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The Infinite Retina

The Infinite Retina

By : Irena Cronin, Robert Scoble
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The Infinite Retina

The Infinite Retina

By: Irena Cronin, Robert Scoble

Overview of this book

What is Spatial Computing and why is everyone from Tesla, Apple, and Meta investing heavily in it? Irena Cronin and Robert Scoble answer that question to help you understand where Spatial Computing - an augmented reality where humans and machines can interact in a physical space - came from, where it's going, and why it's so fundamentally different from the computers or mobile phones that came before. They present seven visions of the future and the industry verticals in which Spatial Computing has the most influence - Transportation; Technology, Media, and Telecommunications; Manufacturing; Retail; Healthcare; Finance; and Education. The book also shares insights from leading experts, industry veterans and innovators, including Sebastian Thrun, Ken Bretschneider, and Hugo Swart. They dive into what they think will happen in the medium term and what it could mean for humanity in the long term. This new second edition has many substantial updates, including two new chapters on the relevance of Generative AI to Spatial Computing and a new chapter on the impact of the Apple Vision Pro. Each existing chapter has been updated to have the most current information and commentary.
Table of Contents (20 chapters)
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2
Part I: Why Spatial Computing and Why Now?
6
Part II: The Seven Visions
14
Part III: The Spatial Business
19
Other Books You May Enjoy
20
Index

Cinematic and Interactive Experiences

Outside of gaming and social VR, there are Spatial Computing experiences currently made mostly for the festival circuit.

Festivals That Include VR

The reason why these experiences are shown this way is that the present state of digital distribution of Spatial Computing entertainment experiences is at a very initial unsophisticated state. We won’t be focusing on distribution issues here, as it would take us further away from what the focus of this section is.

Cinematic VR experiences are those that are actually 360-degree experiences―that is, they are not actually VR. However, on the festival circuit, the term cinematic VR has taken off; so, we will briefly address it, as well as those non-gaming experiences that are interactive, hence are VR. Additionally, there has recently been a very small and slowly growing body of AR experiences that are narrative in nature, shown at festivals.

Figure 5.31: Photo credit: SXSW. People at SXSW 2019 enjoying cinematic VR in Positron Voyager chairs.

Figure 5.31: Photo credit...

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