Open this moment: AgentCDN watch page or YouTube.
by Sander Saar
Sander introduces a three-part series covering what virtual reality is, its history, reasons for its potential mainstream success, and current available technology. Along the way it covers What Is Virtual Reality, A Short History of VR and Why VR Will Succeed This Time, and more. The host looks beyond VR to augmented and mixed reality, highlighting upcoming devices like Microsoft HoloLens and Magic Leap before wrapping up part one.
/public/creators/sander-saar/videos/video_19LEUslHUK4/arvp.json
· Browse this video library
Sander introduces a three-part series covering what virtual reality is, its history, reasons for its potential mainstream success, and current available technology.
On screen: A man gestures and speaks toward the camera while sitting on a couch with several VR headsets in the background as bullet points appear beside him.
The host explains virtual reality as an immersive technology that replicates environments and stimulates human senses like vision, hearing, touch, and smell.
On screen: The host sits on a couch gesturing while discussing virtual reality concepts as VR gameplay video inserts appear around him.
A timeline detailing the three major waves of virtual reality is explored, from early 20th-century concepts to modern developments like Oculus and PlayStation VR.
On screen: A man sits on a grey couch gesturing expressively while speaking to the camera, with several VR headsets displayed behind him.
The video highlights three driving factors behind VR's mass market potential: affordable and powerful hardware, accessible content creation tools, and major distribution platforms.
On screen: The presenter discusses hardware improvements and costs, accompanied by on-screen graphics of Moore's Law and VR equipment.
An overview of current and upcoming VR hardware and ecosystems is presented, including Google Cardboard, Samsung Gear VR, HTC Vive, Oculus Rift, and SteamVR.
On screen: A man sits on a gray couch with multiple VR headsets arranged around him while speaking and gesturing enthusiastically to the camera.
The host looks beyond VR to augmented and mixed reality, highlighting upcoming devices like Microsoft HoloLens and Magic Leap before wrapping up part one.
On screen: A man sits on a couch speaking, with the Magic Leap logo displayed on the top left and a demo video inset on the upper right.
What the footage shows, shot by shot. It is derived from the video itself, independent of the commentary. Timestamps link to the exact second.
0:00–0:03 A young man sits on a grey couch in front of several VR headsets, waving and introducing himself.
0:03–0:11 The presenter continues speaking from the couch in a slightly closer framing, gesturing with his hands about drones and scooters. On screen: ne 6
0:11–0:17 A man sits on a grey couch flanked by several virtual reality headsets, talking and gesturing directly toward the camera. On screen: inner6
0:23–0:27 A man in a grey t-shirt sits on a grey sofa gesturing as he speaks, with several VR headsets lined up on the backrest behind him.
0:27–0:46 A man gestures and speaks toward the camera while sitting on a couch with several VR headsets in the background as bullet points appear beside him. On screen: - WHAT IS VIRTUAL REALITY? - HISTORY? - WHY NOW? - WHAT IS AVAILABLE?
0:46–0:49 A young man sitting on a grey couch talks and gestures toward the camera with VR headsets arranged behind him.
0:49–0:52 The host smiles and spreads his arms out wide while continuing to address the viewer from the couch.
0:52–0:57 The host speaks and uses animated hand gestures while defining what virtual reality is.
0:57–1:03 A man gestures and talks to the camera with a gameplay picture-in-picture overlay showing VR gaming in the upper right. On screen: BEST: 20
1:03–1:13 The host sits on a couch gesturing while discussing virtual reality concepts as VR gameplay video inserts appear around him. On screen: X&TRES 9:00 AM GRILL ORDER UP
1:13–1:22 A man sitting on a couch demonstrates a cardboard VR headset by placing it over his eyes before reaching down to pick up a pair of headphones.
1:22–1:31 A young man sitting on a sofa puts on over-ear headphones and demonstrates holding VR controllers.
