WEBVTT - Riding the Hype Cycle

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<v Speaker 1>Welcome to tex Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tex Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and I love all things tech. And there is an

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<v Speaker 1>increasing amount of conversation around the concept of the metaverse,

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<v Speaker 1>which is pretty amusing because there's no real definition of

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<v Speaker 1>what a metaverse is or will be. But generally speaking,

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<v Speaker 1>most versions I've seen revolve around some combination of virtual

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<v Speaker 1>reality or VR and augmented reality or a R implementations

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<v Speaker 1>that allow for a persistent and pervasive integration of digital

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<v Speaker 1>and physical realities. How's that for some consultant marketing speak. Now,

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<v Speaker 1>some versions lean way more on the VR side and

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<v Speaker 1>suggest that the next phase of the Internet will be

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<v Speaker 1>made up of virtual spaces and people roaming around as avatars.

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<v Speaker 1>By the way, that is an idea that has been

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<v Speaker 1>around for a long time, with folks kind of thinking

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<v Speaker 1>of this as a sort of web three point oh

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<v Speaker 1>for ages. Heck, you watch movies where people are accessing

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<v Speaker 1>the Internet, especially from like the nineties, like the late nineties,

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<v Speaker 1>and it almost always was envisioned as you know, navigating

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<v Speaker 1>through a virtual three dimensional space, even though that's not

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<v Speaker 1>how any of us really interface with the Internet, so

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<v Speaker 1>it's interesting that this still is is launching onto that idea. However,

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<v Speaker 1>what all of this has really reminded me of is

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<v Speaker 1>the concept of the hype cycle, which is not a

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<v Speaker 1>super enthusiastic two wheeled vehicle. It's, you know, kind of

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<v Speaker 1>a concept here. It's um the hype cycle, or more

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<v Speaker 1>properly Gartner's hype cycle, because it's from the research company Gardner.

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<v Speaker 1>It's a way to describe the stages that a concept

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<v Speaker 1>or technology goes through from ideation, as in the first

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<v Speaker 1>announcement of the tech, not just the thinking of it,

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<v Speaker 1>but even just the expression of what attack might do,

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<v Speaker 1>all the way to actual realization and adoption. It's not

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<v Speaker 1>a straight path. In fact, it's got very curvy. If

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<v Speaker 1>you look at a graphic of the hype cycle, it's

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<v Speaker 1>almost always shown as a curve. It starts off low,

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<v Speaker 1>peaks up, slopes down, dramatically bottoms out, and then slowly

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<v Speaker 1>grows from there. That's that's how it always looks. So

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<v Speaker 1>it's a journey that includes diversions into overenthusiastic expectations and

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<v Speaker 1>some trips over into the mundane reality that tech can

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<v Speaker 1>settle into. But we're going to explore all those various

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<v Speaker 1>key moments shortly. First, let's learn a little bit about

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<v Speaker 1>where this came from. So back in a market analyst

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<v Speaker 1>named Jackie Fen created the hype cycle concept by observing

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<v Speaker 1>the typical phases that technologies tend to go through. Now,

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<v Speaker 1>to be clear, this has little to do with the

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<v Speaker 1>capabilities of the tech itself. I mean that does tie

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<v Speaker 1>into it, but it has more to do with the

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<v Speaker 1>general perception of the tech. So you can think of

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<v Speaker 1>it like buzz or excitement. And while there are a

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<v Speaker 1>lot of examples of tech going through these phases, it's

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<v Speaker 1>not exactly a law or anything like that. It's more

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<v Speaker 1>like these are trends that we see pop up frequently, right,

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<v Speaker 1>It's it's a pattern that we've seen repeat itself. So

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<v Speaker 1>there are five phases in the hype cycle. We start

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<v Speaker 1>off with what is called the technology trigger. This is

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<v Speaker 1>when a tech which can be hardware, or it could

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<v Speaker 1>be software, or it could be a service, it could

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<v Speaker 1>be any combination of those things. It just has to

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<v Speaker 1>be new. This is when it first launches in some way.

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<v Speaker 1>And by launches, I don't necessarily mean you actually get

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<v Speaker 1>a physical product that rolls out or an actual service

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<v Speaker 1>that you can subscribe to right at the get go. Instead,

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<v Speaker 1>there's some form of announcement. It might be a demonstration,

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<v Speaker 1>or it might be, you know, something similar along those

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<v Speaker 1>lines that alerts people that this technology exists. I think

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<v Speaker 1>of the mother of all demos, uh, something that we

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<v Speaker 1>often hear about, where things like graphical user interfaces and

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<v Speaker 1>the first computer mouse were really shown off to you know,

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<v Speaker 1>a wider audience. That's sort of an example of a

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<v Speaker 1>technology trigger. If you want to think of something a

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<v Speaker 1>little more recent, although still in our past, think of

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<v Speaker 1>the old Apple press events where Steve Jobs would introduce

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<v Speaker 1>his one more Thing. It was typically something brand new

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<v Speaker 1>from Apple. Now, I should point out that an Apple's case,

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<v Speaker 1>we were mostly talking about technology that had already been

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<v Speaker 1>in some form of existence from other companies, and Apple

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<v Speaker 1>really just went in and refined it and made it,

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<v Speaker 1>you know, aesthetically pleasing, and we're able to market it properly.

