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When I was a kid,
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I experienced something so powerful,
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I spent the rest of my life
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 is the feeling
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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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Fellas?
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(Music)
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This is the amazing McKenzie Stubbert
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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 does for 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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(Laughter)
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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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(Laughter)
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These experiments grew,
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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 the power
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that just raw music 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 began
auditioning new technologies
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that could put more of you
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 "3 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
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that I only had read about
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, 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 it five years ago
when I ran into it.
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This is what it looks like now.
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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,
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it starts around a fire,
with a good story.
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Our clan leader is telling us
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about how he hunted 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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The same thing happens
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when we look at the cave painting
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,
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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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(Laughter)
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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,
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we 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
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that allegedly sent a theater full
of people running for their lives
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as they thought a train
was coming toward them.
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Similar to this early stage of ths 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
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to figure out its preferred
language of storytelling,
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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
at our VR company, Vrse,
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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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For the purpose of this demo,
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we're going to take every direction
that you could possibly look,
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and stretch it into this giant rectangle.
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OK, here we go.
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So, first: 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 in a straight line,
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you can actually get away with it, though.
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The first day in film school,
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they told me you have to learn
every single rule
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before you can break one.
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We have not learned every single rule.
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We've barely learned any at all,
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but we're already trying to break them
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to see what kind of creative things
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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I did that because I wanted
to give you a physical sensation
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of moving up off the ground.
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In VR, I can give that to you.
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(Music)
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Not surprisingly, music matters a lot
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's Zach Richter
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and our friend, JR,
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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.
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You feel triumphant for JR's character.
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The music guides you there.
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(Music)
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Contrary to popular belief,
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there is composition in virtual reality,
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but it's completely
different than in film,
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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,"
which was a collaboration between Vrse,
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the United Nations, Gabo Arora,
and Imraan Ismail,
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we also see the changing role
of the close-up in virtual reality.
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A close-up in VR means
you're actually close up to someone.
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It brings that character inside
of your 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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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,
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
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about the things 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,
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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
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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Let's open the flap.
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Tap on the power button
to unlock the phone.
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For the people watching at home,
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we're going to put up a card right now
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to show you how to download
this experience on your phone yourself,
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and 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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You're about to participate
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in the largest collective
VR viewing 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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Let's hope it works.
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What's the countdown
look like? I can't see.
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Audience: ...15, 14, 13, 12, 11, 10, 9,
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8, 7, 6, 5, 4, 3, 2, 1
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(Birds singing)
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(Train engine)
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Audience: (Shreiks)
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(Video) JR: Let me tell you
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how I shot the cover
of the New York Times Magazine,
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"Walking New York."
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I just got strapped on
outside the helicopter,
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and I had to be perfectly
vertical so I could grab it.
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And when I was perfectly above --
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you know, with the wind,
we had to redo it a few times --
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then I kept shooting.
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(Video) Woman's voice: Dear Lord,
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protect us from evil,
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for you are the Lord,
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the light.
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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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(Video)(Children's voices)
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Child's 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.
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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
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sent out 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
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that were not the intended recipients
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
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of searching for what seemed
like the unattainable
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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
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where this
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leads them.
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Thank you.
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(Applause)