1:31–1:37 A digital graphic of an olfactory VR mask appears over the man's face while an inset video displays the smell device in use. On screen: FEELREAL
1:37–1:47 The speaker holds VR controllers while speaking directly to the camera, with a picture-in-picture inset demonstrating VR gameplay. On screen: BEST: 20
1:47–2:07 A man sits on a grey couch gesturing expressively while speaking to the camera, with several VR headsets displayed behind him. On screen: 916
2:07–2:24 A man sits on a couch speaking expressively while an image of the story 'Pygmalion's Spectacles' appears beside him. On screen: PYGMALION'S SPECTACLES BY STANLEY G. WEINBAUM Author of "The Black Flame," "A Martian Odyssey," etc. 1935 by Conntinl Publications, Inc.
2:24–2:40 A man speaks to the camera while historical images and promotional material for the Sensorama machine appear beside him. On screen: Introducing... sensorama The Revolutionary Motion Picture System that takes you into another world with 3-D WIDE VISION MOTION COLOR STEREO-SOUND AROMAS WIND…
2:40–2:54 A man speaks to the camera while historical black-and-white photos of early head-mounted display systems appear beside him.
2:54–3:00 The speaker sits on a grey couch gesturing with his hands with various VR headsets displayed in the background.
3:00–3:06 The presenter discusses early VR history as archival image and video insets appear around him showing vintage VR systems. On screen: STOP cancel
3:06–3:16 The host speaks to the camera while inset photos of retro VR arcade machines appear around him. On screen: 2016
3:16–3:21 The host sits on the sofa gesturing as he discusses VR developments in the 1990s.
3:22–3:28 The host speaks to the camera from a sofa, flanked by inset visuals of a Mars rover and people training in a VR laboratory setup.
3:28–3:37 A man in a grey patterned t-shirt sits on a grey couch gesturing with his hands as he speaks to the camera, with various VR headsets placed behind him.
3:37–3:49 A man on a couch speaks with animated inset graphics appearing beside him displaying QuickTime VR software and the Nintendo Virtual Boy. On screen: QuickTime VR Authoring Studio www.WorldVR.com spirit.mov DAVID PALERMO - WWW.WORLDVR.COM Nintendo VUE-S-RAUPN 3D DISPLAY GAME SYSTEM VIRTUAL BOY バーチャルボーイ
3:49–4:09 A man speaks to the camera seated on a couch with VR headsets displayed behind him as graphics for Linden Lab and Second Life appear beside him. On screen: Linden Lab SECOND LIFE
4:09–4:13 A man sits on a couch in front of several VR headsets, gesturing with three fingers as he speaks directly to the camera.
4:13–4:24 The presenter continues talking while graphic inserts of Google Street View and panoramic photos appear on the upper right side of the frame. On screen: Street View Traffic Map Satellite Terrain The Embarcadero / Mission St Street View Help Full-screen Mission St The Embarcadero Clay St rcadero Center Herbs Ca
4:24–4:31 A young man sits on a couch speaking to the camera as an Oculus logo and a photo of Palmer Luckey wearing a prototype headset appear alongside him. On screen: Oculus
4:31–4:48 The presenter gestures and speaks while graphics and product logos for Oculus, Facebook, Sony PlayStation VR, and Google Cardboard appear alongside him. On screen: oculus facebook SONY Google Cardboard
4:48–5:04 The presenter sits on a grey couch gesturing as various VR hardware images and company logos appear on screen beside him. On screen: HTC LITTISTAR JAUNT Oculus storystudio RYOT
5:04–5:12 A man sits on a grey sofa surrounded by various VR headsets, gesturing with his hands while speaking directly to the camera.
5:12–5:21 A man in a grey t-shirt sits on a couch speaking and gesturing animatedly with various VR headsets arranged behind him.
5:21–5:43 The presenter discusses hardware improvements and costs, accompanied by on-screen graphics of Moore's Law and VR equipment. On screen: Microprocessor Transistor Counts 1971-2011 & Moore's Law 2,600,000,000 1,000,000,000 100,000,000 Transistor count curve shows transistor count doubling every…
5:43–6:03 A young man sits on a couch speaking enthusiastically while graphic inserts of various 360-degree cameras and 360 content appear around him. On screen: Search Like Comment Share Star Wars Yesterday at 9:00 AM - f Tilt and rotate 360 Video 31K Likes 4.1K Comments 592K Views RICOH LG
6:03–6:22 A man sits on a couch surrounded by virtual reality headsets, talking directly to the camera with informational graphics appearing alongside him. On screen: facebook. oculus
6:22–6:43 The speaker actively gestures while discussing VR platforms, surrounded by graphical logos and UI previews of major VR ecosystems. On screen: facebook. oculus YouTube 360 Daydream PlayStation VR STEAM VR
6:45–6:51 A young man sits on a grey couch and gestures with his hands while explaining VR market adoption with headsets behind him. On screen: ne;6
6:51–7:06 A man sits on a gray couch surrounded by VR headsets, talking to the camera and showing a Google Cardboard viewer.