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<v Speaker 1>But you know, this is an event that tells the world, hey,

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<v Speaker 1>we've got something neat over here and you should check

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<v Speaker 1>it out. Now. In these early stages, it's not unusual

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<v Speaker 1>for the creators of the technology to promote the heck

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<v Speaker 1>out of it, you know, hiring PR firms and marketing

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<v Speaker 1>firms to really push this out, even if that technology

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<v Speaker 1>has a very limited use case or doesn't actually work yet. So,

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<v Speaker 1>for example, you could argue eight K televisions are somewhere

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<v Speaker 1>in this phase right now because a K TVs have

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<v Speaker 1>been around for a bit, it's not like they're brand new. However,

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<v Speaker 1>there's not really any native eight K content you can

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<v Speaker 1>get on those TVs. So you've got televisions that are

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<v Speaker 1>technically capable of playing ultra ultra high definition video, but

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<v Speaker 1>you have a lack of actual video content that meets

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<v Speaker 1>that level of resolution. So you've got something that's able

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<v Speaker 1>to show you this incredible picture, you just don't have

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<v Speaker 1>any of the content that has that built into it. Now,

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<v Speaker 1>you could argue that eight K t V s are

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<v Speaker 1>actually a bit further along the hype cycle than where

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<v Speaker 1>I'm talking about right now, because most of them can

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<v Speaker 1>actually upscale lower definition video and boost it so it

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<v Speaker 1>looks better. Meanwhile, eight K t V s are marketed

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<v Speaker 1>toward home theater enthusiasts who like to get out their

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<v Speaker 1>set up with the most advanced tech available in the

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<v Speaker 1>space people who make way more money than I do.

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<v Speaker 1>In other words, typically the goal for creators at this

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<v Speaker 1>stage is to talk of the tech so that investors

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<v Speaker 1>become interested in it and they will start to pour

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<v Speaker 1>some money into the efforts to keep things going. So

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<v Speaker 1>this can be a really tense waiting game because you

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<v Speaker 1>need the cash to flow in to operate until a

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<v Speaker 1>market develops that can support the technology. But that also

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<v Speaker 1>means that you have to convince the investors that there

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<v Speaker 1>will be a market for the tech at some point,

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<v Speaker 1>even if there isn't one at that very moment. So

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<v Speaker 1>our starting point is the technology trigger. So if you imagine,

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<v Speaker 1>you know, a graph, and the X axis is marked

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<v Speaker 1>as time, So the further to the right you go,

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<v Speaker 1>the more time has passed, and the y axis is

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<v Speaker 1>marked in expectations. So the higher up on the y

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<v Speaker 1>axis you are, the higher expectations are for this tech. Well,

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<v Speaker 1>the tech trigger would be our starting point. It would

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<v Speaker 1>be at the beginning of our time axis, and it

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<v Speaker 1>wouldn't be very high up on expectations. From there, however,

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<v Speaker 1>we ramp up expectations dramatically in a relatively short amount

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<v Speaker 1>of time. This is where I would argue we are

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<v Speaker 1>in the metaverse conversation right now. We're thinking about possibilities

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<v Speaker 1>with companies like meta Slash Facebook really pushing this concept

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<v Speaker 1>super hard and investing huge amounts of money and dedicating

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<v Speaker 1>enormous teams toward developing stuff that people can actually use.

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<v Speaker 1>Along the way, we might see some early implementations of technology,

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<v Speaker 1>this particular tech, whether it's metaverse or something else. But

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<v Speaker 1>typically the implementations we see during this this early phase

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<v Speaker 1>after the technology trigger, they're really limited, and if they're

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<v Speaker 1>actually available at all to consumers, they're really really expensive.

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<v Speaker 1>This is when bleeding edge early adopters might jump in,

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<v Speaker 1>and we've seen this with lots of tech over the years.

