fbpx
Motivational Speaker on Virtual Reality

 
Patrick Schwerdtfeger is a leading authority on technology trends including big data, artificial intelligence and virtual reality / augmented reality. He has authored four business books and is a regular speaker for Bloomberg TV. Patrick has covered technology topics at conferences and conventions around the world. The launch of Pokemon GO in July 2016 demonstrated the enormous potential of augmented reality, and virtual reality will soon take this potential to another level entirely. The cell phone interface is the clumsiest part of the Pokemon GO phenomenon, but virtual reality headsets will soon solve that problem. Facebook acquired Oculus Rift in 2014 and plans to launch their first virtual reality headset to the public during the 2016 Christmas season. By 2018, we will see virtual reality headsets outfitted with forward-facing cameras, allowing users to wear them while interacting with the real world. This same functionality will allow users to add technology filters on top of the world they live within. Make not mistake; virtual reality will change everything and Patrick can educate your attendees on these coming advancements.
 

Augmented Reality Conference Speaker

 


 

 

Past speaking clients include:

 

Virtual Reality Business Speaker

 

Recent speaking destinations include:

 

 

Conference Keynote Speech on Virtual Reality

 
Patrick has been following developments in the virtual reality and augmented reality for years. His keynote program brings attendees into a future world that most cannot even imagine currently, but is so important for today’s business leaders. Technological developments in this area will happen very quickly and many businesses will be caught off-guard. Meanwhile, the opportunities for progressive and creative business executives are enormous. Virtual reality headsets and augmented reality interfaces will offer opportunities for growth never before experienced. The following paragraphs describe some of Patrick’s future expectations in the virtual and augmented reality space.
 


 

The Future of Virtual Reality

 
The real and digital worlds are merging. Virtual reality headsets (produced by Facebook with Oculus, Google with Magic Leap, Microsoft with Hololens, Sony, Qualcomm or HTC) will soon have cameras on the outside, allowing people to see the environment around them while wearing the headset. It will soon be commonplace for us to see people walking around, going about their days, wearing virtual reality headsets. Future models will have screens on the outside as well, perhaps with digital eyeballs similar to the Baxter robot. Headsets will be decorated to reflect the style preferences of their owners. They will become a fashion accessory and a normal part of regular life.
 

The Future of Augmented Reality

 
People will be able to download filters that add any number of digital overlays onto the physical reality they live within. Some will be fascinating and educational, providing facts and statistics on top of structures and people. Some will deliver social media bubbles on top of the heads of people walking by. Others still will attempt to show those people differently, either more beautiful or less beautiful. One could imagine an x-ray vision filter that attempts to show regular people walking around without clothing. The options are endless.

Augmented reality will soon exist on an open source platform accessible to everyone. It will function similar to today’s Internet, with millions of websites created and hosted by people and companies all around the world. But instead of websites, the AR platform will be full of virtual / augmented reality experiences. These experiences will be positioned all around the world, interacting directly with physical structures in our cities and landscapes. People and companies will try to outdo each other with more and more dynamic and immersive experiences. It will become the primary marketing channel for businesses and self-employed professionals.

Initially, the development of these experiences will be complicated and expensive, just as websites were complicated and expensive to build in the 1990s. But in time, development platforms (like WordPress and Joomla) became more robust and user-friendly, allowing regular people to build impressive websites with little or no training. The same thing will happen in the augmented and virtual reality space. 360 degree cameras and virtual reality creation platforms will soon be developed in the open source arena and the costs will come down.

As adoption accelerates, the cost of headsets will come down and a wide variety of experience enhancers will become available. The SubPac is a good example. It delivers vibrations directly to your body, dramatically enhancing your experience of sound. A variety of other devices (including gloves and motion sensing clothing) will become the prized possessions of the younger generations and public signs of affluence at the same time. These experience enhancers will become fashion accessories.
 
Patrick builds his keynote programs by accumulating and studying success stories and case histories. In new fields like Virtual Reality, the best way to do that is to follow the companies on the forefront of innovation. Some of the leading Virtual Reality innovators include:

 

Augmented and Virtual Reality Addictions

 
The augmented and virtual reality world will soon be much more enjoyable than the real world. In fact, it will be a fantasy land full of experiences that we cannot even imagine today. And as the real world continues to get more difficult and frustrating for the average person, real risks exist for people to switch over entirely and live their lives in their virtual worlds. We will hear stories of people who perished due to malnutrition while living in virtual reality worlds.

As a result of these (increasingly common) stories, producers of virtual and augmented reality experiences (including both businesses and people) will try to encourage users to interact with the world in a physical way, much as Pokemon GO does today. Kids are getting together and walking through parks, looking for various Pokemon characters. This will become a model for future iterations. In fact, we will soon live in a world where people are far more active than they are today. They will be interacting with our world and with each other in a much more dynamic way.
 

Malicious Developments in Virtual Reality

 
Some people will create worlds that might be incredibly immersive and all-consuming for participants, but are secretly designed to destroy their lives in one way or another. They may be designed to encourage criminal behavior or terrorist activities. Others still will create worlds that don’t require any activity at all.

The sex industry will thrive like never before. Participants will be able to experience sex with the hottest human beings imaginable, getting precisely the form of stimulation they desire. Porn will see a huge resurgence as simple ‘basic’ experiences will become teasers for more immersive paid alternatives. The potential for ‘sales funnels’ in the porn industry is enormous.
 

Conference Speaker