Apple Rolex Syndrome

The world of Virtual and Augmented Reality (VR/AR)
 is a captivating realm of endless possibilities.
It's a domain where we can explore new worlds,
unleash our creativity, and transcend the boundaries of reality.
 Yet, there's a shadow that's lingered over VR/AR for far too long
the "Rolex Syndrome." of tech that is over 50+ years old !!







Imagine this: a world where VR/AR technology is not a luxury & just cater to high-end
but a commonplace gaming & tool for personal growth, healing, learning.
In this world, immersive experiences are not reserved for the rich
but to everyone. The best part? It's not just a dream;
it's a vision that can become a reality fast already.

For decades, VR/AR technology has been shrouded in exclusivity.
 It's often been perceived as a high-end luxury, only by those with deep pockets.
This exclusivity, I call the "Rolex Syndrome," has held back the potential of VR/AR.
While all other tech fields, last 50 years have advanced rapidly
and become more affordable, VR/AR has remained an elusive dream for many.

But here's the remarkable twist
 VR/AR technology can now also be produced using 100% recycled materials,
even mass-produced a longtime ago, now it can be eco-friendly and sustainable.

Imagine a VR headset or AR glasses that not only provide mind-bending experiences but are also made from recycled and sustainable materials. This eco-friendly approach is not just responsible; it's a way to reduce our impact on the environment and make technology accessible to all.

The truth is, it doesn't take a fortune to create VR/AR experiences.
Google saw this potential over a decade ago, introduction of Google Cardboard VR.
Humble, yet groundbreaking, step toward making VR accessible to the masses.
It proved that the core technology doesn't have to be astronomically expensive.


The vision for an affordable VR/AR future is clear. It's about embracing open-source hardware and software to drive innovation and affordability. It's about making VR/AR a tool that empowers individuals from all walks of life. It's about democratizing technology in a way that has the potential to revolutionize healthcare, education, entertainment, and beyond.

Imagine immersive therapy sessions for mental health, educational experiences that bring history to life, or breathtaking journeys to the far reaches of space—all within reach of anyone who wishes to explore. The possibilities are limitless.

As I wrap up this exploration of the future of VR/AR, I want to share my personal vision. I dream of creating serene and captivating VR environments, reminiscent of the "Myst" games, where users can find solace, relaxation, and a sense of awe. These moments of quiet reflection can have a profound impact on mental well-being and provide an escape from the hustle and bustle of everyday life.

I aim to craft VR experiences that provoke emotions, foster reflection, and evoke profound moments through sight, interaction, and sound. It's about creating those "stop and stare" moments in the virtual world, where users pause to take in the breathtaking scenery and immerse themselves in the beauty of the digital realm.
Will also help my deteriorating health issues and my multiple diagnosis, coop with a life on the edge.  

 "I want to dream again"


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