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<v Speaker 1>I remember when CD players first hit the market, compact discs, y'all,

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<v Speaker 1>I'm old. When compact disc players first hit the market,

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<v Speaker 1>they were prohibitively expensive for many people. I mean, they

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<v Speaker 1>were hundreds and hundreds of dollars, and keep in mind

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<v Speaker 1>that with inflation that would probably be more than a

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<v Speaker 1>thousand dollars today, so it was way too expensive for

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<v Speaker 1>people like yours. Truly. I remember I didn't get my

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<v Speaker 1>first CD player, which was actually a little portable CD

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<v Speaker 1>player until years after they had been on the market

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<v Speaker 1>because they were just too expensive. Now, without early adopters,

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<v Speaker 1>most technology, particularly hardware, wouldn't go anywhere, Investors would lose

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<v Speaker 1>confidence in the tech, and companies wouldn't be able to

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<v Speaker 1>scale up to produce stuff at a a scale where

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<v Speaker 1>they could bring prices down. Now, according to the Gartner

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<v Speaker 1>hype cycle, around the time early adopters start exploring tech

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<v Speaker 1>is when mass media really starts to pick up the

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<v Speaker 1>story and run with it and thus push the hype further.

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<v Speaker 1>Then we reached the top of this climb at you

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<v Speaker 1>know where the hype cycle calls it the peak of

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<v Speaker 1>inflated expectations. So this is like the top of the

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<v Speaker 1>first hill in your classic out and back roller coaster.

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<v Speaker 1>It's the highest point that you're ever going to hit.

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<v Speaker 1>And as the name suggests, this is when people have

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<v Speaker 1>the highest expectations for the tech will be able to do. Uh,

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<v Speaker 1>these are expectations that are likely not going to be

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<v Speaker 1>borne out by the technology itself. Now, I can think

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<v Speaker 1>of no better example of a tech that went through

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<v Speaker 1>this particular phase in a way that was incredibly apparent

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<v Speaker 1>than virtual reality. In fact, I could argue that it's

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<v Speaker 1>done this a couple of times now. But back in

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<v Speaker 1>the very late eighties early nineties, the early stages of

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<v Speaker 1>VR had the world anticipating an entirely new experience with computing.

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<v Speaker 1>We would all be immersed in computer virtual worlds, and

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<v Speaker 1>it's a narrative that we're seeing repeated today with the

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<v Speaker 1>metaverse discussions. And there was a lot of exciting R

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<v Speaker 1>and D in the field of VR at this time.

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<v Speaker 1>It's just that our technical capabilities were fairly primitive compared

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<v Speaker 1>to what people were imagining. We had movies and TV

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<v Speaker 1>shows come out that centered on this premise of an

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<v Speaker 1>unbelievably immersive virtual experience, one that in some cases would

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<v Speaker 1>literally pull you into a virtual world. And even this

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<v Speaker 1>idea was preceded by films like Tron, which came out

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<v Speaker 1>before the VR craze had even begun. But then folks

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<v Speaker 1>got a chance to actually experience VR for themselves. I

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<v Speaker 1>remember a VR arcade opened up in a mall not

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<v Speaker 1>too far from where I lived, and so I went

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<v Speaker 1>and paid I think it was like five bucks for

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<v Speaker 1>five minutes in order to experience it. The actual graphics

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<v Speaker 1>in the world were beyond primitive, everything consisted of very

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<v Speaker 1>simple polygons. I played a game called Dactyl Nightmare, infamous

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<v Speaker 1>in VR circles. This was way back in the day

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<v Speaker 1>like uh and Dactyl, by the way, means like like

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<v Speaker 1>Pterodactyl because there was a a quote unquote pterodactyl flying around,

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<v Speaker 1>a bunch of polygons flying around that could occasionally pick

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<v Speaker 1>you up and drop you. It was an interesting example

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<v Speaker 1>of VR capabilities, but it was far from a sophisticated experience,

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<v Speaker 1>and I really recommend going on YouTube and searching videos

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<v Speaker 1>of it if you're interested. Just remember that it's an

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<v Speaker 1>experience that came out in n anyway. The point I'm

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<v Speaker 1>making is that the expectation of what VR would be

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<v Speaker 1>and the reality of what it was that was a

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<v Speaker 1>huge disconnect. As a result, people lost interest in VR

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<v Speaker 1>pretty quickly, and that loss of interest had a devastating

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<v Speaker 1>effect on the VR research industry. Organizations that had previously

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<v Speaker 1>enjoyed financial support found themselves scrounging for money. Some programs

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<v Speaker 1>had to shut down entirely as folks decided that their

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<v Speaker 1>money might be better spent on other pursuits, other investments.

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<v Speaker 1>The VR industry as a whole almost died. Some departments

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<v Speaker 1>that were exploring VRS use and stuff like medical treatments

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<v Speaker 1>were reduced to hacking together VR systems from video game

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<v Speaker 1>peripherals in order to make it work. Devices like the

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<v Speaker 1>Nintendo Power Glove or the PlayStation I or the Microsoft Connect.

