What’s the reality of mixed reality?
Views on the viability of Virtual Space are decidedly mixed. In recent research from the Cognizant Center for the Future of Work, half of respondents say AR will be considered a mature technology in 18 months to three years, while the other half believe it will take three to five years.
Skepticism is understandable; after years of pilots and false starts, VR and AR are sometimes seen as a solution in search of a market, a “diminished reality” in which glitzy possibilities disappear in a speculative buzz.
And to be sure, VR technologies still face major limitations, including head-mounted displays (HMDs) that completely block the user’s view; experiences that induce nausea; and spatial challenges that, among other things, may result in users running into walls. This is where AR technologies have an advantage, as their HMDs allow for a continuous view of both the virtual and real worlds. AR headsets also allow users freedom of motion and the ability to remain productive with other tasks. Nevertheless, most HMD technologies (whether VR or AR) are still limited by such factors as the weight of their headsets.
While many observers think Virtual Space won’t really come of age until the likes of Tim Cook or Mark Zuckerberg release HMDs that are sleek, affordable and untethered, it’s difficult to ignore the growing number of companies generating real results from investments in Virtual Space. (And when you hear Cook or Zuckerberg talk about their visions for Virtual Space, you’d do well to pay attention.)
A future in immersive 3-D
The first advanced flight simulators debuted in the 1950s. Top oil companies have had technologically powerful, immersive, in-the-round modeling capabilities for years, allowing drillers, geologists and engineers to plan extraction to the nearest subterranean inch. Automotive designers on either coast collaborate on models, walk through virtual factories and “see” each other’s avatars.
These examples portend a future in which every job, every journey — really, every experience — might do the same with finely pixelated, immersive 3-D detail.
So how far off might we be from an expansive virtual universe such that in Ready Player One? As both the book and film envision, AI-driven “journey experience services” will suggest — as Pandora or Spotify do today with music — the perfect “genome” of the things you see, interact with, decide and experience during your journeys of personal time, as well as those that wrap around work and work processes. (Understanding where, when and how that happens is explored in our report, "Augmenting the Reality of Everything.")
Included will be the setting, information, tone, characters, suggested things or experiences to buy, side-destinations to take, friends to include, and more.
From concept to reality