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Hardware vs. Software: UX Loops, 1960s to Now
This session will examine the creation of robust editing tools with emerging hardware from the 1960s to today. The presenter will explain how applying lessons from the past can help create future AR. The session will strive to answer questions such as: Since people desire to inspect objects up close in digital worlds, how do you maintain, or work around, this fidelity issue? Could you opt-in to the digital worlds around you if you don't have an app for that? What level of realism do you need in immersive displays before you can really trick lizard-brain levels of perception?
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