The Ultimate Guide for XR Evangelists

Getting Up to Speed at Great Speed

Reuben Steiger
Sep 5, 2017 · 11 min read

FRAMEWORKS

Milgram’s Reality-Virtuality Continuum is the best way to locate and identify the X in XR.

XR DEFINITION

XR entered the vernacular in 2016 defined in Wikipedia as a superset of various types of “Reality”, with “X” as the variable, either as a hybrid or superset of forms:

“ X Reality (XR) consists of technology-mediated experiences that combine digital and biological realities. It encompasses a wide spectrum of hardware and software, including sensory interfaces, applications, and infrastructures, that enable content creation for virtual reality (VR), mixed reality (MR), augmented reality (AR), cinematic reality (CR), and more. With these tools, users generate new forms of reality by bringing digital objects into the physical world and bringing physical world objects into the digital world.”

The following interview with Qualcomm’s VP of Product Management Tim Leland spells out the landscape of XR (in this context Extended Reality) and hurdles to adoption.

VIRTUAL REALITY

Defined by Wikipedia as” a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user’s physical presence in a virtual or imaginary environment.”

AUGMENTED REALITY

Defined by Wikipedia as “a live direct or indirect view of a physical, real-world environment whose elements are “augmented” by computer-generated or extracted real-world sensory input such as sound, video, graphics or GPS data”

MIXED REALITY

Defined by Wikipedia as “the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Mixed reality takes place not only in the physical world or the virtual world,[1] but is a mix of reality and virtual reality, encompassing both augmented reality and augmented virtuality[2] via immersive technology.”

IMMERSIVE ENTERTAINMENT /HYPER-REALITY

Similar to the above but less high-brow and skewing towards more mobile and location-based audience. A working definition of Hyperreality is “a new type of entertainment and new way to explore different realities; it works by combining real-world physicality with video games, movies and stories”.

VIRTUAL REALITY HIGH — LEVEL / VISIONARY TALKS

Philip Rosedale What is the Metaverse?(45 mins)

MAGAZINE FEATURES

Kevin Kelly’s May 2016 WIRED cover story about Magic Leap

INDUSTRY REPORTS

State of VR/AR Industry Project: USC School of Cinematic Arts / New Amsterdam Media: An extraordinarily well-done and exhaustive view of the industry circa 2016

RESEARCH FIRMS

Greenlight Insights — publisher of excellent reports and renowned infographics and producer of the Virtual Reality Strategy Conference in SF

STANDARDS BODIES

This is bafflingly difficult to comprehend with 8 competing and overlapping standards. Rather than list them all, let’s begin with a comprehensive Overview of the various emerging standards.

Khronos Group proposed high level architecture

CONTENT CREATION TOOLS

Maya

3D Object Marketplaces

Turbo Squid

AR Platforms

Google VR Core

OPEN / USER-GENERATED SOCIAL WORLDS

Kevin Kelly’s May 2016 Wired cover story on Magic Leap “Inside the World’s Most Secretive Startup” made clear how high the stakes are for social VR.

VR CONFERENCES

2017 VR Conferences — UploadVR’s list

AR CONFERENCES

Augmented World Expo (US, Europe and China)

GREAT CONFERENCES (that aren’t tradeshows but relevant and inspiring nonetheless)

Future of Storytelling

HISTORICAL FORECASTS AND WORK IN VR

Metaverse Roadmap Summit Report (2006): Forecast and scenario-mapping of future of VR and virtual worlds

INDUSTRY OVERVIEWS

VR Industry 2017 on Trello — excellent, highly categorized profiles of companies

INDUSTRY GROUPS

The VRARA : Exceptionally well-organized and global in reach they offer meetups and events through local chapters, maintain the largest company database of over 3800 companies across the entire XR spectrum.

NEWS SOURCES

UploadVR

BLOGS

45 Blogs and Medium Authors to Follow

PODCASTS

Voices of VR Podcast with Kent Bye — Authoritative, Scholarly and Excellent

MEETUPS

Fairly Comprehensive Global List by City

ONLINE COMMUNITIES

Virtual Reality — largest Facebook Group

INFLUENCER LISTS

VR “Influencers” List — Onalytica

VC Funds (primarily focused on the category)

SuperVentures

INCUBATORS

BoostVC Incubator

LISTS OF FUNDED COMPANIES

VC Funded Companies Infographic Listed by Investors

CORPORATE INVESTMENTS IN VR

Companies Investing Most Heavily in VR (A hybrid of VC Funds and Corporate Investments

VR CONTENT CREATION COMPANIES

This list is (and always will be) incomplete. Categorization is one challenge as size, geography etc. My suggestion is that we list a few of the better known firms and then link to good directories such as this Trello board.

VR GAME STUDIOS

List of 11 Game Studios to Watch

ACADEMIC LABS

Venturebeat’s List of 50 Academic VR Labs

PUBLICLY FUNDED LABS

New York Economic Development Commission’s VR/AR Lab Fueled by $6 million investment by the New York City Economic Development Corporation (NYCEDC) and the Mayor’s Office of Media and Entertainment (MOME), the lab will be the first publicly-funded VR/AR facility in the country to support startups, talent development, and research and innovation.

EDUCATION

How to Get a Job in the VR Industry

BOOKS (Fiction)

True Names by Vernor Vinge. Predictive and downright chilling, yet hopeful

BOOKS (non-Fiction)

Mirror Worlds or the Day Software Puts the Universe in a ShoeBox by David Gelernter

MOVIES (Fiction)

Logan’s Run (1976) Directed by Michael Anderson

FILMS : DOCUMENTARY

My Second Life: Molotov Alva and the Search for the Creator (2008) Directed by Douglas Gayeton

TV

Black Mirror

STAGE AND THEATRICAL

This category should include immersive theatrical experience influenced by XR

EXPANDED REALITY

VR and its close cousin, AR cannot be viewed as isolated phenomenae — rather they represent the convergence of a suite of technologies that alter the way we see and interact with information. From the lenses required to display complex optics to the powerful chips that run the simulations, these technologies intersect to create a whole that is far more significant than the sum of its parts. We might call this combination of technologies the XSCOPE — a way of describing how seeing differently lets us change the world.

A Pattern Emerges

Revealing the linked forces shaping reality #VR #AR #AI

Reuben Steiger

Written by

VR / AR veteran | Founder PATTERN5 | helping companies change the way we think, work and live | Previously @secondlife @millionsofus @8andup @method_inc

A Pattern Emerges

Revealing the linked forces shaping reality #VR #AR #AI