The Future of Computing: Are AR/VR Headsets the Next Big Thing?
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Chapter 1: The Evolution of Communication Technology
The journey of communication devices has been remarkable over the past thirty years. The telephone, once merely a tool for distant conversations, has transformed into a multifunctional device. Today’s smartphones enable us to communicate, listen to music, capture images, send emails, surf the web, set reminders, and much more—all while fitting comfortably in our pockets. This evolution raises an intriguing question: Could augmented reality (AR) and virtual reality (VR) headsets take the place of smartphones in the future?
Big technology firms are already making significant investments in AR and VR technologies. Google began its journey by developing smart glasses for several years, eventually releasing a retail version in 2014 after a limited release in 2013. This period was characterized by discussions around smart devices, multitasking, and touch-free commands. Google Glass aimed to provide a hands-free way to access content and perform tasks, such as making calls and engaging with social media. However, like many of Google's ventures, it didn't succeed, cutting short the potential for a more immersive experience.
In 2014, Facebook, now Meta, took a bold step by acquiring Oculus for $2 billion, marking its commitment to a future centered around immersive experiences. Oculus, established in 2012, had already made a name for itself with popular devices like the Rift and Quest. The launch of the Meta Quest headset in 2019 further solidified Meta's ambitions, expanding the definition of connectivity beyond traditional methods and into the realm of extended reality.
In 2016, Sony entered the AR/VR market with PlayStation VR (PS VR), catering to gamers' desire for immersive experiences. HTC also made waves with its Vive headset, developed in partnership with Valve. Meanwhile, the fashion industry saw innovation with the Humane AI Pin, a wearable device equipped with a virtual assistant capable of texting, taking photos, and projecting interfaces onto a user's palm. As these technologies advance, discussions are growing about the possibility of AR/VR replacing conventional mobile devices.
> “Every once in a while, a revolutionary product comes along that changes everything.” – Steve Jobs
Apple, a leader in quality innovations, has recently unveiled its entry into the VR market with the Vision Pro. This device is described as a computer worn on the face, eliminating the need for physical controllers. It intuitively tracks eye movements and hand gestures to determine user intent, utilizing any surrounding space as a canvas for digital displays. Users can operate it in confined areas, such as airplane seats, to enjoy cinema-sized experiences. Unlike previous AR/VR headsets focused mainly on gaming or the metaverse, Apple's offering is designed for everyday applications.
What can users do with the Vision Pro? Apple envisions a range of functionalities, allowing users to engage with it as they would a traditional computer or tablet, but on a more flexible platform. This could greatly benefit those with limited space or those who rely on multiple large displays, akin to a massive television experience.
Section 1.1: Current Demand for AR/VR Technologies
Are consumers ready to embrace AR and VR headsets?
Currently, there are about 171 million VR users globally, with 57% identifying as male. The most active demographic consists of individuals aged 25 to 34, who are often drawn to gaming and the metaverse.
In contrast, the smartphone market is vastly larger, with approximately 6.84 billion devices in use as of December 2023, representing around 85% of the global population. This growth has been consistent, averaging a 5% increase annually over the past five years.
While these figures highlight the popularity of smartphones, the same cannot be said for VR headsets. However, with Apple's entry into the AR/VR sector, expectations for increased demand are rising. Mark Zuckerberg, CEO of Meta, commented on the Vision Pro's potential impact, stating, "their entry actually boosts demand for the entire market."
Section 1.2: Challenges Facing AR/VR Adoption
Despite their promise, AR/VR headsets face several obstacles, including battery life, design comfort, and the need for reliable connectivity. Moreover, issues like motion sickness and social acceptance of wearing headsets publicly continue to pose challenges. The cutting-edge technologies utilized in these devices also contribute to their high costs, exemplified by the Vision Pro's price tag of $3,500, making it inaccessible for many consumers.
Chapter 2: The Road Ahead for AR/VR
The first video titled "AI and Quantum Computing: Glimpsing the Near Future" discusses the intersection of AI and quantum computing, exploring how these technologies might shape our future.
The second video "Quantum computing: Facts, fiction and the future" provides an overview of quantum computing, addressing common misconceptions and its potential trajectory.