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<v Speaker 1>We're all to varying degrees failures in the gaming space,

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<v Speaker 1>but the VR industry took those tools, altered them, and

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<v Speaker 1>made use of them. We'll explore more of the hype

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<v Speaker 1>cycle in just a moment, but first let's take this

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<v Speaker 1>quick break. So VR had entered the third phase of

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<v Speaker 1>the hype cycle. We were at the technology trigger, we

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<v Speaker 1>were at the peak of inflated expectations, and then we

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<v Speaker 1>start to enter the trough of disillusionment. I love the

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<v Speaker 1>names for these phases, by the way. It makes me

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<v Speaker 1>think of things like the Pit of Despair from The

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<v Speaker 1>Princess Bride. But yeah, the trough of disillusionment. So between

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<v Speaker 1>the peak of inflated expectations and the trough of disillusionment

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<v Speaker 1>is a decline that in most versions of the hype cycle.

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<v Speaker 1>It's just as steep as the climb up to the

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<v Speaker 1>peak of inflated expectations and almost as long like you

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<v Speaker 1>almost go down as far as when you first announced

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<v Speaker 1>the technology. UM. In most versions of this cycle, that's

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<v Speaker 1>not necessarily indicative of what every technology goes through, but

0:14:19.240 --> 0:14:23.600
<v Speaker 1>that's typically how it's how it's illustrated. UM. Along the

0:14:23.640 --> 0:14:27.320
<v Speaker 1>way between that peak and that trough, you start encountering

0:14:27.320 --> 0:14:30.640
<v Speaker 1>things like negative press as the media begins to criticize

0:14:30.680 --> 0:14:35.000
<v Speaker 1>the tech for not living up to expectations. Now, this

0:14:35.080 --> 0:14:38.280
<v Speaker 1>is rich and hypocritical, and I think most of the

0:14:38.280 --> 0:14:41.720
<v Speaker 1>press is not blind to the fact that the press

0:14:41.760 --> 0:14:45.640
<v Speaker 1>contributes to inflated expectations. Right. It's part of the press

0:14:45.640 --> 0:14:49.960
<v Speaker 1>covering the stuff that builds up the hype and enthusiasm,

0:14:50.000 --> 0:14:53.200
<v Speaker 1>and then that same press reaps the reward of throwing

0:14:53.360 --> 0:14:56.040
<v Speaker 1>shade at a technology once it fails to meet those

0:14:56.080 --> 0:15:00.760
<v Speaker 1>heightened expectations. So, in other words, the press benefits on

0:15:00.880 --> 0:15:04.000
<v Speaker 1>both sides of this curve. And I mean that's typically

0:15:04.040 --> 0:15:06.520
<v Speaker 1>where the press does its best work, right in the

0:15:06.560 --> 0:15:09.200
<v Speaker 1>sense of where they get the most cash. They end

0:15:09.280 --> 0:15:11.880
<v Speaker 1>up making a lot of getting a lot of attention

0:15:11.920 --> 0:15:14.520
<v Speaker 1>by hyping things up, and then a lot of attention

0:15:14.560 --> 0:15:17.280
<v Speaker 1>by tearing things down up And then once you get

0:15:17.280 --> 0:15:20.000
<v Speaker 1>past that, you know you're still gonna get coverage, but

0:15:20.040 --> 0:15:22.840
<v Speaker 1>it won't be nearly as sensational as that part of

0:15:22.880 --> 0:15:25.680
<v Speaker 1>the hype cycle. So this decline is also when you

0:15:25.720 --> 0:15:28.480
<v Speaker 1>start to see companies that had begun to pop up

0:15:29.040 --> 0:15:32.160
<v Speaker 1>during the climb, you know, companies that were specializing either

0:15:32.280 --> 0:15:36.720
<v Speaker 1>in the technology or producing something that was tangential or

0:15:36.760 --> 0:15:39.840
<v Speaker 1>connected to that technology. You start to see the number

0:15:39.960 --> 0:15:44.840
<v Speaker 1>of companies decrease. There's the sort of fade away by

0:15:44.840 --> 0:15:47.640
<v Speaker 1>the number of players in the space. So there's also

0:15:47.640 --> 0:15:50.040
<v Speaker 1>a lot of consolidation in this stage as well, where

0:15:50.080 --> 0:15:54.400
<v Speaker 1>smaller companies will end up merging together because they wouldn't

0:15:54.400 --> 0:15:56.280
<v Speaker 1>be able to survive on their own. Sometimes they're not

0:15:56.320 --> 0:15:58.640
<v Speaker 1>able to survive even after they merge, and they still,

