4 ms·
It's not the prevailing opinion, but he's right. There are a number of things needed before we get there though: * AR glasses or contacts that are not intrusiv
by Communitivity 4y ago
It's not the prevailing opinion, but he's right.
There are a number of things needed before we get there though:
* AR glasses or contacts that are not intrusive
* AR glasses or contacts that can use prescription lenses
* Lightweight finger-less gloves that provide 23DOF, enough to model the human hand [1]. Gloves would need to detect finger positions through light sensors or nerve monitoring, as finger-less is needed so users can interact with real world
* Good spatial audio, ideally in over the ear (so they don't get dropped) ear buds that are used with the glasses/contacts for head tracking
* Ideally, a headset or something that measures user's facial muscles, allowing your avatar's face to mimic yours
* Belt or something that holds power and main processing, as well as tracks torso positioning
* The protocols needed to manage and exchange VR/AR digital assets
* The protocols needed to render those assets, ideally is a customizable way (I might want to see a realistic rendering, someone else might want a medieval fantasy spin)
If NeuralLink takes off then that could theoretically replace the above, but I'd bet the above will exist before NeuralLink is ready and approved for consumer use.
I'm interested to see how close Project Cambria comes to the above. However, my take at the moment is that it will be targeted at VR gamers and VR socializing, not AR. There is a huge market for VR applications, but AR has much bigger potential - while also being a harder nut to crack.
My hope is that this is all Open Sourced, or that Open Source teams get there first.
[1] Mansor, N.N.; Jamaluddin, M.H.; Shukor, A.Z. Concept and application of virtual reality haptic technology: A review. J. Theor.
Appl. Inf. Technol. 2017, 95, 3320–3326.