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>> Hey welcome back everybody, Jeff Rick here with the
Cube we're at the Accenture Technology Vision event 2018.
The actual report comes out in a couple of days.
We're here at the preview event.
A couple hundred people in downtown San Francisco.
A lot of demos of AR and VR downstairs.
It's really a center kind of highlighting the top trends
that they've surveyed their community and we're excited
to be here to be joined by one of the experts.
He's Tony Parisi, on the Cube a long time ago we looked at
2013 amazing.
He's the global head of AR and VR for Unity technology.
Tony great to see you again.
>> Good to see you.
>> So uh, so you've been on this AR VR virtual reality thing
for a while. Amazing development in this space.
[Tony] - I've been working in the field for a couple decades
now in one form or another and it's just been great to
see with the resurgence of virtual reality.
And we had experiments 20 years ago trying to turn this into
a consumer ready technology. Really wasn't ready yet.
With the advent of oculus and some of these other
technologies, we've seen something that a consumer could
afford that enterprises can afford in large numbers.
You know, some thousand dollar piece of hardware connected
to a personal computer that's a few thousand dollars
that can drive amazing VR experiences.
These same kind of immersion techniques brought into a phone
where you can take a smartphone and just look through
it like a magic window into this extended reality where
you're seeing 3D graphics that persist in the environment
around you.
And these are all working toward the future where we're
going to have all this 3D amazingness.
Digital magic in front of us.
And it's just incredible to see how far we've come in all
these years and how it's just about to be both consumer
ready and be deployed into businesses for all kinds of
different productivity opportunities.
>> Yeah it's interesting
>> Amazing - that a center role
them all up into one. They went with the extended reality.
Cause there's a lot of confusion, is it augmented reality,
virtual reality you know, how much of it is virtual stuff
overlayed to reality, how much reality is brought back into
the virtual space.
But at the end of the day it's a lot of blending.
It's going to depend on the application.
>> Definitely depends on the application.
If you just take marketing terms and put them aside because
everyone's got their own talking about this and agreed
there's a little bit of confusion right now.
If you just look at the common element, it is 3D graphics.
It is graphics that represent objects, environments, places,
people in a way that's much more realistic.
It's much more intuitive for an enuser to grasp that
touches us in our brains, in a place that a flat screen
doesn't so that we remember it better, or learn it more
effectively. That's what all of these different
techniques have in common.
So, you know, call it what you want.
Accenture's rolling forward with all of that.
My company Unity's supplying the core technology to power
all of that across 30 platforms and you look at the whole
industry. Game platforms, which is where we were born.
And now in the VR and AR it's you know, a dozen platforms
at least that look like they could be viable.
The common element for anybody who's developing is that it's
3D graphics and they're going to make investments in certain
kinds of software, certain kinds of application design and
techniques and knowledge that's going to transfer among
all of these different kinds of hardware platforms.
Because we know at the end of the day there'll be a handful
there will be 3 or 4 that end up dominating just like in
any other part of the computer industry with any other
digital technology.
So, you know we're moment because it's so early where the
technology um, we don't know how to talk about it yet.
But I think if you look back, probably the same thing was
true of mobile and the PC at the time if you were in the
middle of it. - Right
>> People call it the PC, or they called it the internet,
or they called it the web, or then they called it mobile
or a smartphone.
You know, there's just all these terms for it but that,
you know, that'll be in the the rear view mirror in a couple
years.
And we'll just all take this for granted as, oh there's
3D stuff now in front of us.
Or there's a 3D place I go into in a VR headset.
>> Yeah even we were at Baobab Studios last week and,
you know, even in entertainment right?
Early early television replicated just a stage right?
And early movies replicated just a stage before they figured
out what they could do with the medium.
Same thing here and it's interestingly common, how much
is interactive kind of game-like.
How much of it's narrative storytelling like a movie.
And he's like, don't think of it that way.
It's a completely different medium with a completely
different opportunity to tell stories, to do things
in a completely different way.
>> One hundred percent.
That team at Baobab is amazing.
They use Unity a lot to create their experiences.
And they're the first to tell you, we don't quite know
what it's going to look like in a few years.
We're trying lot's of things, we are going to start from some,
you know touchstones, some places we already know.
Game design, linear storytelling.
But this is a different beast and we don't know what we're
going to get.
Baobab is a great example of a company that's not afraid to
experiment.
They're going to try and put you, I mean, what they do is they
make Pixar kind of quality, high production value
animated content like a Pixar movie but you're in it in VR.
You can look all around, you can see the entire action
unfolding around you.
And more than that, they've made you a part of the story.
They make you a character. Usually a secondary character.
So the whole burden is not on you as the viewer to have to
figure this story out.
But someone who can help the story along so you feel fully
involved.
And if you play that forward, if you think about where
that's going to go in a few years, we may be the folks who are
making the stories up.
I mean, it starts with just kind of being a secondary
character, but as we learn this as users, as we learn how
to do this, we may start making the stories up and being
a much more active part of it.
But, somehow still having that sweet spot where we're
giving the director and the content creator the final say
in sort of how this world is being created.
Uh, Brett Letter the famous director did Lawnmower Man if
you know his work in a 90s work in a movie about VR.
He's back in the world here also doing VR again.
And he likens this to world building.
He thinks VR creation for entertainment is much more like
creating a Disney theme park.
A world that you can inhabit and be part of and have fun
for hours, days at a time versus telling one story from
start to finish.
So I mean, think about it what's going to happen in the next
couple years. It's mind blowing where this could go.
And we really don't know, none of us could predict.
>> So you're deep into it Tony.
I wonder if you could share a story of maybe some
applications that you're seeing in production or kind of
in development.
Where people are not thinking, you know, men like me
obviously we know entertainment, we know games, we know
some of the industrial stuff like walking a shop floor and
seeing the RPMs of a machine.
But what are some of the applications that we don't know
that you see coming down the pipe.
>> Well if you just think about take one industry, like the
auto industry. Right?
I think you can imagine like you said if you're somewhat
versed in this.
The idea that you could use virtual reality to design
a car instead of what they do today which is they use some
3D design packages but they still build a physical prototype
of the car out of clay and, you know, companywide
a Ford, or a Volkswagon, or a company like that will spend
millions for every new car building these physical
prototypes.
They want to replace that with purely digital and virtual
processes at some point which is going to save them a heck
of a lot of time and money and materials cost. Right?
But now you just take that one example and you take that
car design and do the entire life cycle of that car to when
it's assembled, manufactured, you can train people in VR
how to do that.
When it's getting rolled out onto a show floor, to people
who are selling it.
All the way to when that car is a self driving car that you
put somebody into and they get in the cabin of that thing
and the cabin because there's no driver in there, you now
have a lot of room in there. Right?
It's an entertainment center.
So these kind of augmented and virtual reality technologies
could potentially touch every phase in the lifecycle of not
just the development, but the deployment, and the ongoing
operation of a motor vehicle as we know it.
So that's going to radically transform things sometime in the
next 5 to 10 years.
>> Alright Tony I'm going to let you go, the party's underway.
We got the autonomous robots are playing in the band.
In 5 years from now we can't wait 5 years because I don't
even know what's going to be here.
>> I hope we do this again.
>> It'll be crazy different. - Well in advance of 5 years
from now.
>> So thanks for talking with me a few minutes.
Tony Parisi, Jeff Rick, you're watching the Cube from
the Accenture Technology Vision 2018.
Thanks for watching.
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