Archive for the ‘Augmented reality’ Category

Why Virtual Reality (VR) is Late

July 25, 2017


Whereas virtual reality (VR) has been expected to be the next breakthrough for IT human interfaces, the future seems to be late.

Detached Reality (N.Ghesquiere, G.Coddington)

Together with the cost of ownership, a primary cause mentioned for the lukewarm embrace is the nausea associated with the technology. Insofar as the nausea is provoked by a delay in perceptions, the consensus is that both obstacles should be overcame by continuous advances in computing power. But that optimistic assessment rests on the assumption that the nausea effect is to be uniformly decreasing.

Virtual vs Augmented

The recent extension of a traditional roller-coaster at SeaWorld Orlando illustrates the difference between virtual and augmented reality. Despite being marketed as virtual reality, the combination of actual physical experience (roller-coaster) with virtual perceptions (3D video) clearly belongs to the augmented breed, and its success may put some new light on the nausea effect.

Consciousness Cannot Wait

Awareness is what anchors living organisms to their environment. So, lest a confusion is introduced between individuals experience and their biological clock, perceptions are to be immediate; and since that confusion is not cognitive but physical, it will cause nausea. True to form, engineers initial answer has been to cut down elapsed time through additional computing power; that indeed brought a decline in the nausea effect, as well as an increase in the cost of ownership. Unfortunately, benefits and costs don’t tally: however small is the remaining latency, nausea effects are disproportionate.

Aesop’s Lesson

The way virtual and augmented reality deal with latency may help to understand the limitations of a minimizing strategy:

  • With virtual reality latency occurs between users voluntary actions (e.g moving their heads) and devices (e.g headset) generated responses.
  • With augmented reality latency occurs between actual perceptions and software generated responses.

That’s basically the situation of Aesop’s “The Tortoise and the Hare” fable: in the physical realm the hare (aka computer) is either behind or ahead of the tortoise (the user), which means that some latency (positive or negative) is unavoidable.

That lesson applies to virtual reality because both terms are set in actuality, which means that nausea can be minimized but not wholly eliminated. But that’s not the case for augmented reality because the second term is a floating variable that can be logically adjusted.

The SeaWorld roller-coaster takes full advantage of this point by directly tying up augmented stimuli to actual ones: augmented reality scripts are aligned with roller-coaster episodes and their execution synchronized through special sensors. Whatever the remaining latency, it is to be of a different nature: instead of having to synchronize their (conscious) actions with the environment feedback, users only have to consolidate external stimuli, a more mundane task which doesn’t involve consciousness.

Further Reading

External Links

Alternative Facts & Augmented Reality

February 5, 2017


Coming alongside the White House creative use of facts, the upcoming Snap’s IPO is to bring another perspective on reality with its Snapchat star product integrating augmented reality (AR) with media.


Truth in the eye of the beholder (Juan Munoz)

Whatever the purpose, the “alternative facts” favored by the White House communication detail may bring to the fore two related issues of present-day relevancy: virtual and augmented reality on one hand, the actuality of George Orwell’s Newspeak on the other hand.

Facts and Fiction

To begin with, facts are not given but observed, and that can only be achieved through a mix of conceptual and technical apparatus, the former to design fact-finding vessels, the latter to fill them with actual observations. Based on that understanding, alternatives are less about the facts themselves than about the apparatuses used to collect them, which may be trustworthy, faulty, or deceitful. Setting flaws aside, trust is also what distinguishes augmented and virtual reality:

  • Augmented reality (AR) technologies operate on apparatuses that combine observation and analysis before adding layers of information.
  • Virtual reality (VR) technologies simply overlook the whole issue of reality and observation, and are only concerned with the design of trompe l’oeuils.

The contrast between facts (AR) and fiction (VR) may account for the respective applications and commercial advances: whereas augmented reality is making rapid inroads in business applications, its virtual cousin is still testing the water in games. More significantly perhaps, the comparison points to a somewhat unexpected difference in the role of language: necessary for the establishment of facts, accessory for the creation of fictions.

Speaking of Alternative Facts

As illustrated (pun intended) by virtual reality, fiction can do without words, which is not the case for facts. As a matter of fact (intended again), even facts can be fictional, as epitomized by Orwell’s Newspeak, the language used by the totalitarian state in his 1949 novel Nineteen Eighty-Four. Figuratively speaking, that language may be likened to a linguistic counterpart of virtual reality as its purpose is to bypass the issue of trusty discourse about reality by introducing narratives wholly detached from actual observations. And that’s when fiction catches up with reality: no much stretch of imagination is needed to recognize a similar scheme in current White House’s comments.

Language Matter

As far as humans are concerned, reality comes with semantic and social dimensions that can only be carried out through language. In other words truth is all about the use of language with regard to purpose: communication, information, or knowledge. Taking Trump’s inauguration crowd for example:


Data come from observations, Information is Data put in form, Knowledge is Information put to use.

  • Communication: language is used to exchange observations associated to immediate circumstances (the place and the occasion).
  • Information: language is used to map observations to mental representations and operations (estimates for the size of the audience).
  • Knowledge: language is use to associate information to purposes through categories and concepts detached of the original circumstances (comparison of audiences for similar events and political conclusions).

Augmented Reality devices on that occasion could be used to tally people on viewed portions of the audience (fact), figure out estimates for the whole audience (information), or decide on the best itineraries back home (knowledge). By contrast, Virtual Reality (aka “alternative facts”) could only be used at communication level to deceive the public.

Further Reading