![]() ![]() Hat tip: The excellent 3D printing blog Fabaloo. ![]() If you count MMOs and web-based 2.5D virtual worlds in that category, the number was actually far more than that - closer to 100 million. Just as likely we'll see augmented reality virtual worlds, where the virtual experience is incorporated into and displayed with aspects of the real world around us.īack in 2007, by the way, Gartner predicted that 50 million people would use virtual worlds in 2011. In China, for instance, the market for MMOs is moving to mobile, and I think we're going to see a similar trend in the West - this suggests "lightly immersive" virtual worlds that are semi-3D, 2.5D, or designed for short play sessions. However, it's also likely, I think, that what we mean by "virtual worlds" will be very different in coming years. Without knowing their specific reasoning, I'd say the rise of WebGL ( a la Cloud Party) and the improvement of 3D graphics in tablets ( a la Myst for iPad) are two important vectors that will help this adoption (among others). The technologies on the Hype Cycle that make this possible include human augmentation, volumetric and holographic displays, automatic content recognition, natural-language question answering, speech-to-speech translation, big data, gamification, augmented reality, cloud computing, NFC, gesture control, virtual worlds, biometric authentication methods and speech recognition. This scenario describes a world in which people interact a lot more naturally with technology. ![]()
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