Archive of ‘AR’ category

Metaverse cognitive load

++++++++++++++++++++++
more on metaverse in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse

Razor MR Glasses

ThirdEye Announces Razor MR Glasses, Expands into Consumer Metaverse with New Lightweight Solution

Going beyond the enterprise metaverse, the Razor MR Glasses will be ThirdEye’s first foray into the consumer market, offering 100+ apps, hands-free features and a wide field of vision

https://www.globenewswire.com/news-release/2022/01/03/2360093/0/en/ThirdEye-Announces-Razor-MR-Glasses-Expands-into-Consumer-Metaverse-with-New-Lightweight-Solution.html

ThirdEye, a leader in augmented and mixed reality (AR/MR) solutions, today announces its first consumer mixed reality glasses – the Razor MR Glasses. Adding upon the technology that’s proven to be successful in the enterprise, ThirdEye is expanding its lineup of hardware solutions by introducing a new product directly for consumers.

ThirdEye Razor MR Glasses

https://www.globenewswire.com/NewsRoom/AttachmentNg/dc12895f-669e-4f67-9f8f-84e0a4edf91f

Military medics and mechanics access to a virtual help desk

https://www.popsci.com/technology/darpa-funded-amigos-program/

“Augmented reality, computer vision, language processing, dialogue processing and reasoning are all AI technologies that have disrupted a variety of industries individually but never in such a coordinated and synergistic fashion,”

Metaverse and capitalism

The Metaverse as the new frontier of capitalism

https://medium.com/@connectingtotheworld/the-metaverse-as-the-new-frontier-of-capitalism-639c9494634

Baudrillard’s work from1981, Simulacra and Simulation
Geyh, Leebron, F., & Levy, A. (1998). Postmodern American fiction : a Norton anthology (First edition.). W.W. Norton & Company.
https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/qoo6di/alma990011637720104318

money and gaming are only the first of being completely pushed into a new all encompassing ‘reality’ of its own.

2021 also popularized the Non Fungible Tokens (NFTs) — private property transferred to virtual reality. If on a first level a photo or film keep certain relation to the real, a NFT is a second level of dematerialization of our world and perceived ‘reality’. It simulates, in a virtual world (per se already a simulacrum), the simulacrum of an image/photo/video — and, as if magically, it acquires ‘value’ and it is deemed proprietary.

The future decade’s pressures are more and more on the deterioration of what is left of the real world — climate change, pandemics, automation of work, decreasing populations (first in the West, then in the rest of the world), and scarce resources. The work that produces material things were/are the first to be automated — first in agriculture, then manufacturing and now finally services. In such a decadent material world, continuous growth would not be possible anymore — but with virtual ones

There is never enough data.
super fast internet (5G), increasing data centers, quantum computing, health trackers on human bodies, machine-brain interfaces, internet of things… The goal is for the AI to know how to reproduce material things in a virtual setting.

The COVID-19 pandemic probably accelerated this ‘metaversing’ of reality in many years.

+++++++++++++++++++
more on metaverse in this iMS blog
https://blog.stcloudstate.edu/ims?s=metaverse

 

 

distance learning and immersive tech

Emergent Technology beyond the Pandemic – Preparing for the Future

My annotations here:
https://hyp.is/go?url=https%3A%2F%2Freadylearner.one%2Femergent-technology-beyond-the-pandemic-preparing-for-the-future%2F&group=__world__

So while we know that there are incredible applications for emergent technologies such as VR/AR, the goal for organizations isn’t to look to implement these types of solutions immediately while in the midst of a pandemic, adding layers of training and cost concerns to the already existing uncertainty. Rather, an approach that involves short and long term planning as well as data collection to inform decision making is a much more prudent approach.

“VR Learn: Virtual Reality in Learning”

  • Learners are able to learn more in less time. They are engaged.
  • Learners have a physical and emotional response that is based on empathy.
  • Learners develop mental muscle memory on new tasks and new procedures.
  • Learners show greater retention rates.
  • Learners are able to fail forward without real-world consequences.
  • Learners can do things in VR/AR that they can’t do in real-life.

1 2 3 4 5 29