Humankind 2.0
a book in progress...
Meditations on the future of technology and society...
...to be published in China in 2016
These are raw notes taken during and after conversations between piero scaruffi and Jinxia Niu of Shezhang Magazine (Hangzhou, China). Jinxia will publish the full interviews in Chinese in her magazine. I thought of posting on my website the English notes that, while incomplete, contain most of the ideas that we discussed.
(Copyright © 2016 Piero Scaruffi | Terms of use )
Virtual Reality: History, Trends and Future(See also the slide presentation)
Narnia: Can we start with a short history of Virtual Reality?
piero:
Narnia: There are announcements every week in VR such as near-eye light-field technology (for example from Nvidia and Magic Leap),
Facebook's acquisition of Oculus, Apple's acquisition of Faceshift, Google Cardboard... What does VR mean for ordinary people?
piero:
There is impressive progress in the technology.
Near-eye light-field technology creates a much more "real" impression when you are exploring a virtual world.
There is so much progress that probably virtual reality is a field that will become obsolete in a few years.
In a few years the hardware will have changed completely. We will look back at the
Oculus Rift and the Gear VR the same way that today we laugh at the tape deck of the 1990s.
In fact, that is precisely Google's strategy: Google Cardboard is a step towards making your
smartphone the virtual-reality device of choice, just like the smartphone has become the photograph-taking device
of choice for most people. I am not sure that the smartphone (as it is today) is the right vehicle for virtual
reality, but i think that in five years the hardware for virtual reality will be much simpler.
I suspect that Apple will be, as usual, the company that makes everybody look obsolete: in 2013 they acquired the Israeli company PrimeSense, most famous for designing the motion-detection technology of Microsoft's Kinect in 2010; in 2015 they acquired the German company Metaio, a Volkswagen spin-off specializing in augmented reality; in 2015 they acquired the Swiss company FaceShift, a spinoff from Lausanne's Polytechnique Federale, whose technology captures the user's facial expressions in real time and creates an animated avatar; and in 2016 they hired Doug Bowman, a world expert of 3D graphics.
Since 2014/15 the industry split in two fields. One field is focused on gaming.
Entertainment has been the first mass-market for virtual reality.
The other applications (mainly marketing and simulation)
generate much less in revenues. The research firm TrendForce predicts that in 2016 the industry will sell
14 million virtual-reality devices and mostly for gaming. Facebook acquired Oculus for this kind of virtual reality.
Sony's PlayStation VR (Project Morpheus) will plug into a PlayStation game console.
The other field disagrees because it is more interested in office productivity, i.e. in selling virtual reality to the
office, not to the consumer. This field is more interested in "augmented reality" and
is best represented by Microsoft's Hololens. This device is an evolution of the
Windows computers that have been sitting on my desk since 1982: it "sits" directly in front of my eyes
and its user interface replaces the mouse with my gaze and the mouse click with the motion of my finger.
The desktop computer allowed me to walk around the "dataverse" (my personal data and remote data) and Microsoft's
productivity tools allowed me to work on those data using keyboard and mouse.
This new type of computer allows me to walk around three-dimensional virtual objects and to work on them using
gaze, gesture and voice.
Oculus' Rift needs to be plugged into a host computer and, to do the same things, it should be supplemented with
gesture recognition (like Leap Motion or Kinect) and stereoscopic cameras. It was not designed for the office.
It was designed for the home, and more specifically for a kid's bedroom.
The term "augmented reality" was coined in 1990 at Boeing in Seattle by Tom Caudell. The event that changed the course of this field was probably the development in 1999 of an open-source platform called ARToolKit at University of Washington in Seattle by two foreigners, Hirokazu Kato from Japan) and Mark Billinghurst from New Zealand. This platform was ported to mobile phones already in 2005. In 2008 the general public saw augmented reality in television for the first time: during a CNN show the public a three-dimensional virtual image of reporter Jessica Yellin "magically" materialized in the CNN studio.
Meta, founded in 2012 in Redwood City by Meron Gribetz, introduced the first augmented reality system in 2014, see-through glasses that allowed wearers to move and manipulate 3D content using hand gestures.
In 2017 it introduced an augmented-reality user interface for desktop computers.
In 2017 Mira, founded in Los Angeles by three students from University of Southern California in Los Angeles, demonstrated a cheap, wireless, see-through, augmented-reality headset powered by a smartphone.
