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When I was a kid,
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I experienced something so powerful
I spent the rest of my life
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searching for it,
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and in all the wrong places.
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What I experienced wasn't virtual reality.
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It was music.
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And this is where the story begins.
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That's me
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listening to the Beatles' "White Album,"
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and the look on my face
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is a feeling that I've been
searching for ever since.
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Music goes straight
to the emotional vein,
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into your bloodstream,
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and right into your heart.
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It deepens every experience.
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Fellows?
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(Music)
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This is the amazing McKenzie Stuckard
and Joshua Roman.
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Music.
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(Applause)
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Yep.
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Music makes everything
have more emotional resonance.
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Let's see how it goes with this talk.
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The right piece of music
at the right time fuses with us
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on a cellular level.
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When I hear that one song
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from that one summer
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with that one girl
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I'm instantly transported
back there again.
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Hey, Stacey.
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Here's a part of the story, though,
where I got a little greedy.
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I thought if I added more layers
on top of the music,
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I could make the feelings
even more powerful,
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so I got into directing music videos.
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Here's what they looked like.
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That's my brother, Jeff.
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Sorry about this, Jeff.
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Here's me, just so we're even.
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Incredible moves.
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Should've been a dancer.
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These experiments grew and in time
started to look more like this.
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In both, I'm searching
for the same thing, though,
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to capture that lightning in a bottle.
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Except, I'm not.
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Adding moving pictures over the music
added narrative dimension, yes,
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but never quite equated
to the power that just raw music
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had for me on its own.
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This is not a great thing to realize
when you've devoted your life
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and professional career to becoming
a music video director.
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I kept asking myself,
did I take the wrong path?
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So I started thinking, if I could
involve you, the audience, more,
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I might be able to make you
feel something more as well.
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So Aaron Koblin and I
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began auditioning new technologies
that could put more of you
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inside of the work,
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like your childhood home
in "The Wilderness Downtown,"
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your hand-drawn portraits,
in "The Johnny Cash Project,"
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and your interactive dreams
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in "Three Dreams of Black."
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We were pushing beyond the screen,
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trying to connect more deeply
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to people's hearts and imaginations,
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but it wasn't quite enough.
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It still didn't have the raw
experiential power of pure music for me.
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So I started chasing a new technology
that I only had read about
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in science fiction,
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and after years of searching,
I found a prototype.
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It was a project from Nonny de la Peña
in Mark Bolas's lab in USC,
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and when I tried it,
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I knew I'd found it.
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I could taste the lightning.
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It was called virtual reality.
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This was at five years ago
when I ran into it.
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This is what it looks like now.
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And I quickly started building things
in this new medium,
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and through that process
we realized something:
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that VR is going to play
an incredibly important role
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in the history of mediums.
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In fact, it's going to be the last one.
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I mean this because it's the first medium
that actually makes the jump
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from our internalization
of an author's expression
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of an experience
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to our experiencing it firsthand.
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You look confused.
I'll explain. Don't worry.
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(Laughter)
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If we go back to the origins of mediums,
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by all best guesses,
it starts around the fire
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with a good story.
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Our clan leader is telling us
about how he hunted
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the woolly mammoth
on the tundra that day.
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We hear his words
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and translate them
into our own internal truths.
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Same thing happens
when we look at the cave painting
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version of the story,
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the book about the mammoth hunt,
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the play,
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the radio broadcast,
the television show,
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or the movie.
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All of these mediums require
what we call suspension of disbelief,
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because there's a translation gap
between the reality of the story
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and our consciousness
interpreting the story
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into our reality.
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I'm using the word consciousness
as a feeling of reality that we get
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from our senses experiencing
the world around us.
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Virtual reality bridges that gap.
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Now, you are on the tundra
hunting with the clan leader,
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or you are the clan leader,
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or maybe you're even the woolly mammoth.
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(Music)
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So here's what special about VR.
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In all other mediums,
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your consciousness interprets the medium.
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In VR, your consciousness is the medium.
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So the potential for VR is enormous,
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but where are we now?
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What is the current state of the art?
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Well, you are here.
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We are the equivalent
of year one of cinema.
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This is the Lumière brothers film
that allegedly sent a theater
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full of people running for their lives
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as they thought a train
was coming towards them.
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Similar to this early stage
of this medium,
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in VR, we also have to move past
the spectacle
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and into the storytelling.
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It took this medium decades
to figure out its preferred language
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of storytelling in the form
of a feature film.
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In VR today, we're more learning grammar
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than writing language.
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We've made 15 films in the last year
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at our VR company, Vrse,
and we've learned a few things.
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We found that we have a unique,
direct path into your senses,
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your emotions, even your body.
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So let me show you some things,
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and for the purpose of this demo,
we're going to take every direction
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that you could possibly look
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and stretch it into this giant rectangle.
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Okay, here we go.
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So, first,
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camera movement is tricky in VR.
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Done wrong, it can actually make you sick.
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We found if you move the camera
at a constant speed
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in a straight line,
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you can actually get away with it, though.
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So the first day in film school,
they told me that you have
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to learn every single rule
before you can break one.
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We have not learned every single rule.
We've barely learned any at all,
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but we're already trying to break them
to see what kind of creative things
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we can accomplish.
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In this shot here, where we're moving up
off the ground, I added acceleration,
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and I did that because
I wanted to give you
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a physical sensation
of moving up off the ground,
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and in VR, I can give that to you.
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(Music)
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So not surprisingly,
music matters a lot
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in this medium as well.
