Zitat des Tages von Brendan Iribe:
Whether it's developers or industry veterans on the business side, top talent likes to work together.
Internally, we're focused on building our own technology, leveraging all the momentum that's out there around wearable computing and mobile computing and PC computing. But at the end of the day, all the code we've written and all the invention we've created has been focused on our own tech and our own products.
We look at Sony as someone who's jumping into the space to help evangelize and build out VR. They're very centered around a console experience.
We've spent a lot of time on ergonomics. That was something we found to be really important as we iterated on the headset, from developer kits to Crescent Bay to the Rift.
Replacing human vision is more than just a tool: we need to understand how that affects the brain.
We want to make sure everyone has a great experience. When they buy the product and take home and plug it in, we want to make sure that first experience is comfortable and everything is there.
At Oculus, we're now looking at eye specialists, people who really understand how the human eye works, and how that affects human emotion.
We're finally going to be free of the 2D monitor. It's been a window into virtual reality that we've all looked into for 30 or 40 years.
Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.
The University of Maryland was an inspiration for me, and the relationships I made there have lasted a lifetime.
Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.
There's going to be all different price points, and you get what you pay for. There's certainly low things made of cardboard that you don't put on your head, you just hold up little viewers that give you this glimmer of what VR could be.
If you don't have content, you don't sell hardware. We need a suite of content of really fun, compelling experiences that aren't just hardcore game-oriented, and when that's good enough, it'll be an easy decision to go to the consumer market.
Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.
I like to think of it as this new field. Instead of computer science, it's going to be virtual science.
We are being super selective on who we bring in and really just trying to hire the very best.
Oculus is actually more of a software company than it is a hardware company.
When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.
It just felt like the right thing to do to give back to a state school and public school. I'm a really big fan of public education.
I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.
Think of the first Apple II being shipped in 1977. It took almost a decade for it to land in my school where I could see it.
There are millions of sci-fi enthusiasts in the world, not just gamers.
We're always doing a lot of user studies on health and safety. We take it super seriously. But if you look back at the history of most new big technology breakthroughs, there is some element of controversy around what impact is it going to have.