Robert Xiao at Carnegie Mellon University is working on "Desktopography", a device that one can hang from the ceiling like a light bulb to project images on a surface and then let the user move them around the surface. For example, you can
project or map onto a desk and then you can manipulate it with your fingers.
Augmented reality can also be applied in the factory: in 2014 a Los Angeles company, Daqri, launched its Smart Helmet, an Android-powered wearable that creates augmented reality for industrial and construction workers. For example one can show visually how to do something, instead of simply providing written or verbal instructions. In 2015 they acquired ARToolworks. They also acquired Melon, a Los Angeles startup that developed a wearable that reads brain waves.
Augmented Reality can be more disruptive and pervasive than Virtual Reality because AR turns the whole landscape into a blank canvas: you can place objects anywhere and then your friends can find them. The world becomes a wall on which you can write and display what you want and you can decide who will see it. AR became popular when PokemonGo placed creatures in the urban landscape that only people with the AR app could see (and capture). In 2016 Microsoft placed a digital sculpture in the Bellevue Arts Museum of Seattle. Only people equipped with Hololens could see it: they could see a flock of words flying in the room. This was a powerful demonstration of what ordinary people can do with AR. If we augment a chat application like Wechat or Whatsapp or Facebook, you will be able to post "virtual" messages or flowers in front of someone's door or in her street. Nobody will see them unless they are wearing the AR glasses and you gave permission to them. This will be a new way to communicate, not email and not chat but something else altogether. Apple's iPhones of 2017 came with AR capabilities.
Augmented reality has the potential to revolutionize the world the way the World-wide Web did. It can create a visual Wikipedia for every single place and object in the world, a geographically distributed web of webs. You look at a place and you can see the history, science, art, etc related to it, and every person can add more information about it. You look at an appliance and you can see the operating manual, the warranty, the technology behind it, famous movie scenes with that kind of appliance, the biography of the person who invented that kind of appliance, similar appliances on the market and so on. Wherever you look, you will open a universe of information. Augmented reality glasses will turn our flat world of information into a multidimensional universe of universes.
In 2016 Intel introduced a 3D camera called RealSense ZR300 that can scan things and create a digital 3D copy, as well as react to gestures like Microsoft's Kinect does.
Intel's Project Alloy is one of the most interesting projects underway. It will be the first stand-alone headset: no PC/smartphone required. Facebook Oculus and HTC Vive must be tethered to a computer. Samsung Gear VR and Google Cardboard require a smartphone. Alloy will be the first one that comes equipped with its own computer. Intel is partnering with Microsoft like it did in the old days of the "Wintel" alliance for the PC and is opening up the specifications of the project to other manufacturers, just like they did in the 1980s for the PC.
Augmented reality is not only for the office. In fact, its first success
story has been the apps that let you "try" clothes or makeup
(lipsticks, eye shadows, gels and creams).
ModiFace, yet another offshoot of the University of Toronto, where a lot of the influential research on machine learning has been done,
shows you how the makeup will look on your face. You can move your head,
smile and wink.
Its founder, Parham Aarabi, used a technology that he developed at Stanford
for military recognition of lip movements.
Image Metrics, founded in 2000 in Manchester, became famous in 2007 when it created a 3D hologram (a visual clone) of a deceased actor that performed "live" on a stage.
Apple acquired, Faceshift, which is a spinoff project from Lausanne's Polytechnique Federale, another company in this business, of capturing the user's facial expressions in real time and creating
an animated avatar of the user.
Augmented reality can also be used for fun, like Blippar, a smartphone app for "visual discovery". It mixes image recognition and augmented reality. You point your smartphone's camera at an object and the phone displays something about that object, like a visual and almost three-dimensional encyclopedia.
Augmented Reality will also be very important in hospitals. A surgeon needs to see what the machines are seeing, and needs to see all the relevant information about the patient. For example, in 2017 Scopis Medical in Germany and Cambridge Consultants in Boston announced systems based on the same principle. First the doctors can use MRI and CT scans to build up three-dimensional images of the organs of the patient. Then the surgeon can use Microsoft Hololens to "see" inside the patient during the operation. In April 2016 a London surgeon, Shafi Ahmed, broadcast live a 360-degree view of an operation. Students equipped with Samsung Gear or Google Cardboard were able to immerse themselves in the operation as if they
were physically in the same room.