0:15:59.360 --> 0:16:03.120
<v Speaker 1>you know, they still fail. I'm reminded of the dot

0:16:03.200 --> 0:16:06.600
<v Speaker 1>com craze leading up to two thousand. I was also

0:16:06.960 --> 0:16:08.840
<v Speaker 1>those before. I was working at how Stuff Works, but

0:16:08.880 --> 0:16:12.520
<v Speaker 1>I was working at a consulting firm and a lot

0:16:12.600 --> 0:16:17.400
<v Speaker 1>of our our clients were in the dot com space. Well,

0:16:18.000 --> 0:16:21.920
<v Speaker 1>the during the heyday business was great, but then you

0:16:22.000 --> 0:16:26.840
<v Speaker 1>hit two thousand and two thousand one and things took

0:16:26.840 --> 0:16:30.480
<v Speaker 1>a dramatic turn. We saw so many web based companies

0:16:30.520 --> 0:16:34.200
<v Speaker 1>appear up to that point, a lot of which you know,

0:16:34.400 --> 0:16:39.960
<v Speaker 1>had tons of investments, like ludicrous amounts of venture capital

0:16:39.960 --> 0:16:43.320
<v Speaker 1>pouring into them, even when they had no real business

0:16:43.360 --> 0:16:47.160
<v Speaker 1>plan to support the organization. And then the market shifted

0:16:47.200 --> 0:16:50.280
<v Speaker 1>in two thousand and again in two thousand one, particularly

0:16:50.320 --> 0:16:52.840
<v Speaker 1>after the attacks on nine eleven, and a lot of

0:16:52.880 --> 0:16:56.480
<v Speaker 1>those companies weren't able to survive this shifting market, this

0:16:56.640 --> 0:16:59.920
<v Speaker 1>declining market, and the web as a whole kind of

0:17:00.320 --> 0:17:04.560
<v Speaker 1>entered the trough of disillusionment as people began to realize

0:17:04.960 --> 0:17:08.399
<v Speaker 1>that the gold rush days of the web really weren't

0:17:08.400 --> 0:17:12.080
<v Speaker 1>going to pay off, at least not at this crazy

0:17:12.240 --> 0:17:17.000
<v Speaker 1>return on investment that people had anticipated. Now typically around

0:17:17.000 --> 0:17:19.760
<v Speaker 1>the trough, only a small percentage of the text potential

0:17:19.840 --> 0:17:24.440
<v Speaker 1>customer base has actually adopted the technology, so we haven't

0:17:24.480 --> 0:17:27.920
<v Speaker 1>really gone beyond early adopters yet. We're talking less than

0:17:27.960 --> 0:17:31.000
<v Speaker 1>ten percent of the potential market, maybe less than five

0:17:31.960 --> 0:17:34.840
<v Speaker 1>of the potential market, even having bought into the tech

0:17:34.880 --> 0:17:38.560
<v Speaker 1>at this point. But on the flip side, when you

0:17:38.640 --> 0:17:41.880
<v Speaker 1>hit rock bottom, there's nowhere left to go but up,

0:17:42.880 --> 0:17:45.159
<v Speaker 1>unless you can't rebound at all, in which case you

0:17:45.280 --> 0:17:49.560
<v Speaker 1>go nowhere like you just stop existing. But let's talk

0:17:49.560 --> 0:17:53.159
<v Speaker 1>about the tech that manages to weather this storm in

0:17:53.200 --> 0:17:56.119
<v Speaker 1>the hype cycle. Now, around this time is when we

0:17:56.200 --> 0:18:00.000
<v Speaker 1>typically start to see a new generation of products or

0:18:00.080 --> 0:18:04.240
<v Speaker 1>services based in and around this technology. So the first

0:18:04.320 --> 0:18:09.399
<v Speaker 1>generation will have taught folks what works, what doesn't work,

0:18:09.480 --> 0:18:13.800
<v Speaker 1>and what could work better. So ideally the second generation

0:18:13.840 --> 0:18:17.520
<v Speaker 1>of products will be built upon that knowledge and address

0:18:17.600 --> 0:18:20.080
<v Speaker 1>the flaws and accentuate the things that made the tech

0:18:20.160 --> 0:18:23.439
<v Speaker 1>appealing in the first place, to make better versions. In

0:18:23.480 --> 0:18:27.199
<v Speaker 1>other words, So now we start to enter the fourth phase.

0:18:28.240 --> 0:18:32.400
<v Speaker 1>This is called the slope of enlightenment, or as I

0:18:32.440 --> 0:18:36.520
<v Speaker 1>typeoed in my notes, the slop of enlightenment, which just

0:18:36.560 --> 0:18:40.240
<v Speaker 1>sounds like something that pigs would really enjoy, very thoughtful pigs.

