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<v ->You know, really the internet has came so far.</v>

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You think back just in the last 20 years what it's done.

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And just over 10 years ago, you know,

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the Blackberry was the most popular hand-held smart phone.

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You had Netflix still shipping DVDs by mail, okay.

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And now then, since then, we have continually

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raised our speeds year over year as we've went forward.

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But I believe very much that the best connected life

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is still ahead of us, and the full potential

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of the internet is gonna be seen in the next five

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to 10 to 15 years as we go forward.

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The thing I love about South by Southwest

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is it really is where you have the creative and the artist

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meeting head-on with the technologist.

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And so the artists and the story tellers and the creative

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are challenging the technologists, and the technologists

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are then really exposing the art of the possible.

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And that's what we're talking about today,

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is the art of the possible.

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We've raised our speeds 17 times in the last 17 years

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and we continue to as we go forward.

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Now this last year we just released gigabit service

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to about 58 million homes past gone across America.

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Between Comcast Labs working with Cable Labs

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working with Intel, we've developed technology

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that we can deliver 10 gigabits per second

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over the networks that exist today,

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and we plan on rolling it out, so as we go forward

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we had to give it a name, and of course we came up with

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this very clever name called 10G for 10 gigabits.

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But it's going forward, so we're gonna talk to some

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very exciting technology and start-ups and creative types.

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They're gonna talk about how they might

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use this capacity as we go forward.

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<v ->Emblematic Group is well known for being pioneers</v>

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in immersive journalism, using VR to put people on scene,

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and really immerse them within the stories

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that we're telling them.

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What we're here to talk about today, though,

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is a web VR platform called Reach.

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It's a platform that we created out of the necessity

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of needing to be able to share our work

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with people across the world.

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Reach is a simple web platform that allows you to create

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and distribute straight in the browser, so no downloads,

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everything is through an HTML link

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that you can do really simply.

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<v ->I can't be with you in person,</v>

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but at least I can be here through this demo virtually.

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And what we've done here is make it super simple

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to assemble volumetric content with just buttons,

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and you don't have to learn how to be

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a C sharp coder like I had to.

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<v ->We've done many experiences,</v>

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from pinning people on the ground in Syria,

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from going to Greenland with NASA scientists

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and talking about climate change issues.

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We're really trying to put people

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on the ground in a whole new way.

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<v ->My name is Ashley Cooper.</v>

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I am creating virtual spaces with Brady in VR.

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<v ->And I'm Brady Wright.</v>

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I've been a software developer and designer

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in the games industry for about 12 years.

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But in the last several years I've been exploring

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the new frontier of virtual reality.

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<v ->VR isn't just something that you hear and that you see,</v>

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VR is for your whole body.

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So I am not your traditional gamer.

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But what I didn't tell you yet is I am a lifelong dancer.

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And realizing that we have this capability of VR

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and what embodied VR means,

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and how it could be really great for virtual reality,

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and then using my dance experience,

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Brady and I are creating a game called Rave Runner.

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And this is something that we're able to use

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to share this passion of VR and embodied VR with everybody.

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(upbeat synth music)

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So that's our game in development right now,

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and that's how we're using the capabilities of VR

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to share embodied VR with all of you.

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<v ->FoVI3D is a scrappy Austin start-up, totally dedicated</v>

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to light-field display technology development.

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We have about 12 engineers with a variety of backgrounds,

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all focused on this task.

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So bandwidth, that's why we're here, right?

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So when I was working with Zebra Imaging 10 years ago,

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we were making topographic maps for the U.S. military.

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These were used for mission planning in Iraq

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and Afghanistan, and we made two, two types.

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The high resolution could produce a 3D aerial image

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about two feet deep, so you could actually visualize

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the mountains in Afghanistan in pretty good detail.

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But it required about a terabyte,

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1.2 terabytes of information to make that A1 size image

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that would produce two feet of depth.

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So at FoVI, we're not trying to get two feet of depth.

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What we're trying to do is get about six inches of depth

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but increase the spatial resolution.

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But we have the extra complexity

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of having to animate it at 30 frames a second,

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so if we're doing that, our bandwidth goes up

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to 4.4 terabytes per second.

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And so we have this need for extreme bandwidth.

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Now you can either send pixels,

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or you can send geometry, we could do either way.

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But if you're gonna send pixels,

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this is the kind of numbers you're gonna be expecting.

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<v ->Thank you so much.</v>
<v ->Thank you,</v>

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big round of applause, oh, so cool.

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<v ->I do wanna give a big round of applause to Tony Werner.</v>

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<v ->Oh, big round of applause to you, Jenna,</v>

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thank you, and thank you all.