In 2017 the French firm Revinax supplied the augmented-reality system (based on Microsoft Hololens) that aided in a real live surgery at the hospital of Montpellier: the surgeon was able to learn by watching the same kind of operation as performed by another surgeon. Touch Surgery, founded by two former surgeons in 2012 in London, develops a similar system.
At the end of the day, however, you always need a Hollywood movie or a
videogame to make a technology popular, to turn it into a commodity.
What truly made augmented reality popular was Pokemon Go, a
mobile game introduced in 2016 by Niantic (a startup incubated by Google
in 2010) and Nintendo.
In fact, we forget that the top-selling toy of 2010 was Eyepet for the Sony Playstation, introduced just one year earlier. That toy came with a projection camera that projected a virtual pet capable of interacting with the children. It wasn't called "augmented reality" in those days but that's what it was.
I see virtual-reality devices like the Oculus Rift as the continuation of 3D television and movies.
I don't think those were success stories.
I don't think that 3D glasses or virtual-reality headsets are "friendly" user interfaces.
They are very unfriendly. Most of the online comments are about motion sickness, not about how great the
experience is. I think that only fans of games are willing to be tortured by these devices for hours
and hours. Everybody else probably prefers to watch a soccer game on an old black and white tvset rather than on
a 3D tvset that forces you to wear annoying glasses. These virtual-reeality headsets are also quite antisocial,
an isolated, individual experience. Black and white television was a family experience. Maybe not everybody wants
the "family experience" but many people prefer a communal experience of watching something together, as opposed
to each person being immersed in its own virtual reality.
Virtual reality is much more than just games. The experience of "watching" content can be completely different.
We live in a world in which the "attention span" has been constantly reduced. The younger generations are
proud that they are "multi-tasking" all the time. And the older generations complain that this multi-tasking and
this short attention span are creating the "shallows" (the title of an influential book by Nicholas Carr), people
with only a shallow perception of the world, people with a very superficial understanding of the issues, people
who cannot read a poem or a philosophical essay because or anything else that requires concentration.
Virtual reality can be the perfect antidote to this trend because virtual reality is a medium that "forces"
absolute focus on the content.
Virtual Reality opens a new dimension of human-machine interaction, one in which the machine is not a distraction but an aid to concentrate.
We had interaction based on keyboards, mouse, voice and touch. Virtual reality will allow for interaction based
on everything that we do: gazes, gestures, body movement, and some day maybe even breathing and thinking.
We used to say "i watched a movie" but in the future the verb will not be "watch" but "experience".
Narnia: what are the impediments to broader adoption?
piero:
Then there is still the problem of motion sickness. They say that faster processors will solve the problem,
because movement and reaction will be better synchronized. Qualcomm's Snapdragon 820
for Android smartphones (2016) is probably the first of a new generation of processors that target
virtual reality apps on smartphones.
Project Tango is a joint effort by Google, Intel, Qualcomm and Infineon to create Kinect-like sensors for
smartphones that will be much better at tracking the position in space (the project's manager is Johnny Lee,
whom Google stole from Microsoft where he was the leader of the Kinect team and most of the technology comes
from Google's acquisition of Motorola).
Google is funding an "app incubator" for Tango devices.
What is missing is the ability to use "augmented reality" at home, in the office, in the store. Tango will solve that problem because it will provide a "location-sensing system". The GPS is great for telling you where you are in a city, but not where you are in a building, and not where you are in a room. The GPS knows that you are at 120 Main St, but not that you are sitting on the couch of the dentist's lobby. When you are inside a building, your GPS stops being useful. Tango uses different technologies to understand where you are and to follow your movements. The goal is to achieve an accuracy of one centimeter, i.e. being able to tell whether you are leaning against the wall, sitting on the chair by the wall or standing in front of the desk. The application is not only "augmented reality". For example, Tango will be able to measure the size of an object simply by calculating the distance between two places where you press a button: no more measuring tapes!
[Narnia inserts here an Editor's Note: in 2016 Lenovo announced that it would make the first Project Tango smartphone]
Narnia: but this is a new way to interact with the machine, isn't it?
piero:
This new human-machine interface is actually hindered by the current device, the bulky headset. The headset is not the solution but the problem. In 2017 a Seattle-based startup, Innovega (whose main investor was Tencent), introduced eMacula, a pair of regular-size glasses and contact lenses that incorporate a screen for virtual reality. eMacula makes you think of another possible application of virtual and augmented reality: helping people read. If they can project games on your contact lenses, maybe they can also project a page that you hold in your hand. It should actually be easier. It may help people with some eye diseases better than magnifying lenses. Sony, Samsung and Google have filed patents for contact lenses to be used in AR/VR systems.
