Spacial Computing
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This week we talk about virtual reality, the Meta Quest, and the Apple Vision Pro. We also discuss augmented reality, Magic Leap, and the iPhone. Recommended Book: Extremely Online by Taylor Lorenz Transcript The term spacial computing seems to have been coined in the mid-1980s within the field of geographic information systems, or GIS, which focuses on using digital technology to mess with geographic data in a variety of hopefully useful ways. So if you were to import a bunch of maps and GPS coordinates and the locations of buildings and parks and such into a database, and then make that database searchable, plotting its points onto a digital map in an app, making something like Google Maps, that would be a practical utility of GIS research and development. The term spacial computing refers to pulling computer-based engagement into physical spaces, allowing us to plot and use information in the real world, rather than relegating that information to flat screens like computers and smartphones. This could be useful, it was posited, back in the early days of the term, as it would theoretically allow us to map out and see, with deep accuracy and specificity, how a proposed building would look on a particular street corner when finished, and how it would feel to walk through a house we're thinking of building, when all we have available is blueprints. This seemed like it would be a killer application for all sorts of architectural, urban planning, and location intelligence purposes, and that meant it might someday be applicable to everyone from security services to construction workers to doctors and health researchers who are trying to figure out where a pandemic originated. In the 1990s, though, the embryonic field of virtual reality started to become a thing, moving from research labs owned by schools and military contractors out into the real world, increasingly flogged as the next big consumer technology, useful for all sorts of practical, but also entertainment purposes, like watching movies and playing games. During this period, VR began to serve as a stand-in for where technology was headed, and it was dropped into movies and other sorts of speculative fiction to illustrate the evolution of tech, and how the world might evolve as a consequence of that evolution, more of our lives lived within digital versions of the world, rather than in the world itself. As a result of that popularity, especially throughout pop culture, VR overtook spacial computing as the term of art typically used to discuss this type of computational application, though the latter term also encompassed use-cases that weren't generally covered by VR, like the ability to engage with one's environment while using the requisite headsets, and the consequent capacity to use this technology out in the world, rather than exclusively at home or in the office, replicating the real world in that confined space. The term augment reality, or AR, is generally used to refer to that other spacial computing use-case: projecting an overlay, basically, on the real world, generally using a VR-like headset or goggles or glasses to either display information onto lenses the user looks through, or serving the user video footage that is altered to include that data, rather than attempting to project the same over the real thing; the latter case more like virtual reality because users are viewing entirely digital feeds, but like AR in that those feeds include live video from the world around them. A slew of productized spacial computing products have made it to the consumer market over the past few decades, including Microsoft's HoloLens, which is an augmented-reality headset, Google's Glass, which projects information onto a tiny screen in the corner of the the user's eyeline, and Magic Leap's self-named 1 and 2 devices, which are similar to the HoloLens. All three of these products have had trouble making much of a dent in the market, though, and Magic Leap is in the proc
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