a more detailed look.

  • Here we've added VR-specific features

  • to help you promote your apps, such as 360

  • photosphere previews that you can preview all around you

  • instead of just flat, static screenshots.

  • And in VR, even with the most exciting games,

  • it's really important to make sure we're designing

  • comfortable experiences.

  • So we've added a motion intensity rating

  • to help people find content that's right for them.

  • And let's be realistic here.

  • No matter how awesome VR is, we're

  • still going to spend most of our time in the real world.

  • So for the times that you're away from your Daydream viewer,

  • or Daydream mobile app will make it really easy

  • to discover and queue up content to try out later.

  • So when you're on the go and you have some time to browse,

  • but you don't have your viewer on hand,

  • you can queue up VR videos to watch later.

  • Or if you're at a friend's house and you

  • hear about an incredible new VR game,

  • you can download the app right there from your mobile phone

  • and the game will be there waiting for you next time you

  • return to Daydream Home.

  • Yesterday we mentioned that a VR version of YouTube is coming,

  • so now let's take a look.

  • With stereoscopic VR video, 360 livestreaming,

  • and spacial audio, we've built an awesome foundation for truly

  • immersive video with YouTube.

  • You can step inside a video and have it all around you,

  • and you can really feel like you're there.

  • Including hanging out with great white sharks, which in VR, is

  • actually pretty scary.

  • YouTube is also a huge part of discovery for VR.

  • I think many of us and many people

  • have had their first experience with virtual reality

  • here in YouTube.

  • So we've been working with our friends at YouTube

  • to bring this all together in a standalone VR app.

  • I'm sharing this with you because we

  • think YouTube is going to be one of the best ways for you

  • to reach users and show off your apps.

  • A lot of us are already using YouTube to share

  • development tips and tricks.

  • Now with the VR video creation tools that the YouTube team is

  • hard at work on, it will also be an incredible way for you

  • to connect with your audience and build a community.

  • So you'll be able to upload 360 video, trailers, gameplay,

  • basically everything that you'd want

  • to get people really excited about the content you're

  • going to create.

  • So we've designed the Daydream experience

  • around helping people connect to your content

  • and continue to reengage with it over time.

  • But more than anything, what we're really excited about

  • is seeing what you are all going to create.

  • And we know that there are thousands

  • of undiscovered things left to explore in VR.

  • So to help, whatever we learn, from performance optimizations

  • to user experience, we want to share that with you.

  • So today we're excited to introduce Daydream Labs.

  • Daydeam Labs is where we're going to experiment and share

  • what we learned with the world.

  • We're hard at work right here in Mountain View,

  • and we're exploring everything from usability,

  • to hardware, to new user experiences

  • for virtual reality.

  • And as part of this effort, we're

  • rapid prototyping to explore what makes VR useful, fun,

  • and also sometimes bad.

  • So so far, we've been building about two app experiments

  • a week for a while.

  • And today we're going to start sharing

  • these lessons with everyone.

  • First we're going to start by giving you

  • access to our Daydream design playground

  • to get you started developing for the Daydream controller.

  • We'll give you access to all the different types of experiences

  • that we've created so far, and from flipping pancakes

  • to playing tennis, we have about 15 different ways

  • to interact with the controller that we've thought of so far.

  • We're also giving another talk this morning on lessons

  • learned from Daydream Labs.

  • This is focused on our rapid prototyping initiative,

  • and we're going to start sharing all of this

  • regularly on the Google VR blog.

  • We're so excited to join the conversation,

  • and we can't wait to see what everyone builds.

  • I'd now like to hand this back to Clay.

  • Thank you.

  • [APPLAUSE]

  • CLAY BAVOR: One of the prototypes

  • we get to see as part of the session Lindsay mentioned

  • is a VR watering can.

  • We took a Vive controller and jammed it

  • in the front of a watering can.

  • And turns out, it's very natural to water things in VR

  • when you have a watering can.

  • So anyway, stay tuned for that.

  • Maybe even better than the pancakes.

  • So hopefully this all gives you an idea

  • of how some of the parts of Daydream

  • come together, from the Daydream ready smartphones and the VR

  • optimisations as part of N, the controller, the viewer,

  • and some of the tools that you'll

  • have access to as developers.

  • Like the discovery windows where you

  • can push new experiences and so on to users

  • as part of Daydream Home.

  • But of course, the smartphones, the operating systems,

  • the headset, the controller, it's not what VR is about.

  • It's about the stuff that you can do, the experiences.

  • And we hope you're going to create many of those.

  • And from the beginning, from early on with Daydream,

  • we've been very focused on making it really easy

  • for developers.

  • And one of the companies that's been at the forefront of VR

  • development is Unity.

  • And John Riccitiello, their CEO, has

  • been one of the earliest supporters

  • of what we're doing at Google in VR and with Daydream.

