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tv   Tech Crunch Conference Part 3  CSPAN  January 3, 2016 2:47pm-3:21pm EST

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some people, we found, were intimidated. if you walk the geo-fence, the drone will always stay in that boundary. we will connect it to keep out zones with another start up company that is making a database of where you cannot fly. for example, the white house. i took my drone to the white house. i did not fly it. the faa puts out alerts, like for the forest fires. many people did not know it was dangerous to fly near forest fires and they were flying the drones and hindering the rescue
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operations because the fire helicopters could not fly because they were afraid they might hit a drone. notifying the users they should not be flying in that area. most people understand they do not want things to burn down. >> we have been talking about this as if it were on the market. it is not quite ready to be released. helen: it will be on the market next year. we did a kickstarter, built a community giving us advice and information about what they would do with their drone. >> was that the main reason you did a kickstarter? you are pretty well-funded company. helen: what we did with the roomba, we did some focus
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groups, and you throw it on to the market and hope for the best. put it out there, we have a new idea, see if there's interest. solicit what else you want in your drone. >> how many presales did you have on kickstarter? helen: 1500. >> a good number. this drone is called the level one. what happens when you reach level two? helen: this is a prototype system. to get something into production does take a lot of time and a lot of work. i like to say, robot videos are a dime a dozen.
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real produced robots, very infrequent in the world of -- it does take a great effort to get there. that is what we are focused on right now. >> you have been doing this for seven years. you were at irobot for 18. where do you see cyphy works in 10 years from now? helen: definitely in the drone space. i believe in delivery drones. you will be getting your packages delivered, you will be getting your pizza delivered with drones. >> cyphy works pizza delivery drones. >> we want to be the boeing of drones. >> do you believe in the idea of drone delivery? helen: we can do it from a
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technical point of view. it will take some regulatory and cultural changes. i believe the faa is right not to allow it today. but to allow more experimentation, that would be a great benefit to the community. it will come over time. they have signaled they are very open to changing the rules. you really should have to prove that it is safe when you are carrying a five pound payload over a populated area. helicopters fly overpopulated cities day in and day out and nobody pays any mind to them. >> i look forward to getting my pizza delivered. [applause] >> everybody in the audience
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will get a free drone. i am kidding. >> from that same event, a look at the latest of elements in the future of virtual reality. sony's waystation director, a virtual reality director, and smartphone vice president of design. this is almost 30 minutes. >> ladies and gentlemen, please welcome back disrupt mc and techcrunch senior writer. >> hey, guys. we will work on it. san francisco is never very clappy. we will get right into vr.
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there is a pavilion in our startup alley, lots of cool gear to check out. we also have a panel. virtual reality is the new reality. joining us will be representatives from sony, htc, and our moderator. big round of applause. ♪ >> all right. i asked our boss if i could do this from my home in my boxers. no was the answer. here i am in the real, real reality. has anyone seen the time cover with the oculus guy? we will not talk about that. who has put on a pair of these vr headsets? a lot of you have an idea of the experiment. we were not talk about that -- we are not going to talk a lot about that.
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there are so many other uses. let's jump right in. we have seen this novelty thing. virtual reality, being other places. what is the reality of what it will be in three to five years? >> it is a great fast-moving industry. we are getting some early insight into it. the main thing is in the beginning, customers will have to wrap their heads around what kind of system do i want to be part of? a mobile system, a pc-based system, traditional tracking? once we have our heads wrapped
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around that, the question is going to be for people, can i create for this medium? right now, it is going to be a lot of passive, semi-passive entertainment. i am very interested in the tools we create that enable people to create content for vr. in the beginning, it will be focused around 360 video. over time, we will see tools just like adobe flash that lets people build great content for vr easily. >> paul, you are doing the entertainment side of things. what are some of the applications you are seeing now, not necessarily games? paul: as an artist, virtual reality has been this mind blowing, the world is your canvas, you can do anything sort of moment.
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we dropped everything when we first got our hands on the first oculus development kit. a lot of people will spend a lot of time in vr that is not gaming, more like the equivalent of film or youtube or things like that. we are really out the baby steps of the medium right now. as it evolves in terms of how we tell stories as creators and the audience, as the audience grows and get the custom to this new medium, -- gets accustomed to this new medium, the non-gaming content has at least as good of a shot as gaming.