7:06–7:19 The presenter picks up a Samsung Gear VR headset from the back of the sofa, demonstrates it to the camera, and sets it back down.
7:19–7:44 A man sits on a gray couch with multiple VR headsets arranged around him while speaking and gesturing enthusiastically to the camera. On screen: nne 6
7:45–8:01 A man in a grey t-shirt sits on a couch and gestures enthusiastically while discussing upcoming VR platforms.
8:01–8:15 A man in a grey t-shirt sits on a couch gesturing while speaking to the camera, with several VR headsets resting behind him.
8:15–8:36 A young man wearing a grey T-shirt gestures actively while talking directly to the camera on a couch surrounded by VR headsets.
8:36–8:44 A young man sitting on a couch gestures toward VR headsets placed behind him while discussing VR platforms. On screen: ne16
8:44–8:49 The presenter continues talking and gesturing directly to the camera from the couch.
8:49–9:02 A man sits on a grey couch gesturing enthusiastically while graphics and demo footage of Microsoft HoloLens appear beside him. On screen: Microsoft HoloLens Maui Vacation To-Do
9:02–9:34 A man sits on a couch speaking, with the Magic Leap logo displayed on the top left and a demo video inset on the upper right. On screen: magic leap RE: Neal's in town! 03 New Snaps Beth: "Dinner later?" Video Uploaded RE: Quarterly Report Shot directly through Magic Leap technology on April 8,…
9:34–9:55 A man in a grey graphic t-shirt sits on a sofa, gesturing expressively while talking towards the camera with various VR headsets displayed in the background. On screen: Subscribe to stay updated
9:56–10:01 Animated end-title graphics flash across a textured background displaying video credits. On screen: VIRTUAL REALITY ALL THINGS YOU SHOULD KNOW 1/3 L REALITY I BELIEVE IN TECHNOLOGY BY SANDER SAAR
0:00 Speaker A: Hi everybody, I'm Sander and I believe in technology. Speaker A: As you've seen from my channel. Speaker A: Two years ago it was all about flying around with a drone. Speaker A: And last year I was really excited to ride around with those two wheel electric scooters. Speaker A: Then this year it's all about virtual reality. Speaker A: So come on in and let's take a closer look. Speaker A: This is a small three part series on all the things you should know about virtual reality.
0:28 Speaker A: In this first one we're going to talk about what is virtual reality? Speaker A: A short history of virtual reality of those three big waves. Speaker A: And everybody has been saying that virtual reality is going mainstream. Speaker A: Then we're going to talk about why we think it's going to happen this time. Speaker A: And last we're going to talk about what is available out there today that you can go and enjoy. Speaker A: Feel free to skip ahead to any of the sections that you're most interested in. Speaker A: So hope you'll enjoy. Speaker A: And let's jump straight in. Speaker A: What is virtual reality?
0:54 Speaker A: Virtual reality is a technology to replicate real or imagined environments and simulate users presence within that environment to allow interaction. Speaker A: All of that to trick your brain to think that you are actually in these real virtualities. Speaker A: And for that there are several senses that are taken or technologies around it. Speaker A: First of all, you have your vision. Speaker A: That's where we're getting most of our information. Speaker A: And that's why we're using these goggles. Speaker A: Either using your phone or, or using specific care for that or.
1:22 Speaker A: Second thing is your hearing the sound that you're getting from these environments. Speaker A: Third is the touch. Speaker A: That's why we have those removes that actually give us tactile feedback to make us feel that we're interacting with the environment. Speaker A: And then we also have smell, which there are very few out there. Speaker A: All of that to kind of stimulate our nervous system and trick our brain to think that we're actually there. Speaker A: While we in the real world, we're still in a different place.
