The metaverse offers opportunity for escapism and empowerment.
Market research published last summer suggests the total AR/VR market will top $700 billion by 2025, suggesting a compound annual growth rate close to 75%. Those are amazing statistics, although we know investment in virtual and augmented reality has surged during the pandemic. Spending on VR has increased, particularly among consumers constrained to stay at home for extended periods. They have time, and they’re bored. But professional applications are also expanding quickly in marketing, retail, healthcare and manufacturing.
As a concept, AR/VR is closely connected with another emerging phenomenon: the metaverse. The distinction between the two is quite blurred. The metaverse is perhaps best envisioned as an alternative reality whose scope extends throughout the entire internet and into the real world. Although there will be elements of virtual reality, and a VR headset will provide one means of entering the metaverse, the big tech giants are thinking much bigger. Facebook’s parent company has even changed its name to Meta, a clear expression of its ambitions.
We can expect this alternative reality to start becoming accessible through gaming and entertainment applications. People will exist and move around as avatars, go to shops, attend concerts. The chance to style our appearance and create our own reality is a fantastic opportunity for escapism. And who could blame anyone seeking an escape from the real real world?
Important opportunities exist to improve our working lives, however, as well as the quality of services such as healthcare and emergency first response. With the benefit of instant access to building records through the internet, police or firefighters can capture information about the layout, occupants and fire-escape routes within their field of view to preserve their own safety and provide more effective support to those inside.
The opportunities to enhance mental well-being are perhaps even more profound, particularly in the aftermath of the pandemic. The numbers of people suffering from anxiety-related disorders such as agoraphobia are expected to have increased. Those already suffering, having been compelled to stay indoors for extended periods, will likely have experienced setbacks in their battle. The metaverse could greatly expand the prospects for treatment by providing a controlled environment for a patient to enter, move around in, and deal with challenges that are carefully designed to help build confidence.
In a similar vein, metaverse technology can have a democratizing effect on formerly specialized areas of research, like sports performance. Elite sportspeople are known to employ visualization to prepare mentally for high-pressure events. Rehearsing their responses helps fine-tune performance and strengthen the self-control to achieve their ultimate goal. The desire for outstanding achievement is common, yet few can get the right help to use visualization effectively. The metaverse can provide a suitable environment to try it out, with the aid of online courses delivered by your own personal coaching avatar.
Of course, much depends on the availability of suitable software to create these environments and challenges. The scale of the internet can come to the rescue here, enabling facilities to be made available on a similar basis to today’s mobile apps: Visit your metaverse store for low-cost or even free apps, possibly monetized on a subscription basis or through in-app purchases.
Then there is the question of hardware. Apple is reportedly working on a VR headset that is expected to be extremely lightweight – less than one pound, with later models weighing even less. Of course, headset weight is a key metric for any VR application to avoid discomfort. Weight is even more important in the metaverse, however, where users will expect to be comfortable for extended periods.
Numerous challenges must be overcome when packaging high-computing performance into a wearable form factor. Effective thermal management, of course, is extremely important and a huge challenge. In addition to lightweight for comfort, designers will be under pressure to create attractive designs people will want to wear. We can expect creative solutions, particularly using shaped, insulated metal substrates.
On the other hand, the supply of space-saving technologies like flexible printed circuit (FPC) will experience increased pressure. The automotive sector is already placing a huge demand for FPCs, as vehicle electrification continues to rise. It is reckoned future electric vehicles could contain more than 100 circuits on FPCs.
We can also look forward to exciting developments in sensors for contextual awareness. Leading MEMS sensors are already integrating small, embedded machine-learning cores that enable smarter functionality and faster response than their predecessors. Sensing techniques also are undergoing a significant change with the advent of sophisticated depth-sensing based on infrared time-of-flight measurements. These enable much faster and more energy-efficient 3-D perception than conventional imaging techniques. The sum of all these parts could deliver compact, stylish, low-power and comfortable wearables that enable us to exist quite naturally in the metaverse.
As this concept evolves, I am sure the most successful applications will be those that enhance our connections with each other. I would compare it with the original Facebook, which overpowered competitors and predecessors simply by offering more and better ways for people to interact, in real-time and through various groups, to share as many aspects of their lives and interests as they wish.
No doubt escapism and entertainment will be the main priorities for a sizeable number of metaverse users, but I see many opportunities to help people improve their well-being, achieve ambitious personal goals, and enhance working experiences. It does have great potential to make the real world a better place.
alun.morgan@ventec-europe.com.
is technology ambassador at Ventec International Group (ventec-group.com);Is it possible to achieve robot ethics when humans providing the framework are inherently flawed?
It has been over 80 years since Jorge Luis Borges published his short story “The Library of Babel,” and now the virtual library is open to visit. Borges described a theoretical library of books that, together, contain all possible combinations of letters in the alphabet, with a few provisos and limited punctuation. The idea was this library would contain every book, every article, song, play, etc., that has been – or ever could be – written, among an overwhelming quantity of apparently meaningless material.
