Tag Archives: valve

Wearable Computing from Valve

Pursuant to last weeks note on Project Glasses, Valve has let out in a blog that they are also working independently working on the concept.   I wonder how many other companies are exploring this?  Valve has the reputation and relationships with game developers (in addition to its powerful in-house line-up of brands) to ensure exponential adoption in the sub-30 year old demographic so long as the price point is reasonable.   Full article is interesting, but has little in the way of details on the tech – Sounds like they are quite early in the process.

Also, they’re hiring if anyone is looking.

By “wearable computing” I mean mobile computing where both computer-generated graphics and the real world are seamlessly overlaid in your view; there is no separate display that you hold in your hands (think Terminator vision). The underlying trend as we’ve gone from desktops through laptops and notebooks to tablets is one of having computing available in more places, more of the time. The logical endpoint is computing everywhere, all the time – that is, wearable computing – and I have no doubt that 20 years from now that will be standard, probably through glasses or contacts, but for all I know through some kind of more direct neural connection. And I’m pretty confident that platform shift will happen a lot sooner than 20 years – almost certainly within 10, but quite likely as little as 3-5, because the key areas – input, processing/power/size, and output – that need to evolve to enable wearable computing are shaping up nicely, although there’s a lot still to be figured out.

via Valve: How I Got Here, What It’s Like, and What I’m Doing | Valve.

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