Batman vs Superman. Coke vs Pepsi. Red Sox vs Yankees. Boxers vs briefs. It’s no surprise that we love a good rivalry dear reader. As long as it remains friendly, a good brou-ha-ha stirs up the impassioned devotees on both sides and provides bloggers with an endless parade of what-if scenarios and listicles with which they can assail their readers.
There’s a fight brewing within the technology sector that makes us old-timers misty eyed for the heady days of VHS vs BetaMax. A time when pants were parachutes, hair was big and floppy disks actually were floppy. Good times they were.
The fight I’m referring to is between virtual and augmented reality. In the next five years we’re likely to hear little else spewing from the mouths of the propeller heads and boffins of the technological cognoscenti. They’re both powerful technologies with a potentially huge range of applications, but, like the Highlander, there can be only one. Indeed, I’ve read the tea leaves, rolled the bones and consulted with the Magic 8-Ball and I’m prepared to share my not-so-expert prognostication exclusively with you, my dear readers. But first, as they say in boxing, let’s take a look at the tale of the tape.
Virtual Reality
In the blue corner, we have virtual reality or VR. An older contender to be sure, at least in terms of its concept, VR replicates environments, simulating a physical presence in the real or even an imagined world, allowing interaction through artificially created sensory experiences, including sight, touch, hearing, and smell.
The concept itself can be traced all the way back to 1938, when Antonin Artaud described the illusory nature of characters and objects in the theatre as “la réalité virtuelle” in a collection of essays, Le Théâtre et son double. While science fiction has played with the idea since the 1950s, it wasn’t until 1968 when Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality head-mounted display system. The primitive head piece worn by the user was so heavy that it had to be suspended from the ceiling, inspiring its name, ‘The Sword of Damocles.’ The current crop of headsets, most notably the Oculus Rift, represents the cutting edge of consumer-ready VR technology. With the huge gains in graphics and computing power over the past few years, VR is poised to be a powerful technology, but for what exactly?
Augmented Reality
In the red corner comes the sprightly form of augmented reality or AR. Instead of replicating an environment, AR takes the current real-world environment and enhances it with interactive sensory input such as sound, video, graphics or GPS data.
AR is a newer concept interms of its technology and as such, lacks VR’s pedigree. In many ways it’s an offshoot of VR, taking a less all-in approach. Imagine looking through a pair of goggles at your couch and seeing an animated character sitting there and you have some idea of how augmented reality works. One of the most intriguing products taking advantage of AR is the HoloLens, an exciting, if a little out-of-left-field product that seems to be part of a concerted effort by Microsoft to get its mojo back. Like VR, this is powerful technology, but will its lighter touch and more grounded interface give it the traction it needs to survive?
There Can Be Only One (Sort Of)
Unlike the format wars of the past, I don’t honestly think there will be a single winner, with the loser fading into ignominy. I think the choice of VR vs AR will, as it does with so much of technology, come down to the use case.
Virtual reality seems to be a gift-wrapped present for the gaming and entertainment industries. The idea of an immersive world (which VR certainly is) has been a fever dream of the industry for as long as there’s been an industry. Being able to control every single aspect of the environment will offer nearly infinite options to game creators, filmmakers and visual effects artists. Although it has been touted as an amazing learning and educational device, that side of the technology hasn’t been embraced as much as many would have hoped by now. The fact that it IS an entirely immersive experience means that it’s a very individualistic technology. Not only can no one else see what you’re seeing, but you cannot really interact with the real-world environment while wearing the headset.
Augmented reality is also an incredible gift for the gaming community – in fact, HoloLens was apparently only supposed to be a gaming device until Microsoft’s incoming CEO Satya Nadella encouraged the team to expand it to a user interface system – it does so in an entirely different way. Imagine a game that uses your real environment (the headset is mostly transparent), with characters hiding behind your bookcase, or diving through doorways. The mind reels at the possibilities, especially as the technology improves. The real selling point for AR however is in the educational realm. One of the examples Microsoft used in their demo video showed someone fixing a bathroom sink wearing the HoloLens. As he looked through the goggles at the pipe, an instructional video was playing in a small screen to one side of his field of view and an arrow suddenly appeared showing him which way the wrench needed to be turned to tighten the joint. It’s like annotating the real world. The possibilities for enhancing education and training are simply staggering.
My Not-So-Expert Prognostication
If I had to put my money on one technology to be the one that gains broad public acceptance, I’d have to go with augmented reality. With apologies to Mark Zuckerberg, I don’t see the benefit of everyone tied into an opaque headset, totally oblivious to the world around them and unable to move without ‘interacting’ with the environment in a way that could involve bruises. Mobile phones and texting have already created that scenario, and that’s bad enough. While you’ll never walk around town wearing an AR headset, the ability to access and interact with information in a way that doesn’t cut you off from the rest of the world is definitely the more practical of the two technologies.
For me personally, VR is an entertainment device that reminds me too much of 3D, a technology that still doesn’t really work as well as it should and as such remains a novelty. AR feels more like a tool – one used in very specific circumstances to be sure – but a valuable and practical tool for education and yes, even entertainment.
Which one will be dominant? Only the future knows for sure. In the meantime, place your bets…