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by wpietri 3029 days ago
I get why people are excited, and maybe these technologies really will go somewhere this time. But the first commercial AR systems are 25 years old [1], and VR had a wave of popularity in the 90s as well . [2]

The only way we can really call today the "early stages" of either of these technologies is by imagining a future where they dominate. But that's the very thing we should be questioning. I note that pretty much anything 3D has a long history of being heralded as the "early stages" of a revolution that never came.

The most obvious example here is 3D video. We're at the tail end of a boom in 3D movies, a technology that now only gets applied to certain high-priced, effects-heavy blockbusters, and could well vanish. There was an even shorter 3D TV boom. [3] And of course there was the 50s boom in anaglyph (aka colored glasses) 3D. [4]

But previous to that there was the ViewMaster, which was imagined to have all sorts of potential. In WW II, the US military bought 100,000 viewers because they thought the magic of 3D would be better for training soldiers. [5] And this history goes back to at least the Brewster Stereoscope, which sold 250,000 units in the 1850s, and was also expected to be revolutionary. [6]

Given the many waves of hype in this era, I think we should be careful of thinking that we are on the path to some sort of destiny. Smart people have been fooled before. It's perfectly possible that this will be just another hype cycle whose main result is a bunch of dusty old hardware in the junk shops of 2050.

[1] http://www.augmented-reality-games.com/history.php

[2] https://killscreen.com/articles/failure-launch/

[3] https://www.cnet.com/news/shambling-corpse-of-3d-tv-finally-...

[4] https://en.wikipedia.org/wiki/3D_film#The_%22golden_era%22_(...

[5] http://legendsrevealed.com/entertainment/2015/08/24/did-the-...

[6] https://en.wikipedia.org/wiki/Stereoscope#Brewster_stereosco...

3 comments

Yes, we're definitely familiar! We have people on the team who have been involved in the area since the first commercial AR systems, and a substantial portion of the team (including myself) lived through the previous era of VRML and VR hype.

Eyes are definitely wide open!

> "The only way we can really call today the "early stages" of either of these technologies is by imagining a future where they dominate."

I'd suggest domination is not a prerequisite for success. Let's imagine a scenario where only 5% of the world population uses VR or AR on a regular basis. That's still a market of millions of people, but it's not at the level of world domination. Not every new technology has to replace the one before, it's far more common for old and new technologies to co-exist.

Maybe. But at this level of hype, I think that sort of niche success means people can't really call what's going on today the "early stages" of anything. Instead today would more be the bubble before the crash.

The ViewMaster is a fine example there. It's a neat novelty technology! I loved mine when I was a kid. People still love them today. Is it successful? Sure. Do millions of people own them? Definitely. But in retrospect the DoD purchase of 100k viewers doesn't seem like the early stages of anything.

Or think of satellite phones. The Iridium program was massively hyped, and it was a technical success. But commercially it never took off. Satellite phones are still available today, and there are circa a million subscribers. Was the 1990s hype the "early stages"? Again, in retrospect I'd say no.

So sure, domination isn't necessary for success. But I think future domination is necessary to retroactively justify the hype and investment of our current era.

Regarding justifying the hype, people are always going to hype new tech they're interested in, regardless of its commercial potential (I realise VR is nothing new, but this current generation of devices has already made further inroads into the mainstream compared to their predecessors). I don't think hype requires justification, it's just a reflection of what humans get excited about. To put it another way, imagine someone you know told you they were going on holiday to somewhere you've already been before, and they were really excited about having the chance to go there. Even if you didn't think this place was that great, would you expect them to justify their excitement?

As for investment, you have a point. Perhaps the level of investment will prove to be a mistake, but at this point in time we don't really know how big of a demand there will be for VR and AR. I'd struggle at this stage to predict how it will end up, but what I can say is that I can see evidence supporting the prediction that they'll be mainstream, as well as evidence supporting the prediction that they'll be niche. We probably won't know with any certainty until after the second or third generation of current devices is on the market, as that's the point where they're likely to take off commercially if they're going to. Speculation before that point can be fun, but I don't think it'll change the outcome.

Excitement is a feeling, which nobody has to justify. Hype is a behavior, and people can and should be held responsible for their behaviors.

Especially so given that hyping something is "to promote or publicize (a product or idea) intensively, often exaggerating its importance or benefits". It's not a neutral act. And in the commercial context, the purpose of hype is generally, in one way or another, to put money in the pockets of the person doing the hyping.

> "Excitement is a feeling, which nobody has to justify. Hype is a behavior, and people can and should be held responsible for their behaviors."

Depends who's doing the hyping. If it's a potential consumer, then hype is derived from excitement, and the same rules that apply to the justification of excitement would apply to the justification for hype. On the other hand, if it's a company hyping their products, then they may not be led by their feelings, but I don't see the harm in it either. What do you lose out on if a company is hyping their products?

If you honestly cannot imagine any negative effects of a hype cycle, especially when I just quoted the fact that hype involves "exaggerating its importance or benefits", then I really don't think I can help you.
Comparing VR today, in a world where portable devices dominate, to VR even a decade ago, in a world where cell phones were only just starting to be commonplace, seems really useless.

The world is an extremely different place. This is, in my opinion, still very early days - by which I mean that we are still in an exploratory phase.

We've never been closer to having the technology necessary for it to take off - resolution was always one huge blocker, portability, weight, 'culture' in terms of computing being something everyone has access to, GPU power, battery, etc.

I'm not really comparing VR. I'm comparing the hype of VR. Because 20 years ago there were plenty of smart people just as confident that it was on the edge of becoming a giant thing.

As far as taking off, we might be close, and we might be far. It's tautological to argue that VR is coming soon because we're close to the level of technology that means VR is coming soon.

And it may never take off. Maybe we'll get to a particular level of technology where everybody is wowed by the tech but in day-to-day use nobody actually cares. That has happened over and over again with 3D technologies. We are definitely in an exploratory phase, but a great number of explorations don't end up going anywhere interesting.