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>> what do you think is one of the biggest misconceptions about virtual reality? >> one of the biggest things, people think it is an isolating technology. we have done lots of experience where you are somewhere with somebody else. sharing things, you can reach out and hand something to someone. you can see their facial expressions. you will not be alone in these virtual worlds. >> not going to be in a pod in my house and my boxers. get that visual out of your head. it is going to evolve. it will not be this big headset? >> i think right now, we are at
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a stage where it is still a fairly large contraption on your head. the fact that i am going to be in a closed environment is a good thing because i am very much focused on the experience. we will see a rapid progression. technology is coming up to speed on comfort enhancement, which opens up the field to sports enhancement. i can visualize myself losing weight. all of these things that are super exciting. >> have about from your side? talking about the entertainment side of the house. how does that progress? do you have to tell them, look, get in on the ground floor? >> we have not had to tell them much. people are excited about virtual
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reality. every other day, you hear about some project that was done by this or that studio or artist. once you try it, you are pretty much sold. the rate -- the success rate is pretty high. i am not too worried. what is harder is explaining how different this medium is and you need to let go of a lot of the preconceptions you might have, especially if you are coming from a film background -- or any background really. not quite reality, not really theater.
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let's not cut every five seconds. it is a bit more of -- try it as this really revolutionary thing. >> most mainstream folks, the normals, they were first facebook's acquisition of oculus. good for the industry? bad for the industry? what are your thoughts? >> i think it was great in opening people's awareness to it. in the beginning, it is an industry where people are all about sharing knowledge. it is in everyone's interest that the industry as a whole grows. i think they are talking about the social aspect, which is an interesting one. a lot of potential for growth in the industry, even though it will take a while for that to become available.
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>> any thoughts -- is it just purely they have more money, more runway? >> it was a great thing. at the early stage of the industry, it is good to have all of the companies sharing knowledge together. we know all of those different companies. we are trying to achieve critical mass for vr. it is working out really well so far. >> we were kind of showing people are stuff before the acquisition. no one is going to buy this. you are crazy. the day the acquisition happened, all the people we previously met called us back. this new medium has a stamp of approval. >> maybe they did not pay enough for it, maybe they should have waited for a while. i want to talk about other
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applications. is vr, are you testing applications for the classroom? vr setups are helping surgeons. >> we are in entertainment focused company. a lot of the tech we develop goes into other industries later. because we make a commodity product, the prices reduced. gaming is our lead, for sure. our gamers are really excited about the are. -- about vr.
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our game developers have the biggest head start. sony has a movie company, too. they've recently done a trailer where you feel like you are standing on the type walk like the guy in the movie -- standing on the tight rope like the guy in the movie has to do. it is a quick exposure to vr. it is very powerful because you can feel the visceral feeling. working with nasa, big experts in vr because they have to do everything remotely anyway. >> are you seeing companies starting to hammer out a niche for themselves? you mentioned nasa, you mentioned real estate. >> just recently, i talked to a
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surgeon from ucla that said he can he is still amazed at the opportunity to use vr for people to go into the disease on a molecular level. to move molecules around in 3-d space. to be able to visualize it -- >> we are going to literally be able to kick cancer's ass. that will be important for companies like the ones out there that are demoing raising money, are you seeing --this is an industry. >> vr is like the internet. it can take anything in. we are concentrating on more entertainment-based content. you have people focusing on the
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news. in terms of content, everything that exists on television, the internet, all of these things will become vertical. it all depends on how big vr becomes. we have pretty high expectations for the medium. it is inevitable it will be vertical galore. >> are you worried about companies trying to force it? is there going to be a period or are we in a period were
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everybody is looking at it as a fad perhaps? we will be cooler if we have a vr app. >> even looking at 360 video, we were all saying, this is not vr. at the end of the day, if the momentum is strong enough, anything in that direction will help the industry. i do think we will see a lot of bad vr inevitably. the companies who are able to curate content really well are going to thrive in this business. >> we have always been this curated platform. we do see some bad things and we try to help them he come good
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things -- help them become good things. >> is there a process, an adaptation process? here is how your world would fit in the virtual world? >> yes, definitely. people come in with preconceived notions about were ever they are coming -- about wherever they are coming from. some people do not. it is refreshing to see a big studio exec being totally open to you being -- to you doing this totally different thing. there is also a lot of, this is what we want. it is not going to work. you really have to be open to doing things differently. you have to start from scratch, whether it is the image or sound. we are announcing the launch of a sound studio where we will be focusing on sound for vr. there is vr out there with
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studio sound. we are out campaigning with the platforms. we are hoping headspace will play a part in helping people come up with these made for vr sound concepts. >> that is a good sign, right? as this industry moves along, you find problems. the sound sounds like shit. it looks great. how do you build software and hardware in harmony?
