Pioneers in photoreal avatar creation, volumetric photogrammetry, and UX / NPC interactivity share their hard won lessons and surprising discoveries. These innovators believe there is much more to VR than gaming, and crossing the uncanny valley is the key to getting there.
First observed in 1970, the Uncanny Valley marks the point when something is real, but not real enough, making users disturbed and even revolted. Can we cross the valley? Have a few experiences already made the leap? How did they do it?
Panelists discuss these questions and their implications, including the implications for standalone headsets, indie studios and society at large. They believe "realer than real" VR might even remove the need for gamification entirely and usher in a new era of content creation.
Programming descriptions are generated by participants and do not necessarily reflect the opinions of SXSW.