0:18:40.480 --> 0:18:44.760
<v Speaker 1>Now it's the slope of enlightenment. This is when people

0:18:44.880 --> 0:18:48.840
<v Speaker 1>actually figure out what the tech is good for. Now

0:18:48.840 --> 0:18:52.920
<v Speaker 1>it maybe that has uses that were never anticipated during

0:18:52.960 --> 0:18:56.280
<v Speaker 1>the initial hype phase of this technology, and that while

0:18:56.320 --> 0:19:00.200
<v Speaker 1>the real tech can't live up to the grandiose promus

0:19:00.359 --> 0:19:03.120
<v Speaker 1>is of stuff that we heard about during the peak

0:19:03.160 --> 0:19:06.680
<v Speaker 1>of inflated expectations, the stuff it can do might still

0:19:06.720 --> 0:19:10.679
<v Speaker 1>be really compelling. Now that realization might come from the

0:19:10.720 --> 0:19:14.240
<v Speaker 1>creators of the tech themselves. It's actually possible that it's

0:19:14.280 --> 0:19:16.040
<v Speaker 1>what they had in mind the whole time, but the

0:19:16.119 --> 0:19:18.399
<v Speaker 1>hype got away from them, right. They might have said

0:19:18.960 --> 0:19:22.120
<v Speaker 1>this will be very good for X, but during the

0:19:22.200 --> 0:19:26.639
<v Speaker 1>hype phase, the early phase, it's promoted as X to

0:19:26.800 --> 0:19:30.880
<v Speaker 1>the tenth power times a billion, and that's not what

0:19:30.920 --> 0:19:34.800
<v Speaker 1>the creators were ever claiming. That can happen sometimes the

0:19:34.840 --> 0:19:38.760
<v Speaker 1>realization actually comes from outside the creators, with folks figuring

0:19:38.760 --> 0:19:42.560
<v Speaker 1>out really cool uses of this technology that the creators

0:19:42.560 --> 0:19:46.199
<v Speaker 1>had never even really intended. Now, again, this makes me

0:19:46.280 --> 0:19:49.919
<v Speaker 1>think of the Microsoft Connect in that regard. So in

0:19:50.000 --> 0:19:53.680
<v Speaker 1>case you're not familiar with these, the Connect devices were

0:19:53.760 --> 0:19:56.880
<v Speaker 1>peripherals for a couple of different Xbox consoles. There were

0:19:57.160 --> 0:20:02.240
<v Speaker 1>two main generations of the Microsoft Connect. They incorporated cameras,

0:20:02.400 --> 0:20:06.600
<v Speaker 1>including an infrared camera, and microphones that were meant to

0:20:06.640 --> 0:20:11.480
<v Speaker 1>boost the interactive capabilities of an Xbox console. So the

0:20:11.520 --> 0:20:15.159
<v Speaker 1>Connect could sense depth and it could create essentially a

0:20:15.200 --> 0:20:17.960
<v Speaker 1>three D map of a space, and that meant that

0:20:18.000 --> 0:20:20.800
<v Speaker 1>when the Connect was paired with the right software, it

0:20:20.840 --> 0:20:24.800
<v Speaker 1>could sense movement along three axes, the X, Y and

0:20:25.040 --> 0:20:28.760
<v Speaker 1>Z ax s or if you prefer it could sense

0:20:28.800 --> 0:20:32.159
<v Speaker 1>movement left and right, up and down, and toward and

0:20:32.280 --> 0:20:36.200
<v Speaker 1>away from the camera. Now, the purpose of this peripheral

0:20:36.320 --> 0:20:39.520
<v Speaker 1>was to give game developers options to create new kinds

0:20:39.520 --> 0:20:42.800
<v Speaker 1>of games that would lean on those capabilities, like a

0:20:42.800 --> 0:20:46.880
<v Speaker 1>fighting game where your real world motions would be translated

0:20:47.000 --> 0:20:50.639
<v Speaker 1>into the game in some way. Or they could use

0:20:50.680 --> 0:20:53.320
<v Speaker 1>it to create new ways to interact with the Xboxes

0:20:53.480 --> 0:20:56.600
<v Speaker 1>user interface, so that you could do things like activate

0:20:56.640 --> 0:20:59.800
<v Speaker 1>a game with your voice or by gesturing a certain way.

0:21:00.040 --> 0:21:03.840
<v Speaker 1>But what was cool was that the AI and robotics

0:21:03.960 --> 0:21:07.199
<v Speaker 1>fields began to use the connect in their projects. They

0:21:07.240 --> 0:21:09.600
<v Speaker 1>began to hack the connect and make use of it.