Narnia: What other applications besides videogames?
piero:
In 2014 British fashion multinational TopShop produced a 360-degree view
of a yearly fashion.
In 2015 Jaunt produced a 360-degree video recording of a Paul McCartney concert
in San Francisco.
In both cases we can download the app, using Oculus, we can attend the show
as if it was happening now and here.
I just tried to purchase tickets for a classical music concert and it's
all sold out. Of course, i can just listen to the music from a CD: why
do we want to go to a symphony hall to listen to the same music?
The experience is different. The "live" experience is different from
being at home. Unfortunately, there is a limited number of tickets
available: only 1,000 people can enjoy that live experience.
Ditto for a soccer game. These are three different experiences:
1. watching the game hours or days after it took place, after i already
know who won; 2. watching the game live on tv; 3. watching the game live
at the stadium. The experience is different.
The problem with 3 is that there is a limited number of tickets available.
Only 50,000 people can enjoy the experience of the live game.
Virtual Reality will allow the symphony hall and the stadium to sell
millions of tickets for the exact same seat. The day that we can create
virtual reality in real time is still far in the future, but some day
it will become possible: 360 degree cameras will photograph in real time
what is going on in the stadium, software will recreate it on your
computer and the VR "gear" (which hopefully will be more user-friendly
than today's head-mounted displays) will "transport" you in the stadium
and give you the feeling of being there with all the other spectators.
Another spin-off from the Swiss Federal Institute of Technology, which has now relocated to San Francisco, is called MindMaze, and makes devices that help victims of strokes (or, in general, of brain injuries) to rehabilitate, to learn again how to use their body. This is a case in which virtual reality is used to "re-train" the brain when the brain has "forgotten" how to do something, for example how to move paralyzed limbs. This device is a complex mixture of electroencephalographic sensors (that "read" your mind) and motion-capture sensors.
There are many health care applications. For example, San Francisco-based Vivid Vision (founded in 2014 by Manish Gupta, Tuan Tran and James Blaha) is using VR for repairing eye conditions, and Palo Alto-based Moodru (founded in 2013 by Tony Burton) is using VR to control anxiety and phobias.
Narnia: You mentioned that virtual reality forces people to "concentrate"
instead of being distracted by the environment.
So the ideal application would be something that requires concentration?
piero:
Narnia: What is missing from today's virtual reality?
piero:
In 2016 Emma Yann Zhang, a student at City University London, demonstrated
a device that can broadcast a kiss.
In 2017 Vasqo announced a device to release scent.
Narnia: You said the progress in VR is rapidly. That's why all the big companies want it. Why can VR post real and fast progress?
piero:
Narnia: How long you think it will take for VR to become something really big, something truly disruptive for our society"? S
piero:
Narnia: What are the short-term opportunities? Can you give some suggestions to the investors and startups?
piero:
And hopefully venture capitalists know what they are doing. According to Digi-Capital, in the 12 months from April 2015 to March 2016 venture capitalists invested $1.7 billion in virtual reality, $1.2 billion just in the first quarter of 2016. And there were already four unicorns: Magic Leap, Oculus, Blippar, MindMaze.
Narnia: what does virtual reality mean for our social lives? Will it isolate people?
piero:
Virtual reality is another case in which the antisocial life and the social life collide, except that in this
case the technology was born antisocial.
In 2003 Linden Lab launched "Second Life", a virtual world accessible via the Internet
(it was basically a MMORPG)
I had an avatar in
Second Life, and my avatar had its own life and friends (who were avatars of other people, people unknown to me).
Your avatar can be a very different person from your real self. It was an interesting psychological experiment:
what would you like to be if you lived in another world, if you were not watched by your family and friends,
if you could forget about your duties and obligations? Where would you travel if you could travel incognito?
Second Life could be the future of social media. In the future you will be able to create your own world and
live in it alone (a game that children frequently play) or create a world in collaboration with your "friends"
(either friends whom you personally know or friends who are just avatars of strangers).