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It guides us how to feel.
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In this project we made
with the New York Times' Zach Richter
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and our friend J.R.,
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we take you up in a helicopter,
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and even though you're flying
2,000 feet above Manhattan,
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you don't feel afraid,
you feel triumphant
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for J.R.'s character.
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The music guides you there.
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Contrary to popular belief,
there is composition in virtual reality,
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but it's completely different than in film
where you have a rectangular frame.
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Composition is now
where your consciousness exists
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and how the world moves around you.
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In this film, "Waves of Grace,"
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which was a collaboration between Vrse,
the United Nations,
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Gabo Arora, and Imraan Ismail,
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we also see the changing role
of the closeup in virtual reality.
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A closeup in VR means you're
actually close up to someone.
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It brings that character inside
of that personal space,
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a space that we'd usually reserve
for the people that we love,
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and you feel an emotional closeness
to the character
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because of what you feel
to be a physical closeness.
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Directing VR is not like directing
for the rectangle.
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It's more of a choreography
of the viewer's attention.
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One tool we can use
to guide your attention
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is called spatialized sound.
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So I can put a sound anywhere
in front of you, to left or right,
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even behind you,
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and when you turn your head,
the sound will rotate accordingly.
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So I can use that to direct your attention
to where I want you to see.
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Next time you hear someone
singing over your shoulder,
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it might be Bono.
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(Laughter)
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VR makes us feel like we
are part of something.
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For most of human history,
we lived in small family units.
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We started in caves,
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then moved to clans and tribes,
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then villages and towns,
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and now we're all global citizens.
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But I believe that we are still hardwired
to care the most about the things
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that are local to us.
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And VR makes anywhere
and anyone feel local.
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That's why it works
as an empathy machine.
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Our film "Clouds Over Sidra"
takes you to a Syrian refugee camp,
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and instead of watching a story
about people over there,
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it's now a story about us here.
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But where do we go from here?
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The tricky thing is that
with all previous mediums,
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the format is fixed at its birth.
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Film has been a sequence of rectangles.
From Muybridge and his horses to now,
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the format has never changed.
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But VR as a format, as a medium,
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isn't complete yet.
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It's not using physical celluloid
or paper or TV signals.
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It actually employs what we use
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to make sense of the world.
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We're using your senses
as the paints on the canvas,
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but only two right now.
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Eventually, we can see if we will have
all of our human senses employed,
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and we will have agency to live
the story in any path we choose.
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And we call it virtual reality right now,
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but what happens when we move
past simulated realities?
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What do we call it then?
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What if instead of verbally
telling you about a dream,
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I could let you live inside that dream?
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What if instead of just experiencing
visiting some reality on Earth,
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you could surf gravitational waves
on the edge of a black hole,
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or create galaxies from scratch,
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or communicate with each other
not using words
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but using our raw thoughts?
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That's not a virtual reality anymore,
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and honestly I don't know
what that's called,
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but I hope you see where we're going.
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But here I am intellectualizing
a medium I'm saying is experiential,
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so let's experience it.
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In your hands, you hopefully hold
a piece of cardboard,
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and let's open the flap,
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tap on the power button
to unlock the phone,
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and for the people watching at home,
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we are going to put up a card right now
to show you how to download
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this experience on your phone yourself,
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and you even get a Google cardboard
of your own to try it with.
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We played in cardboard boxes as kids,
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and as adults, I'm hoping we can all find
a little bit of that lightning
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by sticking our head in one again.
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So you're about to participate
in the largest collective VR viewing
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in history,
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and in that classic old-timey style
of yesteryear,
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we're all going to watch something
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at the exact same time together.
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And let's hope it works.
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What's the countdown
look like? I can't see.
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Crowd: 16... 15... 14...
13... 12... 11... 10... 9...
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8... 7... 6... 5... 4... 3... 2... 1...
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(Music)
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(Train engine)
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Voice: Let me tell you how I shot
the cover of the New York Times Magazine
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walking New York.
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I just constructed [???]
outside [the little tent],
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and I had to be perfectly vertical
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so I could grab it,
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and when I was perfectly above,
you know, with the wind,
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we had to redo it a few times,
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then I keep shooting.
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Voice: Dear Lord,
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protect us from evil,
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for your are the Lord,
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the light.
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Voice: You who gave us life took it away.
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Let your will be done.
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Please bring peace to the many
who have lost loved ones.
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Help us to live again.
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(Music)
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Voice: There are more kids in Zaatari
than adults right now.
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Sometimes I think
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we are the ones in charge.
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Chris Milk: How was it?
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(Applause)
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That was a cheap way of getting you
to do a standing ovation.
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I just made you all stand.
I knew you'd applaud at the end of it.
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(Applause)
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I believe that everyone on Earth
needs to experience
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what you just experienced.
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That way we can collectively
start to shape this
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not as a tech platform,
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but as a humanity platform,
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and to that end, in November of last year,
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the New York Times and Vrse made
a VR project called "The Displaced."
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It launched with one million
Google cardboards sent out
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to every Sunday subscriber
with their newspaper.
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But a funny thing happened
that Sunday morning.
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A lot of people got them
that were not the intended recipients
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on the mailing label,
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and we started seeing this
all over Instagram.
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Look familiar?
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Music led me on a path
of searching for what seemed like
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the unattainable for a very long time.
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Now, millions of kids just had
the same formative experience
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in their childhood
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that I had in mine,
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only I think this one
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surpasses it.
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Let's see where this leads them.
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Thank you.
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(Applause)