CONVERGENCE
The purpose of this framework is to focus our attention on where emerging technologies have the greatest transformative impact in terms of value for the audience. Of course, each area holds millions of fascinating possibilities to innovate, but it’s at their intersection where the future of play – near and far – sits.
A great example of the intersection of hardware and computation happening today is the LidAR camera on the latest iPhone. Put in the hands of the audiences, LidAR offers the promise of radically enhanced world context for mobile XR experiences.
Another example is at the cross-over of computation and connectivity, where audiences can experience movie-quality VFX as part of location-based play via ultra-fast networks & edge computing.
Looking further ahead, hollow-hardware sits in the intersection of hardware and connectivity, allowing increasingly sophisticated technological experiences to be delivered at lower price points. This has the potential to transform the connected play market and reduce the cost of mass consumer devices.
And what might sit in the center? When optics manufacturing can match the aspiration, when 5G is pervasive and when machine learning reaches a satisfactory level of schematic understanding of our world, the promise of hands-free, light-weight untethered XR glasses will be realised.
The continued evolution of the underlying technologies – and the audience experiences which they make possible – will ultimately net together. This will create a connected and pervasive layer of digital on top of our physical world – establishing the metaverse, or immersive web.