I suspect that both uses of virtual reality will provide a deeper experience. Socializing in a virtual world (in a world that doesn't exist) may sound bizarre, but for some people, especially the introverted ones, it may constitute a happier experience than socializing on Wechat or Facebook.
If you only think about money and games, you miss the point of what Virtual
Reality can achieve. Nonny de la Pena at the University of Southern California
is pioneering a new kind of journalism that she calls "immersive journalism".
Her website is http://www.immersivejournalism.com/
She debuted her virtual-reality technique in 2012 with "Hunger in Los Angeles".
She uses virtual reality to make you "feel" how it feels to be in places where
something terrible is happening. If i tell you that people are dying in Syria,
it is just a sentence with a number; but if i show you the people dying in
the streets of a Syrian city, the effect is much stronger.
That's her "Project Syria", presented at the Sundance Festival in 2014.
As i said, virtual reality helps you concentrate.
It can also help people concentrate on world news
in a way that a written story doesn't. The "reader" becomes an "observer",
and therefore is much more likely to "feel" the story instead of simply
"hearing" it.
Narnia: The boom of virtual reality represents the fear of people to socialize
in the real world, so they socialize in a world that is not real?
piero:
Narnia: Virtual reality is presented as something that the masses can only use, but you are saying that ordinary people should also be able to produce it?
piero:
At the end of 2016 Unity introduced a new tool named EditorVR that transports Unity game designers into virtual reality (they can create worlds while wearing a VR headset).
What we need is an operating system for creating and running virtual worlds. Improbable (founded in 2012 in London by game designer Herman Narula and Robert Whitehead) hired Sam Kalnins (the chief designer of Hangouts at Google) and Eric Molitor (from Amazon) and developed the cloud platform SpatialOS for videogames. But the same platform can be used to simulate entire cities: in 2017 Improbable unveiled a project to simulate the town of Cambridge.
Penrose Studios demonstrated in early 2016 its first virtual-reality
film, "The Rose And I", which is an adaptation of a popular children's book,
"The Little Prince". It's a short film but it is one of the first attempts
at using virtual reality for a different kind of storytelling, unlike 3D
movies that were simply a visual gimmick.
Penrose Studios was established in 2015 in San Francisco by Eugene Chung,
who has experience with both Pixar (animation) and Oculus (VR headsets).
As a writer, i am actually very excited about the potential of virtual reality for future "writers".
A novelist or a poet uses a keyboard (or a pen!) to create a world. In the future she will have tools to create
a virtual world in which her "readers" can experience the story or the poem. This should be more intense than
writing and reading. It should create a different kind of bond between writer and reader (or, if you prefer,
producer and consumer). The writer will become the equivalent of the "guide" or the "scout". I can take you to
see amazing nature in the Sierra Nevada of California, and in that case i am your guide/scout.
Some day i will create my own world of nature (in the computer or in the cloud)
and guide you into it. I am sure it will not be as beautiful as
real lakes and waterfalls, but it will be my world.
Every parent knows that her or his children are not the
most beautiful nor the most intelligent in the world, but they are her/his children, children that she/he raised.
Maybe we will have a similar feeling for the virtual worlds that we created.
Virtual reality tools can potentially empower us to become gods creators of new worlds.
I will escort you into my world and we will socialize in it.
"Life" will not be about going to a place that preexists (a park, a shopping
mall, a stadium) but about going to the places that we design.
Narnia: What are the dangers of Virtual Reality?
piero:
Narnia: What is coming next?
piero:
Narnia: Virtual Reality is coming of age at the same time that another old discipline, Artificial Intelligence, is coming of age. What do they have in common?
piero:
Your avatar will live in the virtual world while you live in the real world.
Every time that you plug into the virtual world again (when you wear the virtual-reality gear again), you regain control over your avatar.
The avatar will learn from
you how to behave (what kind of person you want it to be), and you will learn
from your avatar what that behavior leads to (what that kind of person does).
You can have an artificial self besides your real self,
and the artificial self operates outside your control.
It sound scary, but this happens only inside an artificial world.
In the short term
this could be the most important psychological experiment since the invention
of psychotherapy. In the long term this could be even more important to
understand the human mind.
Narnia: What happens to the avatar of me when i die?
piero:
Narnia: Can these virtual characters (these virtual copies of me) be materialized so they can live in the real world?
piero:
Narnia: And, as the technology progresses, could the avatar/replica in the virtual world become exactly like me in the way i think? Isn't that "me"?
piero:
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