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|Session Name:||Why Virtual Reality Is Hard (And Where It Might Be Going)|
|Company Name(s):||Valve Software|
|Track / Format:||Programming|
|Overview:||Augmented and virtual reality have been staples of science fiction for decades, and have been touted as "just around the corner" in the real world for much of that time. They're back again, and this time they have a good shot at breaking through into the consumer space, thanks to the convergence of a number of key technologies, including projectors, flat-panel displays, waveguides, batteries, processors, wireless, cameras, computer vision, gyroscopes, and accelerometers. Nonetheless, a great deal of research and development is still needed, because the human perceptual system is remarkably sensitive to certain types of discrepancies from the real world, many of which are inherent in existing head-mounted display and tracking systems. This talk will look at one such discrepancy in some detail, review a laundry list of such issues, and discuss one possible roadmap by which augmented and virtual reality might eventually achieve their full potential.|