1:47 Speaker A: Similar to many other technologies that are getting into mainstream, they're actually nothing new. Speaker A: And actually with virtual reality we're at the third wave where people think that it's going to be mainstream. Speaker A: Everybody's going to have these devices at home. Speaker A: It's going to transform your entertainment, your training, your medicine, your travel, the way you work and so on since 70s, 80s, 90s. Speaker A: But actually it goes way back to 1935 when VR as we know today was first mentioned in a science fiction movie by Steven Weinbaum.
2:16 Speaker A: It was called Pymalion Spectacles, which was a headset that you put on and you can transform yourself into a different environment where you actually are. Speaker A: The first real prototype that you can enjoy in real life was created in 1962 and it was called the Sensorama. Speaker A: It was a mechanical device. Speaker A: It was pre digital age which had five short films running on it where you can hear, you can see, you can smell and you can touch. Speaker A: Crazy, right? Speaker A: The first virtual augmented head mounted displays were launched in 1968 by someone called Ivan Sulliv.
2:47 Speaker A: These are very primitive. Speaker A: They came from the ceiling to kind of surround your head and you can feel that you're standing within a different environment. Speaker A: It was the end of 70s and early 80s when the first storm to virtual reality began. Speaker A: That's when Aspen VoomiMaps was launched. Speaker A: Atari Virtual Reality Lab VPL Research and that's by the end of that time, in the end of 80s and the 1990s when Jonathan Walden also launched the arcade machine that you can use for virtual reality experiences in public.
3:16 Speaker A: The second real race to virtual reality began in the 1990s. Speaker A: In 1991 NASA launched the Rover program so to train the cosmonauts to ride rovers on Mars in virtual reality environments. Speaker A: At that time everybody expected the affordable VR to go masses in five years time. Speaker A: So by 1994 everybody's gonna have these devices at home. Speaker A: Does it Sound familiar? Speaker A: In 1994 Apple launched the QuickTime VR experience where you can interact with virtual objects on your computer.
3:45 Speaker A: That's also the time when Nintendo launched the Virtual Boy that didn't really go anywhere. Speaker A: In 1999, Philippe Rosenl formed something called Linden Labs in order to create the gear, the software, the whole experience for people that didn't really go very far. Speaker A: And he pivoted that company into something that we today know as Second Life. Speaker A: By the way, Second Life is making a comeback again as we have more and more of these devices at people's houses. Speaker A: The third wave of Race to Virtual Reality began in the middle of 2000s.
4:13 Speaker A: And that's the way we're riding now as well. Speaker A: It started with Google launching street view in 2007. Speaker A: The place where you can look around anywhere in the world, you can transport yourself and see as if you were there. Speaker A: In 2010, Bumerlucky announced that Oculus is going to come out with a consumer version of the virtual reality headset. Speaker A: Four years later they were acquired by Facebook for $2 billion. Speaker A: That was also the year where Sony announced that they're going to bring out Project Morpheus that is now known as PlayStation VR.
4:41 Speaker A: That was also the year where cardboard came out and was announced in 2014 and many other projects. Speaker A: In 2015, HTC partnered with Valve to bring out also the Vive headset powered by SteamVR. Speaker A: That's where also Samsung Gear VR in partnership with Oculus was launched. Speaker A: That's where many VR content studios started, like Zhone for example. Speaker A: 2015 Was really the kickstart to now get us to 2016 where we are getting to those consumer versions, those mainstream devices.
5:12 Speaker A: So why do we think that it's going to be different this time than in 80s and 90s? Speaker A: And why do we think that it's going to have the mass market appeal in 2016? Speaker A: First of all, it's hardware. Speaker A: Think about Intel's co founder observations, the Moore's Law that in every two years that the transistors are going to get twice as fast and they're going to halve in price. Speaker A: That's going to give us powerful hardware and at an affordable rate. Speaker A: Think about these headsets here.
