How immersive technologies (AR/VR) will shape our future | Dinesh Punni | TEDxTUBerlinSalon

TEDx Talks2 minutes read

AR and VR technologies have evolved from bulky prototypes to sleek, wearable devices, with companies like Nreal, Intel, and Apple leading the way. These immersive technologies are expanding beyond gaming and entertainment, transforming industries and educational experiences through interactive learning and real-world applications.

Insights

  • Ivan Sutherland's 1968 creation, The Sword of Damocles, marked the genesis of augmented reality headsets, named for its potential danger if it fell on the wearer, highlighting the early innovation and risk associated with AR technology.
  • The current trajectory of AR and VR technologies points towards a future where these devices will resemble normal glasses, with companies like Nreal, Intel, and Apple already exploring early concepts, indicating a shift towards seamless integration of immersive technologies into everyday life.

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Recent questions

  • What was the first augmented reality headset developed in 1968?

    The first augmented reality headset, developed in 1968, was called The Sword of Damocles by Ivan Sutherland due to its potential danger if it fell on the wearer's head.

  • How do AR and VR technologies enhance the real world?

    Augmented reality (AR) enhances the real world with digital content, allowing for natural interaction and faster communication. Virtual reality (VR) replaces the real world with digital content, offering limitless possibilities like experiencing space or interacting with historical figures.

  • What companies are working on early concepts of AR and VR technology?

    Companies like Nreal, Intel, and Apple are already working on early concepts of AR and VR technology, with the expectation that future AR and VR technology will resemble normal glasses.

  • What industries are now using AR and VR technologies beyond gaming and entertainment?

    AR and VR technologies are now being used productively in various industries beyond gaming and entertainment, leading to a shift in how people interact with digital information.

  • What is the future of education involving immersive technologies?

    The future of education involves immersive technologies like the HoloLens 2, enabling interactive learning experiences in subjects like biology, chemistry, and history. Real-world applications are already in use, such as Walmart's VR training for employees.

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Summary

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Evolution of AR and VR Technologies

  • The first augmented reality headset, The Sword of Damocles, was developed in 1968 by Ivan Sutherland and was named so due to its potential danger if it fell on the wearer's head.
  • An early prototype of the Oculus Rift, developed in 2012, was smaller and less likely to cause harm if it fell on the wearer.
  • Future AR and VR technology is expected to resemble normal glasses, with companies like Nreal, Intel, and Apple already working on early concepts.
  • The evolution of computers from large, bulky machines to small, powerful devices mirrors the trend in immersive technologies like AR and VR.
  • AR and VR technologies are now being used productively in various industries beyond gaming and entertainment, leading to a shift in how people interact with digital information.
  • Virtual reality (VR) replaces the real world with digital content, offering limitless possibilities like experiencing space or interacting with historical figures.
  • Augmented reality (AR) enhances the real world with digital content, allowing for natural interaction and faster communication.
  • Extended realities (XR) encompass AR, VR, and mixed reality (MR), with immersive technologies serving as an umbrella term for these technologies.
  • The future of education involves immersive technologies like the HoloLens 2, enabling interactive learning experiences in subjects like biology, chemistry, and history, with real-world applications already in use, such as Walmart's VR training for employees.
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