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Strong and weak technologies - cdixon
Strong and weak technologies - cdixon
Strong technologies capture the imaginations of technology enthusiasts. That is why many important technologies start out as weekend hobbies. Enthusiasts vote with their time, and, unlike most of the business world, have long-term horizons. They build from first principles, making full use of the available resources to design technologies as they ought to exist.
·cdixon.org·
Strong and weak technologies - cdixon
A bicycle for the senses
A bicycle for the senses
We can take nature’s superpowers and expand them across many more vectors that are interesting to humans: Across scale — far and near, binoculars, zoom, telescope, microscope Across wavelength — UV, IR, heatmaps, nightvision, wifi, magnetic fields, electrical and water currents Across time — view historical imagery, architectural, terrain, geological, and climate changes Across culture — experience the relevance of a place in books, movies, photography, paintings, and language Across space — travel immersively to other locations for tourism, business, and personal connections Across perspective — upside down, inside out, around corners, top down, wider, narrower, out of body Across interpretation — alter the visual and artistic interpretation of your environment, color-shifting, saturation, contrast, sharpness
Headset displays connect sensory extensions directly to your vision. Equipped with sensors that perceive beyond human capabilities, and access to the internet, they can provide information about your surroundings wherever you are. Until now, visual augmentation has been constrained by the tiny display on our phone. By virtue of being integrated with your your eyesight, headsets can open up new kinds of apps that feel more natural. Every app is a superpower. Sensory computing opens up new superpowers that we can borrow from nature. Animals, plants and other organisms can sense things that humans can’t
The first mass-market bicycle for the senses was Apple’s AirPods. Its noise cancellation and transparency mode replace and enhance your hearing. Earbuds are turning into ear computers that will become more easily programmable. This can enable many more kinds of hearing. For example, instantaneous translation may soon be a reality
For the past seven decades, computers have been designed to enhance what your brain can do — think and remember. New kinds of computers will enhance what your senses can do — see, hear, touch, smell, taste. The term spatial computing is emerging to encompass both augmented and virtual reality. I believe we are exploring an even broader paradigm: sensory computing. The phone was a keyhole for peering into this world, and now we’re opening the door.
What happens when put on a headset and open the “Math” app? How could seeing the world through math help you understand both better?
Advances in haptics may open up new kinds of tactile sensations. A kind of second skin, or softwear, if you will. Consider that Apple shipped a feature to help you find lost items that vibrates more strongly as you get closer. What other kinds of data could be translated into haptic feedback?
It may sound far-fetched, but converting olfactory patterns into visual patterns could open up some interesting applications. Perhaps a new kind of cooking experience? Or new medical applications that convert imperceptible scents into visible patterns?
·stephango.com·
A bicycle for the senses
The VR winter — Benedict Evans
The VR winter — Benedict Evans
When I started my career 3G was the hot topic, and every investor kept asking ‘what’s the killer app for 3G?’ It turned out that the killer app for having the internet in your pocket was, well, having the internet in your pocket. But with each of those, we knew what to build next, and with VR we don’t. That tells me that VR has a place in the future. It just doesn’t tell me what kind of place.
The successor to the smartphone will be something that doesn’t just merge AR and VR but make the distinction irrelevant - something that you can wear all day every day, and that can seamlessly both occlude and supplement the real world and generate indistinguishable volumetric space.
·ben-evans.com·
The VR winter — Benedict Evans
Isn’t That Spatial? | No Mercy / No Malice
Isn’t That Spatial? | No Mercy / No Malice
Betting against a first-generation Apple product is a bad trade — from infamous dismissals of the iPhone to disappointment with the original iPad. In fact, this is a reflection of Apple’s strategy: Start with a product that’s more an elegant proof-of-concept than a prime-time hit; rely on early adopters to provide enough runway for its engineers to keep iterating; and trust in unmatched capital, talent, brand equity, and staying power to morph a first-gen toy into a third-gen triumph
We are a long way from making three screens, a glass shield, and an array of supporting hardware light enough to wear for an extended period. Reviewers were (purposefully) allowed to wear the Vision Pro for less than half an hour, and nearly every one said comfort was declining even then. Avatar: The Way of Water is 3 hours and 12 minutes.
Meta’s singular strategic objective is to escape second-tier status and, like Apple and Alphabet, control its distribution. And its path to independence runs through Apple Park. Zuckerberg is spending the GDP of a small country to invent a new world, the metaverse, where Apple doesn’t own the roads or power stations. Vision Pro is insurance against the metaverse evolving into anything more than an incel panic room.
The only product category where VR makes difference is good VR games. Price is not limiting factor, the quality of VR experience is. Beat Saber is good and fun and physical exercise. Half Life: Alyx, is amazing. VR completely supercharges horror games, and scary stalking shooters. Want to fear of your life and get PTSD in the comfort of your home? You can do it. Games can connect people and provide physical exercise. If the 3rd iteration of Vision Pro is good for 2 hours of playing for $2000 Apple will kill the console market. Playstations no more. Apple is not a gaming company, but if Vision Pro becomes better and slightly cheaper, Apple becomes gaming company against its will.
·profgalloway.com·
Isn’t That Spatial? | No Mercy / No Malice
Apple Vision
Apple Vision
Apple Vision is technically a VR device that experientially is an AR device, and it’s one of those solutions that, once you have experienced it, is so obviously the correct implementation that it’s hard to believe there was ever any other possible approach to the general concept of computerized glasses.
the Vision is taking that captured image, processing it, and displaying it in front of your eyes in around 4 milliseconds.
Real-time operating systems are used in embedded systems for applications with critical functionality, like a car, for example: it’s ok to have an infotainment system that sometimes hangs or even crashes, in exchange for more flexibility and capability, but the software that actually operates the vehicle has to be reliable and unfailingly fast. This is, in broad strokes, one way to think about how visionOS works: while the user experience is a time-sharing operating system that is indeed a variation of iOS, and runs on the M2 chip, there is a subsystem that primarily operates the R1 chip that is real-time; this means that even if visionOS hangs or crashes, the outside world is still rendered under that magic 12 milliseconds.
I’ll be honest: what this looked like to me was a divorced dad, alone at home with his Vision Pro, perhaps because his wife was irritated at the extent to which he got lost in his own virtual experience.
·stratechery.com·
Apple Vision