It was not very clear, in the summer of 2007, when the first iPhone hit the market, how dramatically personal computing was going to change.
Yet this is the model the iPhone and other generations of smart devices ushered: A powerful computer in every pocket, connected to the Internet at all times.
In the same way, in 2019, it is hard to predict the impact of spatial computing on our lives. But one thing is for sure: The multinationals that orchestrate our digital lives are ready and are moving fast.
Based on Milgram Mixed Reality Spectrum (1984, with Prof. Kishino)
Two accelerators are going to bring spatial computing faster than we might expect:
In combination, 5G and edge computing are going to reduce the computational needs of our devices. This will most likely impact the form factor and make possible (smaller and cheaper) AR glasses. The first generations will probably still be tethered to a smartphone but the world will be the interface.
This is something that the United Nations have successfully leveraged when they worked with him on Clouds over Sidra (2015). The 360 documentary focuses on Sidra, a twelve year old in the Za’atari camp in Jordan.
The movie was shown during the Third International Humanitarian Pledging Conference for Syria in Kuwait. The WHO the Secretary-General is said to have changed his speech after watching it.
Unicef also used VR in face-to-face fundraising and saw giving increasing of about 30 to 70% across many variables.
Augmented reality has the potential to become mainstream before virtual reality. In a way, it has already achieved public adoption, even if users don’t necessarily realize it.
From Snapchat to Facebook or Instagram, millions of people are exposed to augmented reality through lenses and effects. Smartphones are now powerful enough to handle the processing and can deliver native AR in the browser.
For Cornell’s 2018 Homecoming, we relied on Campus AR to deliver a fun experience: By pointing at the Cornell Athletics logo, users would summon Touchdown the bear who would dance and cheer for them. The experience worked for both front and back end cameras, and let users share video or photo captures on social.
What would making a gift in VR look and feel like? This was the impetus for a prototype we built this Spring.
Like many things in fundraising, eCommerce can be a source of inspiration. Payscout, a Merchant Services Provider, built a VR eCommerce solution that we explored. But after some conversations, we decided to go with a webVR solution that would still be PCI compliant and wouldn’t require an app.
The flow is similar to the pledge flow that our Student Phoning Program uses. The transaction does not happen immediately, but an email reminder contains a custom giving link that pre-populates amount and designation for donors to complete their pledge.
We worked with Malave.Tech, a small VR shop in Brooklyn, to build a webVR experience optimized for Google Cardboard.
This is just a proof of concept but a similar experience could be placed in a larger social VR experience, as a “giving kiosk.”
Even though it follows completely different rules than traditional videography, 360 video is probably the most accessible immersive medium.
The Cornell Law School has been spearheading 360 production with experiences ranging from a tour of the new Cornell Tech campus on Roosevelt Island to the the Martin T. Yang Welcome Center.
At AAD, we’ve also started shooting short 360 scenes that bring alumni, parents, and friends back to campus: Gorges, quads, etc.
We are producing our first 360 storytelling pieces. Our goal is twofold:
Because of the nature of 360 video, and based on what UN and UNICEF were able to achieve, we are getting buy-in to try this medium as a fundraising tool.
Meeting with classmates in VR to play games, watch live sports, karaoke, or simply chat is a reality. Platforms like High Fidelity, AltSpace VR, or even Mozilla Hubs, offer rooms where people can meet regardless of where they live.
Most of these services also offer customization so users can build their own worlds, their own avatars.
Technology is not a limiting factor: most platforms support a 2D mode (from a computer, a tablet, or a smartphone) for users who don’t own a VR headset.
Social VR can be used to host events featuring speakers (the future of live streaming?), keynotes, and much more, where everybody gets a front seat. We are currently identify a pilot group for these experiences.
What started as a joke on Twitter will soon be a W3C spec supported by all major browsers.
The goal is interoperability: What if VR and AR experiences could be enjoyed in the browser instead of an OS-specific app? The idea is that head mounted displays (HMD) should also support the experiences (through a VR browser, for example).
On the AR side, things are also exciting with companies like 8th Wall delivering world class experiences in the browser.
Think about webXR next time a vendor is trying to sell you AR or VR through their proprietary app…
As more and more designers get in the field, we see tools emerging that require little to no coding knowledge. These are great ways to prototype an idea without investing too much time and resources. Tools include:
Assets designed by fullvector / Freepik, pikisuperstar / Freepik, and Freepik.
Oculus Quest, photo credit Oculus.
Headshot by Adam Murtland.
© 2007, Thomas Deneuville.