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AR and VR, the next generation of user interface

Chris Hoecher | 2023年8月

Compute power is relentlessly moving closer to the human “sensory” edge. The mainframe computer terminal of the 1980s evolved to a desktop PC and then became a smart device in your pocket, 可穿戴眼镜, 护目镜式装置,或者可能是 机身设备. The potential "next step" in user interfaces — connecting you to the digital world — is augmented and virtual reality (AR and VR) products that combine low-power, high-表演 DRAM solutions and optimized power consumption.

在20世纪90年代, traditional telephones came off the wall and became “mobile,” and 2G network capability drove rapid growth in mobile communications. 在2000年代, 3G networks helped enable Apple and Android-based smartphones with a touchscreen user interface (UI). Today smartphones have become the default way to connect to the digital world, due to a relatively pervasive broadband, 强大的计算板载, an application-rich ecosystem and access to a wealth of data.

能力的十字路口

宽带接入有望实现, global connectivity is a given in most urban areas and the smartphone provides portable access and mobility. But the internet as we know it is evolving from a two-dimensional to a three-dimensional view of information. The buzzwords are “spatial computing” and 3D “virtualization” of the internet. 我们怎么才能在智能手机上看到3D呢? 我厌倦了用拇指打字. 接下来是什么?

Moving from 2D to 3D means the eyes have a greater role in the next-generation UI. It makes sense that interfaces would move closer to the head (where the ears and mouth are also located). With most of our key sensory organs collocated close to the brain, practicality dictates the user interface should be there too.

Augmented reality (AR) and virtual reality (VR)

A key distinction in user needs differentiates AR from VR. In one case, users need to see the physical world around them while using apps, data and information. 这是基于“增大化现实”技术. 在第二种情况下, users need to be immersed in a 3D virtualization and don’t need to see the physical world around them. I like to think of the difference as a person walking down the street who needs to see what’s going on around them, while a person working at a desk doesn’t need to know if the stoplight at the crosswalk is red. AR一般指眼镜, a “see-through” version of physical reality with augmented inputs, perhaps a superimposed line on the sidewalk that tells a user where to walk to arrive at a destination, while VR means a headset that shuts out the physical world, replacing it with a full virtualization of the task at hand. Perhaps I need to see radio waves broadcasting from a cell tower. VR can make that happen by creating a 3D visual interpretation and making the invisible visible.

美光的机遇

It’s incredibly complex yet, at the same time, simple and intuitive. As these great capabilities move from the pocket closer to the senses, some very basic user expectations create gaps that 微米 can help solve. We wear VR headsets and AR glasses on our head, 所以作为用户, 我们想要舒适, style, 性能和易用性. 然而绳子限制了我们的行动, 电池很重,而且会产生热量, 尺寸和美观是关键. We likely won’t use goggles or glasses if they are hot, heavy and awkward or if they need to be recharged every hour. Glasses are glasses; there’s a predefined expectation. Most people won’t wear a hat that’s not stylish and comfortable. 眼镜也是一样.

微米 helps bridge the gap between capability and user expectations by providing low-power, high-表演 DRAM solutions that optimize power consumption. Our leading-edge LPDDR5 DRAM and UFS 3.1 storage solutions are onboard in leading VR products today. 这意味着更小, lighter and ultimately cooler batteries, along with longer battery life and the 表演 levels required for immersive uninterrupted VR applications.

在AR方面, 微米 provides a “square die-based” ePoP solution of 16Gb LPDDR4 DRAM combined with 32GB eMMC storage that’s hard to beat and well suited for the tight space constraints of a “glasses” form factor. 除了, 微米’s collaboration with both key customers and leading SoC manufacturers to solve the common problems of power, 表演, 工业设计, aesthetics and customer expectations helps drive this next generation of consumer user interface. 通过与我们的战略伙伴合作, 微米 is helping to define and enable the next generation of AR- and VR-based devices.

Fifteen years ago, we were just beginning to experience smartphones with touchscreen user interfaces. What will the user interface be fifteen years from today?