The hyped-up worlds of Virtual Reality (VR) and Augmented Reality (AR) are drawing together to form a huge 'Mixed Reality' (MR) market sector, led by the development of new genres of headsets, sensory devices and content portals. At the mass consumer end of the market, the ubiquitous smart phone provides cheap and easy access to surprisingly high quality MR content and 360-degree video material. However, looking beyond applications like VR games, AR training and immersive sports experiences, there are also higher level developments in this sector that may change significantly the way that we live, learn and take our leisure. In this track, we shall investigate:
- the emerging MR and AI business models that will form the tipping points for future enhanced environments and services
- how social media platforms will develop and embrace novel - but possibly intrusive - dimensions of personal interaction… will we use new mobile messaging apps with animated 3D-persona files rather than simple 2D photos, and share multi-dimensional and immersive experiences with our friends? Is Facebook doomed to be the Friends Reunited of tomorrow?
- whether there will be a dividing of the generations in people’s willingness to capitalise on, and immerse themselves in, these new MR worlds?
This CWIC Starter is championed by David Crawford from the CWIC Committee and the User Experience SIG.
You can follow @cambwireless on Twitter and tweet about this event using #CWIC17.