We’ve seen two main styles of technology which we think are relevant to
our customers and we’ve classed them as “assistive” and “immersive”. The
assistive style presents you with something in addition to your view of the
world but does not necessary fully integrate with it. The immersive style will
either replace or fully integrate with your experience of the world around you.
Let’s take a quick look at some examples.
Our Google Glass device is a good example of assistive VR. The unit
provides a small projected image directly in front of your eye which appears as
the equivalent of a 25 inch screen about 8 feet away. It responds to movements
of the head and has a touch sensitive panel to one side for more direct manual
controls. There is nothing between your eyes and the world except a small panel
of information so it feels a very natural experience. As it accepts voice
commands and has voice recognition, this makes it particularly useful in
situations when speaking will allow you to do more activities in parallel.
On a lower budget, we have Google Cardboard. This is a fantastic, low tech, reuse of everyday hardware to create a virtual reality experience – and it started life as a hobby project at Google. It is a cardboard headset in which you place your mobile phone. The “Cardboard” phone app then replicates the experience of more expensive headsets by displaying the two slightly different images on each half of your phone screen. Using the phone’s camera and spatial awareness, this creates a very passable version of the technology. All for around £15.
Finally, something between the two. Layar is an app which has been
around for some time and creates layers of information on top of reality. It
uses the spatial awareness of your mobile device to plot useful information on
the image seen by your mobile device’s camera. It’s not immersive, but does
allow your view of the world to be augmented with useful information. This
technology is frequently used with printed media (newspapers / magazines) to
add augmented reality to two dimensional media.
In summary, and unsurprisingly, we think that each flavour of virtual
reality technology has potential uses and pitfalls. We will track the progress
of this technology as we continually look for new and innovative ways to
empower our customers, and provide the most effective access to our products
and data.
Darwin Lee
Head of DevelopmentLandmark Information Group
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