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At Oculus, we're now looking at eye specialists, people who really understand how the human eye works, and how that affects human emotion.

Replacing human vision is more than just a tool: we need to understand how that affects the brain.

When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.

Mobile VR will be a lot more accessible. It'll be easier to use; you'll be able to pass it along to your friends.

When Facebook acquired Oculus, the game changed immediately. You saw big companies jumping in. You saw people like Google getting fully committed, and then Microsoft came along with HoloLens - there was a lot of stuff that people were doing...

There are millions of sci-fi enthusiasts in the world, not just gamers.

The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones and the slower seven-year cycle of consoles. It's rare to see a phone not coming out every year.

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...

If you don't have content, you don't sell hardware. We need a suite of content of really fun, compelling experiences that aren't just hardcore game-oriented, and when that's good enough, it'll be an easy decision to go to the consumer...

Most big companies work in stealth until they think they have a consumer product ready to go.

Certainly, virtual reality headsets are behind in resolution, but it'll all catch up pretty quickly once there's a consumer market and there's demand.

Display companies, many of them that we've spoken to, are really excited about virtual reality because they're actually running out of innovation opportunities in other markets.

Essentially, we're always trying to reduce latency. As you try to reduce the latency of the experience, you can only get it down so far before we start running into the limitations of game engines, computing, the intensity of the...

In real life, that's how we're moving around. We look at things while we're walking and moving and turning around. We stare at objects in the world.

A lot of times, the internal R&D doesn't pan out. You go down one route, you find that it doesn't work the way you planned, and you have to switch and go down another one.

Oculus is a company that often does things differently. But we don't want to do things so differently that we start to get into trouble.

I was born and raised in Maryland and attended the public school system.

It just felt like the right thing to do to give back to a state school and public school. I'm a really big fan of public education.

When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately want to get involved.

We've been working with Paul Bettner and the Playful team since the beginning of Oculus. Paul was one of, I think, seven $5,000 Kickstarter backers.

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