Brett Durrett, CEO of IMVU, discusses the importance of avatars for social virtual reality. He notes that IMVU has over 3 million monthly active users and the world's largest user-generated 3D content catalog. Experts like Mark Zuckerberg, Brendan Iribe, and Nick DiCarlo emphasize that for virtual reality to succeed socially, it must enable face-to-face interactions between avatars in shared virtual spaces, just as social media allows real-world interactions. Durrett warns that avatars must avoid the "uncanny valley" and enable users to uniquely express themselves in order to deliver meaningful social and emotional connections.
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Secrets of Avatar Design for VR - IMVU AWE, June 2016
2. ≒ 16 years experience with avatars in social
experiences
≒ 5 years in virtual worlds
≒ 11 years on the leading Social 3D product
(lots of professional experience with avatars)
Why is Brett talking about Avatars?
3. IMVU is the LEADER in SOCIAL 3D
Over 3 million Monthly Active Users
Worlds largest catalog of UGC 3D objects
more than 20 million 3D assets
iOS Top 15 grossing in Social
Android Top 10 grossing in Social
(IMVU is all about avatars)
6. Were making a long-term bet that immersive, virtual
and augmented reality will become a part of peoples
daily life.
Mark Zuckerberg, CEO Facebook
2014 announcement of Oculus VR acquisition
"We're working on VR because I think it's the next major
computing and communication platform after phones...I
think we'll also have glasses on our faces that can help us
out throughout the day and give us the ability to share our
experiences with those we love in completely immersive
and new ways that aren't possible today."
July, 2015 predictions about the future, Business Insider
7. "For virtual reality to really cross into the mainstream, it's
gotta be more than just really awesome, killer games.
What is the Twitter or Instagram of VR? By that, I don't
mean having tweets in VR or having filtered photos in
VR I mean that it's native to that platform, it's born of
that platform and would not have existed without that
platform."
Nick DiCarlo , Samsungs VR Vice President
8. Seeing other people is incredibly engaging and
that's one of the drivers that made us partner with
Facebook -- social communication. Not social
newsfeeds but actual face-to-face seeing multiple
avatars in a play experience, that's going to be a
very big part of the future in VR.
Brendan Iribe, CEO Oculus VR
9. social |sSHl|
adjective
1 [ attrib. ] relating to or involving activities in which people spend time talking to each other
or doing enjoyable things with each other
liking to be with and talk to people : happy to be with people
of or relating to people or society in general