Today at an intel developer forum press briefing, Intel Fellow Jim Held provided us with some insights into CVC, or Connected Visual Computing. He discussed what projects and technologies researchers at Intel are working on for enabling it.
To me, CVC is primarily about the next level in human-computer interaction. It is about fascinating new ways people can interact with computers – and each other. In the not so distant past, the Internet to me meant going to the static HTML pages and patiently waiting for them to load. Then, clicking on links and scrolling through the pages, all alone in my room. CVC has been changing that dramatically. Already today, I can go to virtual computer-simulated 3D spaces to learn, play PC games, or simply hang out with my friends. Some choices are already here, such as Google Earth, virtual worlds, or augmented reality navigation devices. These are just the first and relatively primitive examples of the big things to come. But forget about me. The true CVC trendsetters today are 4-11 old kids. They make up over half of all virtual world users. Today, virtual worlds provide playgrounds and meeting places for over a hundred million of kids. Why do kids go there? They want to play games together, chat — or buy virtual pets. These kids will grow up accustomed to interacting in immersive, computer-simulated 3D spaces, which will become a part of their private and business lives. Intel needs to make sure that its platforms are relevant to these kids in 10-15 years. Challenges abound: from designing many core processors to developing better graphics and parallel software. But they have to be resolved to make sure, that Intel platforms are capable of running the immersive 3D applications of the future. Inga Vailionis is a technology manager in intel’s microprocessor technology labs focused on connected visual computing
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