5:37 Speaker A: They're now in a 5 to 700 range and cardboard, even with your phone is available for just $10. Speaker A: The second thing is content. Speaker A: Anybody and everybody can create virtual experiences. Speaker A: Think about the 360 cameras available from Ricoh Theta s just in one button. Speaker A: You take a 360 image, share it with the world and people can enjoy it with a virtual reality headset or Samsung360 camera or LG360 camera. Speaker A: They're all consumer hundred to three hundred dollar range cameras.
6:03 Speaker A: And also all the programs out there today available for free to create those experiences. Speaker A: And the third thing that I think is really important is distribution, having platforms supporting it. Speaker A: Think about Facebook distributing 360 videos already for a while and also investing heavily in virtual reality with Oculus. Speaker A: Second thing, Google investing heavily in YouTube. Speaker A: You can just in one button transform a 360 video into virtual reality experience.
6:28 Speaker A: With your cardboard. Speaker A: You can distribute videos easy to masses, to millions of people out there with virtual reality headsets. Speaker A: And similarly Steam investing in the VR platform from Valve and also Google themselves investing in Daydream. Speaker A: All of these are key elements to make the hardware, the content available on these platforms and the distribution pipes available for mass market adoption. Speaker A: So what is available out there today that you can go out there and buy that show you that it can potentially have a mass market appeal.
6:57 Speaker A: First of all you'll have obviously Google Cardboard and now also the Explorer Edition which you can get from $10 or some of the VR events, you can get it for free. Speaker A: The second thing is Gear VR. Speaker A: This costs about $99 depending on where you are in the world. Speaker A: And you can use your Note 4 with the previous edition and also your Galaxy S7 with this headset. Speaker A: And then you also have the more higher end. Speaker A: HTC has collaborated with Valve and they put together HTC Vive or Viv the headset for $799.
7:29 Speaker A: Oculus Rift, which is the most complete package for $599. Speaker A: These two would also need an investment into a computer, but there's plenty of hardware out there. Speaker A: Plus there's more and more of these copies of cardboard and the plastic cases for your phone that you can get on ebay, maybe for even a dollar or five dollars. Speaker A: Plus later this year there's PlayStation bringing out their PlayStation VR experience, previously called Project Morpheus. Speaker A: That will you can just hook up with their PlayStation and start playing those games in virtual environments with a very little tweak.
7:58 Speaker A: The second thing that is coming out later this year as well is Android Daydream. Speaker A: That will allow many of the Android handsets to be used in virtual environments to also create the platform for distribution. Speaker A: You can also hook up a remote or a controller to play some of the games and create more and more immersive virtual experiences within your phone. Speaker A: In terms of platforms, what is out there or who's investing in these platforms? Speaker A: As we mentioned, Oculus is building an end to end solution with distribution pipes, an app store where you can buy all the different virtual reality apps and then also hardware themselves.
8:29 Speaker A: The second thing is Facebook and YouTube which allow you to distribute 360 videos today already for free. Speaker A: The third is Steam VR. Speaker A: And Steam VR works with Oculus and also but it's built and optimized for HTC Vive headset. Speaker A: And as we mentioned later this year, Google Daydream is coming out. Speaker A: There's more and more in the market every day. Speaker A: Some of the things that I'm looking forward to as a kind of next step to virtual reality called augmented reality is is Microsoft's HoloLens.
8:56 Speaker A: And that will allow you to overlay those elements, virtual elements on top of your real environment. Speaker A: And the second thing that I'm really, really excited, but probably most excited about from the demos at least that I've seen online is Magic Leap. Speaker A: And Magic Leap creates something called mixed reality, which means that you can choose whether you augment your reality by placing virtual objects with it or you can replace it with a full virtual reality experience. Speaker A: That's why they call it mixed reality.
9:21 Speaker A: And that's also the last screen that you actually need because you can literally imagine yourself having a phone screen, tablet screen, full cinema experience, or just the TV on your wall without actually having any other devices around you. Speaker A: Thank you very much for watching the first part in the three episode series and all the things you should know about virtual reality. Speaker A: Please vote here and give your opinion on whether you think it's going to happen this time or not by clicking on that I button here and and also go and check out the second and third video that will go more in depth and give you even more the things that you should know about virtual reality.
9:53 Speaker A: Thank you again and see you soon.