How Will AI and XR Reshape Human Society?

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June 6, 2024
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Peter H. Diamandis
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How Will AI and XR Reshape Human Society?

TL;DR

AI-powered glasses weighing about 50 to 60 grams could make digital information continuously accessible while preserving a view of the physical world. Graylin defines the metaverse as a three-dimensional internet populated by people and AI entities, with natural interaction replacing keyboards and mice, although fully immersive experiences involving touch and temperature will require more mature, affordable technology.

Transcript

I can't think of someone who has been thinking about this longer I think there definitely is a lot of confusion about what the metaverse is these kind of capabilities are going to move into 100 grams and less devices that's something that will transform our relationship with Computing and with devices in general the idea of living in the Multiverse... Read More

Key Insights

  • The metaverse is a three-dimensional version of the internet in which virtual worlds replace conventional websites. Its purpose is to let people engage with computers, other people, and AI entities through spatial environments that better reflect how humans naturally perceive and navigate the world.
  • The metaverse is distinct from Web3 and cryptocurrency, despite frequent conflation among these concepts. Crypto may provide an economic layer for transactions inside digital environments, but Graylin treats it as a separate technology rather than a necessary definition or foundation of the metaverse.
  • Natural interaction is central to spatial computing because humans evolved to operate in three-dimensional environments. Hands, eyes, mouths, and bodies could replace keyboards and mice as primary interfaces, reducing the adjustment required when people communicate and work through flat, two-dimensional screens.
  • XR devices are converging augmented and virtual reality into the same hardware. The Vive XR Elite, described as weighing about 200 grams, provides immersive functionality and high-definition color passthrough while converting between glasses-like and headset-style configurations.
  • Lightweight form factors are essential for widespread XR adoption. Glasses weighing approximately 50 to 60 grams could be comfortable and socially acceptable enough for all-day use, unlike larger headsets that may appear awkward or become cumbersome outside controlled environments.
  • Multimodal AI can use smart glasses as a source of visual information. When paired with a display positioned before the user's eyes, this capability could provide contextual assistance and immediate access to digital information without requiring the user to retrieve a separate screen.
  • Waveguide displays are approaching acceptable weight, size, and affordability for practical smart glasses. Graylin says several manufacturers were discussing devices with roughly 30 or 40 degrees of field of view, which could support many uses even without complete visual immersion.
  • Ready Player One-style visual quality may arrive before convincing full-body immersion. Technologies for touch, temperature, optics, and body suits already exist in some form, but their immaturity, cost, and friction make them less suitable for mass-market adoption in the near term.

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Questions & Answers

Q: What is the metaverse according to Alvin Graylin?

The metaverse is a three-dimensional version of the internet, with interconnected virtual worlds taking the place of websites. It would allow people to interact spatially with computers, other users, and AI entities. Instead of relying mainly on keyboards, mice, and flat screens, users could communicate through their hands, eyes, voices, and bodies in environments that resemble natural human experience.

Q: How are the metaverse, Web3, and cryptocurrency different?

The metaverse, Web3, and cryptocurrency are related but separate areas. Graylin defines the metaverse primarily as a three-dimensional internet composed of virtual worlds. Cryptocurrency can function as an economic layer that supports transactions within those environments, but it does not define the metaverse. Treating the concepts as interchangeable creates confusion about the distinct purpose of each technology.

Q: How could AI and XR work together in smart glasses?

Multimodal AI could receive visual information through smart glasses and use that input to understand what the wearer sees. The glasses could then place relevant digital information within the user's field of view while still allowing a clear connection to physical surroundings. This combination could provide contextual assistance and persistent computing access without requiring users to pull a separate screen from their pockets.

Q: Why is the weight of XR glasses important for adoption?

Weight affects comfort, appearance, and whether people can reasonably wear XR devices throughout the day. Graylin compares a target weight of roughly 50 to 60 grams with thicker sunglasses, including current Ray-Ban-style glasses at about 50 grams. At that size, devices could feel socially acceptable and remain comfortable during ordinary activities, outdoor use, and exercise.

Q: When could XR devices become similar to ordinary glasses?

Graylin predicts that capabilities currently found in devices weighing about 200 grams could move into hardware weighing less than 100 grams within the following one to two years. These products would look more like glasses than conventional headsets. Early versions might provide only 30 or 40 degrees of field of view, with broader immersion potentially emerging after another one or two generations.

Q: Will augmented reality and virtual reality remain separate?

The distinction between augmented and virtual reality is expected to fade as individual devices support both experiences. Existing XR hardware can already combine immersion with high-definition color passthrough, allowing users to alternate between digital content and their physical environment. As these capabilities move into lighter glasses, the hardware category may matter less than its ability to shift smoothly between viewing modes.

Q: What prevents a Ready Player One-style metaverse today?

A fully embodied Ready Player One-style experience requires more than convincing graphics. Technologies involving touch, temperature, advanced optics, and full-body suits exist, but Graylin describes them as insufficiently mature, comparatively expensive, and too inconvenient for mass-market use. Visual quality is likely to improve sooner, while complete sensory immersion will require further refinement and lower-friction hardware.

Q: How could lightweight XR change everyday computing?

Lightweight XR could move computing from a screen carried in a pocket to a display available directly before the user's eyes. Information could appear when needed and disappear when it is not useful, leaving the wearer connected to the physical environment. Graylin argues that comfortable glasses with these abilities could transform people's relationship with computers and personal devices.

Summary & Key Takeaways

  • Graylin defines the metaverse as a three-dimensional evolution of the internet, built from virtual worlds instead of websites. Humans could navigate it through their hands, eyes, voices, and bodies. AI entities would also inhabit these environments, while crypto could serve as a separate economic layer rather than defining the metaverse itself.

  • XR hardware is expected to combine augmented and virtual reality in increasingly compact devices. Current hardware can already provide immersive viewing and high-definition color passthrough at about 200 grams. Graylin predicts that similar capabilities will move toward glasses-like devices weighing less than 100 grams within the following one to two years.

  • Lightweight AI glasses could change computing by placing information directly within a user's field of view while maintaining access to physical surroundings. Visual immersion may arrive sooner than complete Ready Player One-style experiences because touch, temperature, full-body suits, and related technologies remain comparatively immature, expensive, and inconvenient for mass adoption.


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