0:21:10.320 --> 0:21:14.040
<v Speaker 1>The peripheral was fairly sophisticated, but it was also affordable,

0:21:14.280 --> 0:21:16.479
<v Speaker 1>so it meant that people who otherwise might not be

0:21:16.520 --> 0:21:19.240
<v Speaker 1>able to get hold of the sensors that they needed

0:21:19.320 --> 0:21:23.960
<v Speaker 1>to work on their projects had another option. Sadly, Microsoft

0:21:24.200 --> 0:21:27.000
<v Speaker 1>never really found a way to profit from that. In fact,

0:21:27.040 --> 0:21:30.680
<v Speaker 1>they kind of hamstrung attempts to make use of the

0:21:30.680 --> 0:21:33.600
<v Speaker 1>Connect in this way. They made some changes to the

0:21:33.600 --> 0:21:37.040
<v Speaker 1>connect that actually eliminated those use cases, or at least

0:21:37.280 --> 0:21:40.600
<v Speaker 1>made them much more difficult to do, which is unfortunate

0:21:40.720 --> 0:21:43.960
<v Speaker 1>because the Connect otherwise, you know, it kind of died

0:21:44.000 --> 0:21:48.040
<v Speaker 1>a sad death. It never really reached full adoption by

0:21:48.160 --> 0:21:52.920
<v Speaker 1>the the video game community, largely because there was a

0:21:53.000 --> 0:21:56.560
<v Speaker 1>lack of support from the developer side. But the Connect

0:21:56.560 --> 0:21:59.960
<v Speaker 1>could have continued a very useful life in robotics and AI.

0:22:00.080 --> 0:22:02.920
<v Speaker 1>Unfortunately it just didn't turn out that way. But it's

0:22:02.920 --> 0:22:05.000
<v Speaker 1>the sort of thing that can happen along the hype

0:22:05.000 --> 0:22:08.560
<v Speaker 1>cycle where the hacker community figures out fun ways to

0:22:08.720 --> 0:22:13.920
<v Speaker 1>use or depending on your point of view, misuse a technology. Now,

0:22:14.000 --> 0:22:18.439
<v Speaker 1>gradually the technology emerges from the slope of enlightenment to

0:22:18.560 --> 0:22:22.639
<v Speaker 1>hit the plateau of productivity. Now it's in this phase

0:22:22.680 --> 0:22:26.359
<v Speaker 1>that the text capabilities and usefulness are well understood by

0:22:26.359 --> 0:22:30.200
<v Speaker 1>the market, so it's found its place. It is likely

0:22:30.280 --> 0:22:33.760
<v Speaker 1>not nearly as grand as was expected back in the

0:22:33.800 --> 0:22:36.560
<v Speaker 1>early part of the hype cycle, but it also is

0:22:36.640 --> 0:22:41.159
<v Speaker 1>somewhat sustainable or even profitable. Not all tech reaches the stage,

0:22:41.160 --> 0:22:44.480
<v Speaker 1>mind you, Some just outright fail because the customer base

0:22:44.600 --> 0:22:48.160
<v Speaker 1>never forms around it. I've got a really good example

0:22:48.160 --> 0:22:51.240
<v Speaker 1>of a tech that never reached the plateau of productivity,

0:22:51.320 --> 0:22:54.920
<v Speaker 1>and it is three D Television's Now when I first

0:22:54.920 --> 0:22:58.040
<v Speaker 1>started working at how stuff works dot com, which I

0:22:58.040 --> 0:23:01.439
<v Speaker 1>think was back in two thousand ven. Well, three D

0:23:01.520 --> 0:23:05.080
<v Speaker 1>TVs were being pushed really hard by multiple companies as

0:23:05.119 --> 0:23:08.440
<v Speaker 1>well as by the movie and TV studios, and there

0:23:08.440 --> 0:23:10.760
<v Speaker 1>were a lot of different reasons for this. So from

0:23:10.840 --> 0:23:14.600
<v Speaker 1>the artistic side, you had directors who were convinced that

0:23:14.680 --> 0:23:16.720
<v Speaker 1>making films and three D would give them a new

0:23:16.760 --> 0:23:19.280
<v Speaker 1>set of tools to tell their stories in a way

0:23:19.320 --> 0:23:23.399
<v Speaker 1>that they had envisioned. I'm thinking primarily of folks like

0:23:23.480 --> 0:23:27.040
<v Speaker 1>James Cameron and Peter Jackson. These were directors who really

0:23:27.080 --> 0:23:30.280
<v Speaker 1>embraced elements of three D technology with the thought that

0:23:30.359 --> 0:23:33.320
<v Speaker 1>it was a real way to enhance a story and

