4.8 • 670 Ratings
🗓️ 4 July 2025
⏱️ 62 minutes
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0:00.0 | Hello, fellow gamers and welcome to the video gamers podcast. |
0:15.0 | Movies like The Matrix and Ready Player One have long promised full immersive virtual reality. And although there have been some |
0:21.8 | great advances in technology, we still seem to be far away from the greater population adopting |
0:26.6 | the use of VR and mixed reality. Today we are going to talk to a company who is looking to bridge |
0:32.5 | that gap and get us all closer to the next level of human, machine, interface, and game. |
0:38.3 | But first, some introductions are in order. |
0:41.3 | I am your host, John, and joining me today, we have a veteran entrepreneur, Bobby Voikou, |
0:48.3 | which I hopefully pronounce that correctly, the driving force behind a company called MixRift, |
0:53.3 | which is Europe's most exciting |
0:55.9 | mixed reality startup. Bobby, welcome to the show. Thank you for having me, Joe. Thank you for having. |
1:01.6 | It's actually pretty exciting to talk about everything you told. Well, and it's very timely for us. |
1:08.3 | We had a little bit of preamble before the show started here, but we had |
1:11.8 | just done an episode on AI and its influence in gaming. And I feel like there's a lot of parallels |
1:17.6 | between VR and mixed reality and AI. And I'm assuming this is going to integrate somewhere |
1:24.4 | into your delivery of product as well. But right out of the gate, |
1:29.6 | Bobby, I got to ask you, why do you think VR isn't everywhere yet? Let me ask you something |
1:38.4 | else. Why do you think flying cars aren't everywhere yet? Well, I think with flying cars there's a lot of |
1:46.9 | practical considerations like infrastructure in in the airways and then also |
1:52.7 | safety you know you would have to make the product very safe to to be I mean |
1:57.4 | people are would physically be in danger what I'm trying to say is that we've had flying cars and literature for, what, 200 years |
2:07.0 | or something like that. |
2:08.3 | And we have, like, full VR in literature. |
... |
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