XR Sociotechnical Plan

The video highlights the future of extended reality (XR). XR is an umbrella term for technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). The video attempts to highlight each of these specific technologies and how the user interacts with each. There is also a slide that depicts some future uses of the technology to include healthcare, education, advertising and marketing, manufacturing and industrial, and gaming. The slide depicting this information is a bit blurry! XR is all about providing a fully immersive experience. One method of realizing this immersion is through the use of increased haptics. There is a slide of a prototype haptic feedback suit that would allow wearers to experience sensations that can provide an extra dimension of realism. A trend that we are seeing right now is the increased value of digital assets in the metaverse. This trend may see society purchasing things we need IRL such as houses, cars, and other consumable items. The metaverse provides an environment where you can be anyone - this can be good and bad. The technology provides the ability for people to experience life as another persona. This can be used maliciously to impersonate people. A major challenge to this technology is the lack of processing power. Creating a realistic virtual environment is not a simple task. The current technology, to include virtual reality headsets, is not robust enough to provide the processing power in a self-contained headset. As quantum computing becomes more mainstream and the technology is incorporated into headsets, this immersion factor will be more attainable. Finally, widespread XR usage may result in a noticeable decline in health. As more and more people reach for their headsets to partake in the virtual world, there is less time for users to eat healthy and exercise properly in the real world. 

Please view the video here: XR Video 

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