Dystopia, brought to you by…

*** SPOILER ALERT: This article contains plot information related to the book READY PLAYER ONE If you have not read the book and do not wish your experience spoiled, please return to this link when you’re ready (Player One). ***

My friend Alvin Wang Graylin, China Regional President of HTC Vive, recently authored a thoughtful op-ed piece entitled, “Real world lessons for the VR-First future: An industry insider’s analysis of READY PLAYER ONE”, the English version of which is published on technode.

As Alvin observes, Ernest Cline’s best-selling book, READY PLAYER ONE, is an insightful fictional take on our virtual reality future, and recommended reading for pretty much everyone, irrespective of your current interest (or lack thereof) in VR. READY PLAYER ONE imaginatively portrays the transformative possibilities of virtual reality across every aspect of our lives. The book also vividly illustrates the dystopian consequences that may arise from the neglect of actual reality in the embrace of virtual reality. At its core, READY PLAYER ONE is a cautionary tale of the consequences of immersive escapism in the face of increasing ecological crisis, economic disparity and socio-political disintegration.

I’ve given Alvin plenty of well-intentioned ribbing regarding HTC’s ongoing use of READY PLAYER ONE’s sandblasted mobile home stacks as a backdrop for their presentations on the “VR-first future.” Mobile home stacks are, to put it mildly, a bad ad: suitable for the poster image of VR contrarian / convert(?) Steven Spielberg’s forthcoming READY PLAYER ONE film adaptation, but questionable as consumer enticement for a VR hardware manufacturer. Imagine a surfboard company advertising with a JAWS poster. 😉

If, as maintained in the technode op-ed piece, “READY PLAYER ONE will do for VR what AVATAR did for 3D in general awareness,” the question naturally follows: “Does this awareness make the general public more or less favorably inclined towards VR?” In other words, is this “VR-first future” a future you want to live in? The hero of READY PLAYER ONE provides a succinct answer: “For me, growing up as a human being on the planet Earth in the twenty-first century was a real kick in the teeth.” His explanation doesn’t get any more complimentary from there.

The global energy crisis, wars, social calamities and ecological disasters which characterize daily life in READY PLAYER ONE aren’t caused by VR technology, but they are facilitated and exacerbated by it. Not only does technological saturation deplete the world’s resources, but VR escapism provides an easy alternative to real-world problem-solving: a new “opiate of the masses.”

I came away from READY PLAYER ONE with three thoughts… (full post on AWN)

Dystopia, brought to you by…

The Apple of your eye

Daniel Eckler’s article, “The Future of Apple & AR,” reiterates that personal computing is on the verge of a paradigm shift toward augmented reality, and notes that Apple’s recent hires, acquisitions and patents point towards this AR future, as does the tech embedded in their current product line (particularly the much-maligned AirPods, which can be properly appreciated as voice-activated computers that nestle in your ears).
Regarding Apple’s prospective AR endeavors, Eckler observes, “If AR glasses are going to be a success, they’ll need to tether with a powerful computer (the iPhone), and they’ll need to do so seamlessly while introducing new ways to interface with computers (Airpods + Siri).”
Yes, AND…

While I share Eckler’s opinion of Apple’s intentions, I believe Apple’s odds of success are predicated as much on the practical as on the technical. In order to achieve mass market AR adoption, Apple must attractively address the following points: (full post on AWN)

The Apple of your eye