![]() ![]() Too often I’ve seen technology used for technology’s sake. This digital layer, whatever its purpose, needs to be delivered in a way that doesn’t offer distraction or an obstacle, but a seamless method for delivering information that enhances an experience, adds value, entertains or improves efficiency. Sure, I get this is not always easy, but that doesn’t mean it shouldn’t be given consideration. Who exactly is going to monitor this artwork? How do we avoid ending up with a cluttered world of hateful posts, crappy artwork and augmented spam, much like what the internet has largely become?Ĭompanies who become involved in producing and publishing digital content, whether it be AR or VR, would be wise to consider the long term implications, self regulate and moderate where practically possible, without stifling the open world nature of an online community. However, this does raise moral issues around ownership, rights and privacy. Their ideas were on occasion a little too close to home, and the FBI more than once asked the makers how they knew about actual supposedly secret products in development. As far back as the 1960s, shows like Get Smart were featuring phones in almost everything, a camera hidden in a bowl of soup and the famous Cone of Silence. These vivid portrayals have often led to real world products being invented. The third is movies and TV shows, which are able to paint imaginative pictures of what the world might look like in 5, 50 or 500 years, allowing directors and writers’ minds to run wild. We’ll skip jauntily on from this subject! The porn industry interestingly has also driven digital innovation, being largely credited for helping develop streaming video, tracking devices and online payment methods. You only need to look at the popularity of Pokemon Go to see how successful it can be. These companies have helped bring many new technologies to the masses. ![]() Gaming is the first, and an area I’m familiar with, having worked at Gamespot for several years with major gaming publishers like EA, Rockstar and Activision. There are 3 industries I would credit with bringing technology innovation into the mainstream. In this next article I’ll begin to look at how to use augmented reality for business, how the technology is developing, how it is delivered to an audience and how, as a company, you should consider using it. In my last article I defined augmented and virtual reality in the context I’ll be discussing it, and I talked briefly about the history of virtual and augmented reality. ![]()
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