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Tony Parisi, Unity Technologies | Technology Vision 2018


 

(click) >> Hey welcome back everybody, Jeff Frick here with the Cube we're at the Accenture Technology Vision event 2018. The actual report comes out in a couple of days. We're here at the preview event. A couple hundred people in downtown San Francisco. A lot of demos of AR and VR downstairs. It's really a center kind of highlighting the top trends that they've surveyed their community and we're excited to be here to be joined by one of the experts. He's Tony Parisi, on the Cube a long time ago we looked at 2013 amazing. He's the global head of AR and VR for Unity technology. Tony great to see you again. >> Good to see you. >> So uh, so you've been on this AR VR virtual reality thing for a while. Amazing development in this space. >> I've been working in the field for a couple decades now in one form or another and it's just been great to see with the resurgence of virtual reality. And we had experiments 20 years ago trying to turn this into a consumer ready technology. Really wasn't ready yet. With the advent of oculus and some of these other technologies, we've seen something that a consumer could afford that enterprises can afford in large numbers. You know, some thousand dollar piece of hardware connected to a personal computer that's a few thousand dollars that can drive amazing VR experiences. These same kind of immersion techniques brought into a phone where you can take a smartphone and just look through it like a magic window into this extended reality where you're seeing 3D graphics that persist in the environment around you. And these are all working toward the future where we're going to have all this 3D amazingness. Digital magic in front of us. And it's just incredible to see how far we've come in all these years and how it's just about to be both consumer ready and be deployed into businesses for all kinds of different productivity opportunities. >> Yeah it's interesting >> Amazing - that a center role them all up into one. They went with the extended reality. Cause there's a lot of confusion, is it augmented reality, virtual reality you know, how much of it is virtual stuff overlayed to reality, how much reality is brought back into the virtual space. But at the end of the day it's a lot of blending. It's going to depend on the application. >> Definitely depends on the application. If you just take marketing terms and put them aside because everyone's got their own talking about this and agreed there's a little bit of confusion right now. If you just look at the common element, it is 3D graphics. It is graphics that represent objects, environments, places, people in a way that's much more realistic. It's much more intuitive for an enuser to grasp that touches us in our brains, in a place that a flat screen doesn't so that we remember it better, or learn it more effectively. That's what all of these different techniques have in common. So, you know, call it what you want. Accenture's rolling forward with all of that. My company Unity's supplying the core technology to power all of that across 30 platforms and you look at the whole industry. Game platforms, which is where we were born. And now in the VR and AR it's you know, a dozen platforms at least that look like they could be viable. The common element for anybody who's developing is that it's 3D graphics and they're going to make investments in certain kinds of software, certain kinds of application design and techniques and knowledge that's going to transfer among all of these different kinds of hardware platforms. Because we know at the end of the day there'll be a handful there will be 3 or 4 that end up dominating just like in any other part of the computer industry with any other digital technology. So, you know we're moment because it's so early where the technology um, we don't know how to talk about it yet. But I think if you look back, probably the same thing was true of mobile and the PC at the time if you were in the middle of it. - Right >> People call it the PC, or they called it the internet, or they called it the web, or then they called it mobile or a smartphone. You know, there's just all these terms for it but that, you know, that'll be in the the rear view mirror in a couple years. And we'll just all take this for granted as, oh there's 3D stuff now in front of us. Or there's a 3D place I go into in a VR headset. >> Yeah even we were at Baobab Studios last week and, you know, even in entertainment right? Early early television replicated just a stage right? And early movies replicated just a stage before they figured out what they could do with the medium. Same thing here and it's interestingly common, how much is interactive kind of game-like. How much of it's narrative storytelling like a movie. And he's like, don't think of it that way. It's a completely different medium with a completely different opportunity to tell stories, to do things in a completely different way. >> One hundred percent. That team at Baobab is amazing. They use Unity a lot to create their experiences. And they're the first to tell you, we don't quite know what it's going to look like in a few years. We're trying lot's of things, we are going to start from some, you know touchstones, some places we already know. Game design, linear storytelling. But this is a different beast and we don't know what we're going to get. Baobab is a great example of a company that's not afraid to experiment. They're going to try and put you, I mean, what they do is they make Pixar kind of quality, high production value animated content like a Pixar movie but you're in it in VR. You can look all around, you can see the entire action unfolding around you. And more than that, they've made you a part of the story. They make you a character. Usually a secondary character. So the whole burden is not on you as the viewer to have to figure this story out. But someone who can help the story along so you feel fully involved. And if you play that forward, if you think about where that's going to go in a few years, we may be the folks who are making the stories up. I mean, it starts with just kind of being a secondary character, but as we learn this as users, as we learn how to do this, we may start making the stories up and being a much more active part of it. But, somehow still having that sweet spot where we're giving the director and the content creator the final say in sort of how this world is being created. Uh, Brett Letter the famous director did Lawnmower Man if you know his work in a 90s work in a movie about VR. He's back in the world here also doing VR again. And he likens this to world building. He thinks VR creation for entertainment is much more like creating a Disney theme park. A world that you can inhabit and be part of and have fun for hours, days at a time versus telling one story from start to finish. So I mean, think about it what's going to happen in the next couple years. It's mind blowing where this could go. And we really don't know, none of us could predict. >> So you're deep into it Tony. I wonder if you could share a story of maybe some applications that you're seeing in production or kind of in development. Where people are not thinking, you know, men like me obviously we know entertainment, we know games, we know some of the industrial stuff like walking a shop floor and seeing the RPMs of a machine. But what are some of the applications that we don't know that you see coming down the pipe. >> Well if you just think about take one industry, like the auto industry. Right? I think you can imagine like you said if you're somewhat versed in this. The idea that you could use virtual reality to design a car instead of what they do today which is they use some 3D design packages but they still build a physical prototype of the car out of clay and, you know, companywide a Ford, or a Volkswagon, or a company like that will spend millions for every new car building these physical prototypes. They want to replace that with purely digital and virtual processes at some point which is going to save them a heck of a lot of time and money and materials cost. Right? But now you just take that one example and you take that car design and do the entire life cycle of that car to when it's assembled, manufactured, you can train people in VR how to do that. When it's getting rolled out onto a show floor, to people who are selling it. All the way to when that car is a self driving car that you put somebody into and they get in the cabin of that thing and the cabin because there's no driver in there, you now have a lot of room in there. Right? It's an entertainment center. So these kind of augmented and virtual reality technologies could potentially touch every phase in the lifecycle of not just the development, but the deployment, and the ongoing operation of a motor vehicle as we know it. So that's going to radically transform things sometime in the next 5 to 10 years. >> Alright Tony I'm going to let you go, the party's underway. We got the autonomous robots are playing in the band. In 5 years from now we can't wait 5 years because I don't even know what's going to be here. >> I hope we do this again. >> It'll be crazy different. - Well in advance of 5 years from now. >> So thanks for talking with me a few minutes. Tony Parisi, Jeff Rick, you're watching the Cube from the Accenture Technology Vision 2018. Thanks for watching. (upbeat digital music)

Published Date : Feb 14 2018

SUMMARY :

Tony great to see you again. Amazing development in this space. And it's just incredible to see how far we've come in all virtual reality you know, how much of it is virtual stuff And now in the VR and AR it's you know, a dozen platforms you know, that'll be in the the rear view mirror in a couple you know, even in entertainment right? So the whole burden is not on you as the viewer to have to that you see coming down the pipe. of the car out of clay and, you know, companywide Alright Tony I'm going to let you go, the party's underway. - Well in advance of 5 years the Accenture Technology Vision 2018.

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