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we are in a period where people try it on, i have a friend try it on, first impression means everything. can you walk us through the process? >> it is interesting. htc, we have developed this tracking. we were all very excited because a car designer can design a car and walk around it and utilize the space. it is kind of dangerous potentially. we have to develop this chaperone feature that lets people know when you are about to hit the wall or trip. every time there is an advancement in hardware, software has to follow. >> how about sony? >> we really want to make sure the early adopters are armed with those experiences to show the next 10x people. those early adopters need to
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have the content given to them. >> the social implications, the implications of putting a contraption on your head, walking around -- are we worried about people being nauseous? is there a medical side of things? if you wear this for two hours a day, you will be fine, but three hours is too much? >> at this point, you just want to be careful. every step of the way, you want to be testing. we have this very tight feedback loop at the studio. we have this synergistic approach where things need to look good, feel good, and you need to be engaged.
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if you do not have one of those three, it is failure. it is one thing to have a badly exposed shot, but you get a lens flare, and somebody might get a migraine. >> the content needs to be matched to the person who is going to try it. having enough breadth of content is important. >> if a roller coaster scares you and you may get sick on a roller coaster, you may get sick in a vr situation. have you ever tested something out and thought, this is too real?
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>> i've experienced people ripping their headsets off in sheer panic. especially around flying simulations. i personally have not reached that threshold yet. >> one of the first things -- when we were testing, doing demos, we shot this one piece -- the idea was to do something completely harmless.
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it was this very beautiful church. you are sitting at the pew. this very harmless asian woman comes up and sits next to you and after a moment, she looks at you. the first thing we were shooting. people were freaking out. they were screaming. she was too close and she was staring into your soul. what the hell is going on? minimum three feet from now on. none of that weird gazing into your past lives. >> a lot of people, heights, sense of scale. when someone enters my personal space and it is closer -- it is a strong feel. there is a video one of our studios did, a person is dealing cards to you.
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he looks right at you and that is really compelling. >> i get freaked out at the disney ride with the ghost house and they are staring at you. >> it is not always bad. it is a good feeling sometimes. >> it is all about calibrating. you tone that down a little bit and you have a tool you can use. all about learning those little things. >> learning along the way, don't do that again. as we are getting closer to wrapping up, in technology, you
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hear the phrase, the killer app. what is a killer application for vr that may be has not been done yet? >> some of the lowest hanging fruit for me is education. replicating museums for people to be able to experience art and texture remotely, it is going to open up some anymore people to valuable things of our culture. in my industry, architecture and design. >> the most powerful thing i
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have seen so far -- we have a game, you are a character in an action movie. people feel like they are participating in this story happening around them. they are very surprised by how much they get drawn into that experience. being part of this evolving story and doing things and changing it, that is the most compelling thing so far. >> i cannot wait for a fully immersive madden experience. >> i totally agree with what you just set. even noninteractive content, you are in a place -- you are not looking at people, but people are around to. it is a much more human medium in a weird way. from inside, it is a lot more human than looking at a flat
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screen in your pocket or on your desk. >> i heard something about bill clinton. >> that is not something -- we will be announcing something soon. not on this stage now. >> makeup whatever. >> that is something. bill clinton and vr, coming soon. humanities, there have been a few projects that have the potential to change the world and change people -- people perceive things they would not be able to perceive otherwise. >> gentlemen, thank you for joining us.
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vr is the now. give it a try, grab a headset. thank you. [applause]
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>> i wish we could get bipartisan action on gun safety legislation. i think the american people have been horrified by the mass shootings we have seen. what we need to do is to away with the so-called gun show loophole, where people do not have to go through the instant background check. there is a wide consensus, overwhelming majority of the american people, believe we should expand and strengthen the instant background check so people who should not have guns, i.e. criminals with mental health issues, should not own guns.
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that is what the president is trying to do. >> this president is a petulant child. whenever he can't get what he wants -- quite frankly the american people have rejected his agenda by turning the house and senate over to the republicans and going from 21 30 one republican governors, now this president wants to act like he is a king, like he is a dictator. this is going to be another illegal executive action, which i'm sure will be rejected by the courts, and when i become president will be stricken from executive action. >> let's talk about the specific ideas that president obama is likely to propose as early as this week, expand the number of gun sellers who have to conduct background checks, expand the number of accused domestic abusers

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