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> When I want to see people in person, it's not because of a lack of stereoscopy. Of course, I'm not saying this will replace physical communication (I should'
by imiric 5y ago
> When I want to see people in person, it's not because of a lack of stereoscopy.
Of course, I'm not saying this will replace physical communication (I should've said "simulating" instead of "replicating"). But it's a clear step forward for traditional teleconferencing solutions. What do you think is the next leap from 2D video and displays? We're at the point of diminishing returns as far as increasing resolution goes, most consumers don't have a need for 8K or higher res displays. VR/AR is chugging along, but we're still a few generations away from mass market adoption.
> I'd add that the telephone was not only a very successful technology for a century, audio calls still remain very popular.
I don't understand. Video calls were never meant to replace audio calls, they just added a new sensory experience. It's perfectly fine for both technologies to co-exist for different moments and preferences. In a similar way this 3D approach is an extension to traditional 2D video conferencing if people have the equipment and prefer it. Judging by the expressions of the people in the demo and some of the comments here, you're underestimating how impactful this could be, especially if it's polished and cheap enough.
- wpietri 5y agoIt's not a clear step forward except in technical terms. Those often don't matter. For example, the big revolution in the last 20 years is not faster computers, it's mobile ones. I don't have much reason to think there is any near term "next leap from 2D video and displays". 2D renderings are more than 40,000 years old. They have improved drastically in resolution and fidelity. Computers added being dynamic and interactive to that. it's really not clear that 3D rendering adds much. > Judging by the expressions of the people in the demo and some of the comments here, you're underestimating how impactful this could be I am not, because that kind of novelty-driven excitement has driven every wave of popular 3D rendering technology for 170 years. VR/AR has been close to mass market adoption for 25 years. We've just been through an unprecedented period of demand for at-home entertainment, and the hardware that many said was finally, finally the thing turns out once again not to matter. People have had those excited faces every time. There were people jazzed about the possible impact every time. The Brewster Stereoscope. The ViewMaster (with the US Defense Department purchasing 6 million reels on the theory it would revolutionize training). 3D movies in the 1950s. VR in the 1980s and 1990s. 3D movies again this century. 3D TV for 2 CESes. And then the latest wave of VR, which you agree is still not there despite fantastic investment from companies floating in cash. Could it be different this time? Maybe! But if we keep measuring it by novelty effects, we're setting ourselves up for the exact same failure that keeps happening.
- imiric 5y ago> the big revolution in the last 20 years is not faster computers, it's mobile ones Surely the improvements in manufacturing processes, faster hardware and better screens are partly responsible for that. The iPhone as a concept has existed since the 1980s, and revolutionary ideas like what General Magic tried to produce in the 90s were just too early to be successful. When Apple tried it again in the late 00s it was a massive success, but technology finally reached a point when it was commercially feasible. So it doesn't take much to push a product to mass adoption. Just the right industry circumstances, a manufacturer willing to take the risk and capable hardware and software existing to make it happen. > We've just been through an unprecedented period of demand for at-home entertainment, and the hardware that many said was finally, finally the thing turns out once again not to matter. Are you dismissing the potential of VR/AR as well? The current innovation wave we're on is much bigger than whatever we had before. Headsets are becoming cheaper, more comfortable and accessible, and the visual tech we have now is leaps and bounds better than previous generations. Once we get to being able to put on sunglasses and experience different worlds, though likely sooner than that, the market adoption will likely go through the roof. > People have had those excited faces every time. I think it's different this time. It's not just it being 3D, but the merging of new generations of light field cameras, face/eye tracking, powerful ML algorithms, low latency networks and revolutionary displays is miles ahead of previous attempts. You can't just compare this to the ViewMaster and last century VR. The improvements here are much more substantial, and if they can make it cheap and reliable enough it could be a ground breaking product.
- wpietri 5y agoAgain, you're arguing that the technology might get better. I don't disagree. I'm not comparing the technology of the ViewMaster. I'm comparing the lack of demonstrated demand/utility and the pattern of hype. Every one of the products I named was greeted at the time exactly like you are now. The new technology was amazing! The potential was unlimited! And for the repeats like 3D movies and VR: It's different this time! I agree it might be different this time. Nobody's denying that. Aliens might land tomorrow. What I'm saying is that because of the clear pattern of "OMG novelty! OMG possibilty!" around 3D tech that has failed repeatedly for 170 years, you can't just uncritically make the same arguments. If you want to be persuasively realistic, you have to explain why the 3D novelty effect isn't the major driver this time. Because the long evidence is that 3D displays just don't matter enough for people to stick with them.