HP Innovation Journal Issue 10: Fall 2018 | Page 67

We’re all about reinvention at the Innovation Journal. We strongly believe that some of our best ideas can come from those who are in the beginnings of their careers, which is why we’re pleased to announce the creation of a new section of the Journal, Early Career Talents Innovation. We invite you to experience these articles, written by early career HP employees providing you with insight into their world and how we’re leading and innovating solutions that will one day touch yours. You'll get a taste of important topics, with a view through their eyes they believe you should know about. Our junior editors and writers are located at sites across the globe and fulfill a variety of roles and functions. Through their fresh perspectives, we will show how HP is helping to change the world. DEMYSTIFYING VR Virtual reality (VR) as a field of study has existed since and objects that either don’t exist in our world or are the 1960s. However, only over the past few years has too expensive or dangerous to manifest in our physical it really made the transition into the consumer market. reality. It is thus a uniquely suited computing platform Due to its nascent stage, it is important that we gather for simulations, collaborations, training, designing, a clearer picture of VR’s potential, the use cases that are therapy, storytelling, and, of course, entertainment. uniquely suited for VR and what implications it might At HP’s Immersive Experiences Lab, we believe that have for us moving forward. VR can drastically change the way we work. Soon, we Just like a smartphone, VR offers us a platform with a set of features that allow for unique applications. Primarily, a VR headset presents a curated virtual world in a way that introduces the feeling of “being there.” It helps us to experience and create situations, places could have VR at every desk—an integral part of our daily routine as we design, think, visualize, interact and experience. However, just like any other budding technological platform, VR also has issues that need to be solved before it can become ubiquitous. TWO CHALLENGES + A FEW SOLUTIONS MOBILITY ISOLATION For consumer VR devices, mobility seems to be a challenge that draws a lot of attention. Popular headsets like the HTC Vive or the Oculus are tethered to a computer and need to be within a tracking zone. Smartphone-based VR devices like GearVR do not really allow a person to walk around. HP provided a partial solution to the mobility problem through its Z VR backpack PC. Moving the computing power from a desktop workstation into a backpack PC allowed people to freely move around within the tracking space without having to worry about wire tethers. VR is best suited for complete “immersion” in an alternate curated virtual environment. Increased sense of presence and intuitive interactions create highly convincing experiences that feel almost real. As such, VR engages three of our major senses—visual, auditory and tactile. Visual stimulation (through the head-mounted display), auditory effects (through headphones) and tactile sensations (often through controllers) together turn the virtual environment into a virtual “reality.” However, this also creates a high level of isolation, which may often be undesirable. Such an isolation disconnects us temporally, physically and digitally from our real-life ecosystem. Early Career Talents Innovation 67