Abstract:This article examines discourses about mixed reality as a data-rich sensing technology – specifically, engaging with discourses of time as framed by developers, engineers and in corporate PR and marketing in a range of public facing materials. We focus on four main settings in which mixed reality is imagined to be used, and in which time was a dominant discursive theme – (1) the development of mixed reality by big tech companies, (2) the use of mixed reality for defence, (3) mixed reality as a technology for c… Show more
“…While Meta dominates much of the spatial computing market, other firms compete in the space. As previous research by Egliston and Carter (2022b) has revealed, the way that competitors (such as Microsoft or Vuzix) have sought to grow the influence of their spatial computing (largely AR) offerings has been through contracts with various arms of the state – such as the military and police. Comparative study across the wider sector may provide entry points for further work by scholars, policymakers and regulators.…”
Spatial computing – that is, a form of human–computer interaction that retains or manipulates referents of real object and spaces – is an increasingly intense focus for Meta. In 2018, Meta launched ‘Reality Labs’ (RL), a research and development division to oversee the company’s production of spatial computing technologies. Drawing on a media historiographical approach from platform studies, this article charts the development of the company’s spatial computing ambitions through RL from 2018 to 2022. In so doing, we find that Meta attempts to consolidate complementors through acquisitions, capture policymakers and academics, convene third-party businesses and developers, and expand its ecosystem through enhancing platform programmability. We argue that RL’s efforts to grow the platform from within, and through drawing in third-parties, signals an ambition to grow their spatial computing offerings such that they take on a central, infrastructural role in society.
“…While Meta dominates much of the spatial computing market, other firms compete in the space. As previous research by Egliston and Carter (2022b) has revealed, the way that competitors (such as Microsoft or Vuzix) have sought to grow the influence of their spatial computing (largely AR) offerings has been through contracts with various arms of the state – such as the military and police. Comparative study across the wider sector may provide entry points for further work by scholars, policymakers and regulators.…”
Spatial computing – that is, a form of human–computer interaction that retains or manipulates referents of real object and spaces – is an increasingly intense focus for Meta. In 2018, Meta launched ‘Reality Labs’ (RL), a research and development division to oversee the company’s production of spatial computing technologies. Drawing on a media historiographical approach from platform studies, this article charts the development of the company’s spatial computing ambitions through RL from 2018 to 2022. In so doing, we find that Meta attempts to consolidate complementors through acquisitions, capture policymakers and academics, convene third-party businesses and developers, and expand its ecosystem through enhancing platform programmability. We argue that RL’s efforts to grow the platform from within, and through drawing in third-parties, signals an ambition to grow their spatial computing offerings such that they take on a central, infrastructural role in society.
“…Overall, the Pluriverse project situates itself as the dialectical opposite of the version of the Web3 Metaverse being built by platforms like Meta/Facebook where data extraction and monetization is a driving force (Egliston and Carter, 2022) and by startups like Decentraland that are playing out colonial fantasies by creating, enclosing, and selling “virtual real estate” tied to NFTs (Ravenscraft, 2021). Instead, Verses aims to advance an alternative for Web3 “stands in contrast to existing applications of blockchain technology, which often emphasize speculation, and create artificial scarcities of capital and attention” (Verses, 2022).…”
Section: Decentralization: Background On a Conceptual Battlementioning
The self-proclaimed usurper of Web 2.0, Web3 quickly became the center of attention. Not long ago, the public discourse was saturated with projects, promises, and peculiarities of Web3. Now the spotlight has swung around to focus on the many faults, failures, and frauds of Web3. The cycles of technological trends and investment bubbles seem to be accelerating in such a way as to escape any attempt at observing them in motion before they crash, and then everybody moves on to the next thing. Importantly, Web3 was not an anomaly or curiosity in the broader tech industry. It articulates patterns that existed before Web3 and will exist after. Web3 should be understood as a case study of innovation within the dominant model of Silicon Valley venture capitalism. Our focus in this article is on understanding how the movement around Web3 formed through an interplay between (1) normative concepts and contestations related to ideas of “decentralization” and (2) political economic interests and operations related to the dynamics of fictitious capital. By offering a critical analysis of Web3, our goal is also to show how any even potentially progressive (or as we call them “expansive”) forms of Web3 development struggle for success, recognition, and attention due to the wild excesses of hype and investment devoted to “extractive” forms of Web3. In the process, they provide us a better view of how different arrangements of technopolitics can exist at the same time, side-by-side, in complicated ways.
“…Mixed reality (MR) is an advanced form of the AR paradigm in which synthetic data is not only layered: instead, virtual objects are completely integrated within the real environment and can interact with it. The physical real world and the virtual computer-generated objects are difficult to distinguish [ 3 ].…”
Mixed reality opens interesting possibilities as it allows physicians to interact with both, the real physical and the virtual computer-generated environment and objects, in a powerful way. A mixed reality system, based in the HoloLens 2 glasses, has been developed to assist cardiologists in a quite complex interventional procedure: the ultrasound-guided femoral arterial cannulations, during real-time practice in interventional cardiology. The system is divided into two modules, the transmitter module, responsible for sending medical images to HoloLens 2 glasses, and the receiver module, hosted in the HoloLens 2, which renders those medical images, allowing the practitioner to watch and manage them in a 3D environment. The system has been successfully used, between November 2021 and August 2022, in up to 9 interventions by 2 different practitioners, in a large public hospital in central Spain. The practitioners using the system confirmed it as easy to use, reliable, real-time, reachable, and cost-effective, allowing a reduction of operating times, a better control of typical errors associated to the interventional procedure, and opening the possibility to use the medical imagery produced in ubiquitous e-learning. These strengths and opportunities were only nuanced by the risk of potential medical complications emerging from system malfunction or operator errors when using the system (e.g., unexpected momentary lag). In summary, the proposed system can be taken as a realistic proof of concept of how mixed reality technologies can support practitioners when performing interventional and surgical procedures during real-time daily practice.
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