  • And he gets what Daydream is about,

  • and I think he sees where VR is going.

  • And I'm delighted to have him here to say a few words.

  • So John, please.

  • JOHN RICCITIELLO: So thanks, Clay.

  • It's an incredible honor to be here.

  • And I want to start by just making a simple observation.

  • Google and Unity are deeply aligned on our values,

  • in particular about the way we see virtual reality,

  • how we see VR.

  • Now the mission of democratization

  • has been at the core of Unity Technologies since our founding

  • about 10 years ago.

  • Democratization, what that means is

  • putting the power of our technology

  • in the hands of developers globally,

  • whether they can afford or not.

  • A very big deal.

  • Now, Google VR under Clay is about mobile.

  • Leveraging the power of the CPU literally in billions

  • of pockets around the world.

  • Everyone's included.

  • That's another type of democratization,

  • and it's at this core value that we're fundamentally aligned.

  • Now from the beginning, our orientation

  • to supporting the developer has brought us

  • a fairly sizable audience.

  • As you can see behind me, 5 and 1/2 million developers.

  • That's a large number of people using a game engine,

  • or game technology.

  • These developers in aggregate produce games

  • that are downloaded 600 to 700 times per second,

  • 1.6 billion times per month.

  • And if you want to think about that as an aggregate audience,

  • it's about 500 million DAUs of games built on Unity.

  • So this development community, all of you,

  • is a very, very big thing.

  • If you think about it, perhaps you'd

  • that democratization across five million developers

  • is very serious scale.

  • Now Unity, as Clay has mentioned, from the beginning,

  • has been making big investments in VR.

  • Some of you may have seen our version of the metaverse,

  • creating VR from within VR.

  • That certainly got a lot of people

  • lit up on YouTube and in our community.

  • And were also very much aware of Google's roadmap in VR,

  • and we intend to be and are there every step of the way.

  • Now as part of that, we're announcing

  • support for Daydream.

  • Surprise.

  • We'll be there, we are there.

  • It'll be native inside of Unity, very easy to use.

  • And we're also providing support for Vulcan, which

  • we're launching next quarter.

  • So the core fundamental technologies that you need

  • will be right out of the box, easy to use from Unity.

  • But beyond that, simple announcement, we're here,

  • we're ready, to get on board.

  • I got two things I want to talk about briefly, two ideas.

  • The first of them, really, is that I

  • think VR is going to be driven by mobile.

  • We envision a world where literally billions of people

  • have access to VR.

  • And the fact that there's really twice as many people

  • with mobile devices as PCs makes that obvious.

  • It's just math.

  • So mobile's going to drive this in the fullness of time,

  • and again, we're there to support that.

  • And the second idea that I want to get across

  • is I don't believe that VR is going to be about games

  • or simple shopping apps.

  • I think it's literally going to extend the human experience.

  • Imagine a world 10 years from now, where you blink and you're

  • standing in the Taj Mahal.

  • Or you blink and you're in New York City.

  • Or you Blink yet again, and instead

  • of being in a silver tube flying 40,000 feet,

  • you're soaring on the wing tips of the plane

  • and experiencing flight like you've never seen before.

  • Or you're on stage with your favorite band.

  • Not in front like all of you are, but right there,

  • involved in a way that feels intimate and connected

  • to the people you idolize.

  • Or blink again, you're in a classroom

  • taking a physics class from your favorite professor at Caltech,

  • or you're inside a game in a way you've never seen before.

  • Or perhaps you're talking to your best friend,

  • and your best friend is thousands of miles away.

  • But they're sitting next to you in your couch

  • in a way that feels intimate, full, and fully present.

  • These will all happen.

  • Imagine, if you want another one,

  • think about that old silly movie, Innerspace,

  • or Fantastic Voyage.

  • You'll be in that capsule traveling

  • through the bloodstream from the brain

  • and quite possibly through to the end of it in the bowel.

  • It's all going to be possible, and maybe you

  • don't want that last experience.

  • But think about shopping online.

  • Except it'll be social, and you can

  • try the clothes on against an avatar

  • that matches your body's dimensions.

  • Again, all a lot closer.

  • Walking alongside the surface of the Mars

  • with a future astronaut.

  • Except unlike he or she, who's going to be probably stuck

  • there for the rest of their lives, all you have to do

  • is take off the HMD and you're home.

  • So the holodeck will happen.

  • We've all seen Star Trek, that level of presence

  • is going to happen.

  • You'll be closer to your nearest and dearest.

  • My two daughters live in cities far away from me,

  • and I'm looking forward to the opportunity

  • to connect with them in a much more close way that makes

  • me feel like I'm right there.

  • And I've already experienced that in some VR chat

  • development that's pretty amazing.

  • And at the core of all this, is we built the Unity engine

  • to support 3D development and quite naturally

  • to support Daydream.

