Five breakthroughs in the field of augmented and virtual reality that we expect

Convergence accelerates changes… everything and everywhere. Exponential technology collide among themselves, re-inventing products, services and industry. Today we talk about virtual and augmented reality. Today, the most prominent technogiant very quickly jump on stage VR/AR, promoting their product line. Microsoft HoloLens, Facebook – Oculus, Amazon – Sumerian, Google Cardboard. Even Apple plans to release the headset to 2021.

And as the falling prices to meet the exponential progress in hardware VR/AR, these new technologies out of the market, the first users and get into the house of most consumers.

Philip Rosedale is one of the leading founders of modern virtual worlds. After you create a virtual civilization of Second Life in 2013, which is now nearly 1 million active users, Philip became the co-founder of High Fidelity, which explores the future of the divided virtual reality of new generation.

He predicts the five trends in the next five years, which will replace the current and will generate new directions. So, what awaits us in the VR/AR until 2024?

“If you think you know what’s going on with technology today, you don’t understand,” says Philip. “We have not yet landed the plane with all of these new devices.”

The transition from PC to individual mobile devices, virtual reality (VR)

Historically, the devices of virtual reality relied on connection with PC, usually by means of wires and clumsy equipment, limiting the field of movement of the user. However, since VR is entering a stage of dematerialization, we soon will witness a rapid growth of Autonomous and highly mobile economy of the virtual reality experience.

Oculus Go, the leading offline mobile VR device on the market, only needs a mobile application to configure and can be moved to any place with Wi-Fi. Headset inexpensive: the device is 32 GB will cost $ 200 and uses a joint application ecosystem with the Samsung Gear VR. Although Google’s Daydream is also a separate VR device, it requires a mobile phone in the dock, unlike the built-in screen Oculus Go.

In the field of augmented reality, a separate device Lenovo and Microsoft – HoloLens 2 — has become the leader in providing experience “without a leash”.

The liberation typefaces from the constraints of heavy equipment will make VR/AR interactive, and the transported medium, which always and everywhere can connect. In a few years maybe we’ll all be wearing lightweight VR glasses in order to go into virtual reality when falls the opportunity.

Wide-angle displays augmented reality

Microsoft HoloLens 2 — high-end headset in the field of augmented reality, as the comfort and quality of display. The biggest problem the previous version had a limited rectangular field of view (FOV).

However, thanks to the use of laser technology to create a display on microelectromechanical systems (MEMS) — read more this is very interesting — HoloLens 2 can position the waveguides before the eyes of the user, directing them by mirrors. Further zooming can be achieved by shifting the angles of these mirrors. In combination with a resolution of 47 pixels per degree, HoloLens 2 dual FOV compared to the previous version. Microsoft expects to release the headset before the end of this year with a price tag of $ 3,500, first focusing on the business and then consumers.

Magic Leap provides a similar FOV but lower resolution than HoloLens 2. Meta 2 can boast an even wider 90-degree FOV, but requires a connection by cable. The race for achieving natural 120-degree horizontal FOV continues.

“Technology expansion of the field of view will make these devices more convenient to use and provide you with more than just a small box, through which you can watch,” says Rosedale.

Mapping the real world to create “mirror worlds”

“Mirror worlds” is an alternate dimension of our realitythat can encompass the physical space. When you sit in the office, the floor beneath you can turn into a calm lake, and every table in the sailing boat. In the class of mirror worlds can turn the pencil into a magic wand, and the tables touch screens.

Pokémon Go provides an introductory look at the concept of the mirror world and its huge potential to unite people.

To create such mirror worlds, headsets AR need to accurately understand the architecture of the surrounding world. Rosedale predicts that the accuracy of scanning devices will rapidly improve over the next five years, making possible alternative measure.

Verizon has already launched a 5G network in Minneapolis and Chicago, is compatible with the Moto Z3. Sprint plans to release its own 5G in may. Samsung, LG, Huawei and ZTE announced a new device with 5G.

“5G will be released this year and materially affect my work, it would seem that you are talking with someone else face to face. 5G is very important because currently, cellular devices give too much latency, so it doesn’t feel like you’re talking with someone face-to-face on such devices”.

To work quietly from anywhere in the world, individual devices for VR/AR will need a strong network 5G.

Built-in tracking of eye movements and facial expressions

Companies such as Tobii Pupil Labs and provide additions to the equipment and software to track eye movements to sets of VR/AR. This technology allows to render only the area of the field of vision, providing high resolution individual scenes are only in the visible region and keeping the lowest resolution in the region of the periphery. This allows you to save computing power.

As shown by HoloLens 2, eye tracking can also be used to identify users and customize the width of the lens to ensure a comfortable, individual perception for each person.

According to Rosedale, “a fundamental opportunity for VR and AR is to improve human communication”. He notes that modern headsets VR/AR miss many subtle but important aspects of communication. Eye movements and micro-expressions provide valuable information about the emotions and desires of the user.

In combination with software to detect emotions such as there’s affectiva, the device VR/AR could soon start to provide much more richly textured and expressive interaction between two people, overcoming physical boundaries and even language barriers.

When these promising trends will begin to transform the market, VR/AR will certainly revolutionize our lives. Perhaps to such an extent that our virtual worlds will become as important and enriching as our physical world.

VR/AR is good for the education of the next generation. They will expand training opportunities to include social, emotional and creative components that will allow you to tell stories and to model on the fly. Travel to other time manipulating the innards of cells or even the design of the new city will become a daily phenomena tomorrow’s classrooms.

Customers will be able to choose the apartment after virtual tours on them. The corporate offices will become in space, existing only in “mirror worlds”. In the health sector will increase the accuracy of remote diagnosis, surgeons will have access to digital media during vital procedures.

In ten years, VR and AR — the virtual and augmented reality will open infinite applications for new and converging sectors. And because virtual worlds merge with AI, 3D printing, computer and other achievements, our experience with it all will grow in depth and scale. Get ready!

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