A Quote by Ray Kurzweil

By the end of this decade, computers will disappear as distinct physical objects, with displays built in our eyeglasses, and electronics woven in our clothing, providing full-immersion visual virtual reality.
By 2010 computers will disappear. They'll be so small, they'll be embedded in our clothing, in our environment. Images will be written directly to our retina, providing full-immersion virtual reality, augmented real reality. We'll be interacting with virtual personalities.
By 2009, computers will disappear. Displays will be written directly onto our retinas by devices in our eyeglasses and contact lenses.
In the developed world, we are surrounded by electronics - from the computers on our desks to the smart phones in our pockets to the thermostats in our homes to our data in the virtual cloud.
To someone like Zurbaran, who paints still lifes, lemons and pears are the objects of art. But to the electronics engineer who works on the technologies of virtual reality, the whole reality has become the object of art, with a possibility to substitute the virtual with the real.
We should treat computers as fancy telephones, whose purpose is to connect people.... As long as we remember that we ourselves are the source of our value, our creativity, our sense of reality, then all of our work with computers will be worthwhile and beautiful.
I worked on heads-up displays, virtual-reality technology, and holographic displays - all sorts of really cool technology.
Science fiction does not attempt to predict. It extrapolates. It just says, "What if?" not what will be? Because you can never predict what will happen, particularly in politics and economics. You can to some extent predict in the technological sphere - flying, space travel, but even there we missed badly on some things, like computers. No one imagined the incredible impact of computers, even though robot brains of various kinds but the idea that one day every house would have a computer in every room and that one day we'd have computers built into our clothing, nobody ever thought of that.
One of the reasons why I think virtual reality, as a narrative format, is never going to go beyond the short-form immersion space is because the bedrock of visual storytelling is the reverse angle. If you can't look into the eyes of the protagonist, you cannot hold people's attention for more than 15 minutes.
Virtual reality is the representation of possible worlds and possible selves, with the aim of making them appear as real as possible - ideally, by creating a subjective sense of "presence" and full immersion in the user.
It was very challenging in terms of making sure that everyone is distinct. Also, we wanted to have some Asian influences as well, so that it really is a mashup. We want evidence of our presence in this world, so you'll see there's an interest in technology, that there are not complex electronics. There's electricity in this world, but computers, circuits don't work.
Some people prefer to see the game in the television than to go to the stadium. With virtual reality this will go to be worse, but at the end the "real" reality will win, because a virtual meal is not the same thing as a real one!
Bookstores will not disappear but will exploit digital technologies to increase their virtual and physical inventories, and perhaps become publishers themselves.
Within 25 years, virtual reality meetings will be essentially transparent to being there in person. Once we can do this, the idea of climbing into an aircraft, and burning up huge quantities of fossil fuels to propel our bodies and briefcases full of papers, will seem absolutely backward.
With clothing being designed that allows you to be hugged virtually, video conferencing becoming ever sharper, and our social and romantic lives increasingly taking place online, the gap between the physical and the virtual is getting ever smaller.
To enable our vast offering of user-created play, Roblox offers a virtual construction and game-development platform where everyone has the power to make anything from avatar clothing and 3D models to virtual worlds and hardcore games.
Depriving the oppressed of a beacon of hope could lose us the world we have built and thrived in. It could cost our reputation in history as the nation distinct from all others in our achievements, our identity, and our enduring influence on mankind. Our values are central to all three.
This site uses cookies to ensure you get the best experience. More info...
Got it!