My CEGOC Business Transformation Talk (Full Video)

My CEGOC Business Transformation Talk (Full Video)

Late last year, I had the pleasure of making my first trip to Lisbon as a guest of training company CEGOC, who was hosting their first Business Transformation Summit. Here’s the video of my complete talk…

And my slides…

 And finally, a nice set of visual notes hitting on a number of my key points.
Thanks to the CEGOC team and the event sponsors for having me.
What VR Is Today — and What It Needs to Become

What VR Is Today — and What It Needs to Become

With full-immersive virtual reality headsets arriving in homes, HTC Vive (the system that has beat Facebook’s Oculus out of the gate due to Rift component shortages) realized that the best way to understand, appreciate and ultimately demand VR is to see it in action. Using green screen, his short video combines live footage of four players with a real-time view of the digital worlds they see through their goggles. Like the Microsoft HoloLens augmented reality demo I shared last week, it’s a compelling look at what even early stage mixed reality makes possible — and well worth watching.

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Look Beyond Virtual Reality’s Hype… and Its Haters

Look Beyond Virtual Reality’s Hype… and Its Haters

Long-time virtual world-watcher Wagner James Au believes you’re not missing much if you’re missing the point of all the recent virtual reality hype. This is a recurring theme on his personal blog and the subject of a new Wall Street Journal op-ed piece, Virtual Second Thoughtsin which he writes:

Business analysts who predict mass growth of VR are extrapolating from adoption trends of personal computers and videogame consoles, but those are fundamentally different products. It remains a mystery if there exists any substantial market for technology that’s so intrusive, beyond a niche of enthusiasts.

If I’m right, the next few years will see this latest hype wave for VR crest and subside, leaving perhaps a few million new consumers—a niche within the hard-core gamer niche who will use their VR devices mostly for what Second Life is still mostly used for now: 3-D games, and, of course, 3-D porn.

Au is right to offer a sober, if somewhat sour, counterpoint to the frothy boosterism surrounding much of the virtual reality conversation, but his argument seems to fall into two traps.

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