It’s a mind-boggling concept, used to explore ideas of time, meaning, the human condition – behavior, frailties, the shortness of life – and our place in the universe. It’s clear this library was imaginary. Borges never expected it to exist. Now, leveraging the computing power available to us today, the website libraryofbabel.info has brought the literary concept to life as a virtual “universe.”
Seven years from now, the era of artificial general intelligence (AGI) will begin, according to Ray Kurzweil. AIs trained for specific tasks such as image, pattern or speech recognition are already in the world and routinely assisting with demanding tasks in industry, medicine, financial analysis, photography and more. Kurzweil said by 2029 a machine will be able to pass the Turing test, the so-called imitation game, in which a human interrogator questioning a machine and a human should be unable to distinguish between the two based on their responses.
Harnessing our technologies to assist humanity.
There is a a technological solution for most things these days, and in this case virtual reality (VR) has been put forward to help new employees explore their working environment, find the locations of essential amenities, and experience lifelike introductions to the various activities and departments. The process can be completed quickly and efficiently, without the logistical challenges and delays that occur in the real world. It’s also as cost-effective and easy to onboard a group as it is an individual, and can save section heads and other presenters from repeatedly taking time from their main duties to address the newcomers.
VR is not new, of course. What’s happening is cases for using it in an ever-expanding variety of activities are becoming stronger as computing power and affordability increase. When a viable business case can be perceived, software application developers can get started, and a new market can begin – with all the new opportunities for technical and commercial development that come with it.
To continue reading, please log in or register using the link in the upper right corner of the page.
Even our wildest predictions for new technologies like the IIoT could be too modest.
“One day there will be a telephone in every major city in the USA.” This outrageous assertion, attributed to Alexander Graham Bell, illustrates the difficulty we face in trying to grasp the full potential of great opportunities. He also suggested – presumably later – that “the day is coming when telegraph wires will be laid onto houses just like water or gas – and friends converse with each other without leaving home.”
And so it is, I’m sure, with the Internet of Things (IoT). It’s just getting started. Of course, great claims have been made, particularly on the number of devices that will become connected. The IPv6 address space permits more connections than we can practically contemplate. But it’s the types of applications and services, the capabilities we will gain by leveraging data from IoT devices, that will change the way we live and work in ways we cannot conceive right now.
Under the general heading of the IoT, the Industrial IoT (IIoT) has taken on a life of its own as commercial organizations realize the potential benefits. It’s a key element of the fourth industrial revolution, the enabler for physical systems to become cyber physical systems.
To continue reading, please log in or register using the link in the upper right corner of the page.
We can make more (money) by making less (product).
Arthur C. Clarke once said, “Before you become too entranced with gorgeous gadgets and mesmerizing video displays, let me remind you that information is not knowledge, knowledge is not wisdom, and wisdom is not foresight. Each grows out of the other, and we need them all.”
Today, we’re all familiar with gorgeous gadgets, and not only those we carry in our pockets, wear on our wrists or help us drive our cars. The factories we work in are dripping with sensors and automation, which is increasingly robotized, bringing a level of dexterity, efficiency, and reprogrammable flexibility that previous generations could only dream of.
We are fortunate to live in this period we now call the fourth industrial revolution, although we should recognize our predecessors have been working toward this for generations. It’s simply human nature. Since the beginning of industrialization, people have been making analyses – of processes, end-products, and how things are done – to achieve some improvement. Often, the goal is to increase productivity and quality but also to ensure safety and reduce environmental impacts. Recently, of course, reducing pollution and energy consumption, while addressing issues like recyclability, has become increasingly important.
To continue reading, please log in or register using the link in the upper right corner of the page.
Could optical interconnects and graphene change the view?
Many things, including the electronics industry, have changed beyond recognition over the past 40 years or so. It’s all the more incredible how little the PCB has changed in its makeup since its inception, and thus fitting that PCD&F named its Hall of Fame after the printed circuit inventor, Paul Eisler. His radio, the first commercial product to contain a PCB, is on display at the Science Museum in London. It was made in 1945, containing a simple and straightforward PCB designed to implement point-to-point connections. Things have become more sophisticated, of course, as human nature provides both the push from engineers’ curiosity and the pull of market demands.
The main goal of early PCBs was to replace traditional soldered wire connections. This helped streamline assembly, reduce wiring errors, and increase reliability. The PCB’s arrival also facilitated automation of electronics product assembly. In early PCBs, the role of the substrate was barely considered, except to separate the conductors. Now, the substrate properties are the most important aspect where high signal frequencies are present. In other ways, it’s surprising how little has changed, as the constituent parts remain the same: a composite core, comprising a reinforcement and a resin binder, and copper conductors.
Of course, much has been done to boost and optimize the properties of the entire assembly. With efficient thermal transfer a key demand in high-power circuits, unreinforced materials have come to the fore that remove the effects of glass as a thermal insulator.
To continue reading, please log in or register using the link in the upper right corner of the page.