  • We've got 5 million developers, all of you,

  • ready to jump on board.

  • And all of you, I hope you're dreaming about all the ideas

  • that I laid out and many, many more.

  • Dream them, build them, life will never be the same,

  • it will be one heck of a lot better.

  • And with that, Clay, you're back on stage.

  • [APPLAUSE]

  • CLAY BAVOR: Thank you so much, John.

  • As John said, we're just deeply aligned on this idea

  • of democratizing access to VR.

  • Both the creation of it, and also the consumption of it.

  • And so it's been a natural partnership from the beginning.

  • And I want to thank John, and I want

  • to thank all the folks at Unity who've been so

  • supportive of what we're doing.

  • John talked about the future, and that's

  • where I want to end as well.

  • And one of the ways of figuring out

  • what's going to happen in the future

  • is to look back on the recent past and recent progress.

  • So I want to look back less than a year to last year's Google

  • I/O, and a couple things we talked about there.

  • The first was something we called Expeditions.

  • And Expeditions, if you remember,

  • is this tool for teachers that make it possible

  • for them to take classes on field trips to anywhere.

  • From coral reefs to Machu Picchu, all virtually.

  • And for the last school year, Expeditions

  • has been on the road throughout the United States

  • and in countries around the world.

  • And in just this school year, we've

  • taken over one million students on expeditions.

  • [APPLAUSE]

  • The other thing we announced last year

  • was something we called Jump.

  • Jump is a camera system and processing software

  • that works in the cloud that makes the creation of VR video

  • seamless at very high quality.

  • And we built it because we think the world is awesome,

  • but we didn't see a great way of capturing it immersive in VR.

  • And we partnered with GoPro to build

  • what's called the Odyssey.

  • And actually, we happen to have one here.

  • And if you're tuning in from VR later, great to see you.

  • Thanks for being here with us.

  • If everyone could just, like, wave and say hi to our-- great,

  • thanks, thanks for being here.

  • So the Odyssey is rolling out to some amazing creators.

  • And the likes of Discovery, Paramount the New York Times.

  • And people are saying really nice things about it.

  • The quality, how fast it is, how seamless it is.

  • But I think the best summary of it

  • was we were at the New York Times,

  • and one of the New York Times creative leads, after seeing it

  • all came together, just turned to one

  • of the tech leads of Jump and said, can I give you a hug?

  • So we took that hug, thank you very much.

  • So Jump, from the beginning, was built as a platform.

  • Meaning the software, which we called the Jump Assembler,

  • the stuff that does the magic of turning 16 camera

  • views into omnidirectional stereoscopic video,

  • we built it to be flexible, to support multiple camera

  • architectures.

  • And there are two new ones we'd like to introduce today.

  • The first is from Yi Technology.

  • Yi is a Chinese company with a strong presence in Asia,

  • and they're going to be using their 4k action

  • cam to build a Jump-ready camera that will be available

  • later this year.

  • We've got a lot of interest from another area as well,

  • and that's from Hollywood.

  • Hollywood is asking us for a cinema grade Jump camera.

  • And we're going to build them one with IMAX.

  • I'm excited about that.

  • So IMAX, of course, is known around the world for incredibly

  • immersive capture and audio, and they're

  • going to be bringing their decades of experience

  • in camera design, optics, sensors, and more, to Jump.

  • And we're just incredibly excited about what we're going

  • to be able to do with them.

  • So looking ahead, it's exciting to think about just

  • where we'll be in the near future with Daydream.

  • By the end of this year, there will

  • be multiple Daydream ready phones out on the market,

  • and I hope your next phone is one of them.

  • The first Daydream ready headsets and controllers

  • will be rolling out from the reference design.

  • And by the way, it's not just going

  • to be partners building from the reference design.

  • We, Google, are also going to build

  • a controller and a headset, and make it available.

  • [APPLAUSE]

  • Beyond that, the technology just gets better, and better,

  • and better.

  • VR is just going to get better, and better, and better.

  • And one of the ways that we see it getting better

  • is with Project Tango.

  • Now Tango and Daydream were part of the same team at Google.

  • We sit in the same building.

  • And I'll let you extrapolate from there,

  • but we're pretty excited about what's ahead.

  • So over the next two days, there are 17 sessions covering all

  • of this in a lot more detail.

  • Everything from how to monetize and distribute VR apps,

  • designing with the controller, everything

  • you need to build for daydream and also for Tango.

  • And there are some great sessions on all of this.

  • So we really hope to see you there.

  • Thank you so much for joining us here.

  • I really appreciate it.

  • Thank you.

  • [APPLAUSE]

  • [MUSIC PLAYING]

CLAY BAVOR: Good morning.

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VR在谷歌--谷歌I/O 2016 (VR at Google - Google I/O 2016)

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    Pengteng Chuang 發佈於 2021 年 01 月 14 日
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