0:23:33.400 --> 0:23:36.919
<v Speaker 1>evoke a response from the audience. And since that's what

0:23:37.000 --> 0:23:41.240
<v Speaker 1>storytellers want to do, I kind of understand this. From

0:23:41.280 --> 0:23:44.600
<v Speaker 1>the movie studio side, there were a couple of really

0:23:44.840 --> 0:23:49.040
<v Speaker 1>big reasons to push three D TV and film. One

0:23:49.080 --> 0:23:52.000
<v Speaker 1>of those big reasons is that it is way harder

0:23:52.040 --> 0:23:56.119
<v Speaker 1>to pirate three D movies than two D movies. You

0:23:56.160 --> 0:23:59.560
<v Speaker 1>need special cameras to capture the three D effect, you

0:23:59.600 --> 0:24:02.480
<v Speaker 1>need se shoal equipment to reproduce the three D effect.

0:24:02.840 --> 0:24:06.000
<v Speaker 1>And since the film and television industries have traditionally been

0:24:06.600 --> 0:24:10.879
<v Speaker 1>absolutely certain that every pirated copy of a work represents

0:24:10.920 --> 0:24:15.520
<v Speaker 1>a lost sale and thus lost revenue. Things that appear

0:24:15.520 --> 0:24:19.359
<v Speaker 1>to help curtail piracy are highly valued. Now, I'm not

0:24:19.440 --> 0:24:23.640
<v Speaker 1>gonna go into the logical fallacies behind piracy and lost sales,

0:24:24.119 --> 0:24:26.399
<v Speaker 1>as that goes well beyond this discussion. But if you

0:24:26.440 --> 0:24:29.240
<v Speaker 1>want to hear more about those ideas, I've got several

0:24:29.359 --> 0:24:33.720
<v Speaker 1>episodes that touch on it in the archives. Anyway, the

0:24:33.840 --> 0:24:37.359
<v Speaker 1>TV manufacturing companies were really behind three D tv s

0:24:37.400 --> 0:24:40.320
<v Speaker 1>because you know, it created a reason for customers to

0:24:40.320 --> 0:24:43.439
<v Speaker 1>go out and buy a new television. Let's face it,

0:24:43.720 --> 0:24:47.160
<v Speaker 1>there are certain types of tech, like smartphones, for example,

0:24:47.600 --> 0:24:51.479
<v Speaker 1>that companies have successfully marketed as a gadget that you

0:24:51.560 --> 0:24:55.600
<v Speaker 1>need to replace every two to three years. Um. I

0:24:55.640 --> 0:24:57.960
<v Speaker 1>think of this kind of like the directions on shampoo

0:24:58.000 --> 0:25:02.120
<v Speaker 1>that's say, rents and repeat. At least I assume shampoo's

0:25:02.240 --> 0:25:05.120
<v Speaker 1>still say that I haven't had hair in more than

0:25:05.160 --> 0:25:09.160
<v Speaker 1>twenty years, so I don't look at shampoo bobbles anymore.

0:25:09.440 --> 0:25:12.760
<v Speaker 1>There's I mean, there's just no reason right. So Anyway,

0:25:13.280 --> 0:25:15.399
<v Speaker 1>the whole rents and repeat thing, I mean, do you

0:25:15.480 --> 0:25:18.800
<v Speaker 1>need to rent and then repeat, well, you need to rentse,

0:25:19.080 --> 0:25:20.560
<v Speaker 1>you need to get the soap out of your hair,

0:25:21.000 --> 0:25:24.640
<v Speaker 1>but the repeat part probably you don't need to do that. However,

0:25:24.760 --> 0:25:27.000
<v Speaker 1>it does mean that you would end up using the

0:25:27.040 --> 0:25:30.000
<v Speaker 1>shampoo up twice as fast. That means you have to

0:25:30.000 --> 0:25:33.000
<v Speaker 1>buy shampoo more frequently, and that means more money for

0:25:33.080 --> 0:25:38.360
<v Speaker 1>big shampoo, big shampoo. It's kind of hard to set

0:25:38.440 --> 0:25:42.680
<v Speaker 1>up that same kind of repeat business with folks buying television's.

0:25:43.200 --> 0:25:45.240
<v Speaker 1>At least back in the day, the idea was, you know,

0:25:45.320 --> 0:25:48.080
<v Speaker 1>you bought a TV and you pretty much stuck with

0:25:48.080 --> 0:25:51.000
<v Speaker 1>it until it don't work no more, at which point

0:25:51.000 --> 0:25:52.879
<v Speaker 1>you would either see if you could get it repaired,

0:25:54.040 --> 0:25:56.199
<v Speaker 1>or you know, you would buckle down and buy a

0:25:56.200 --> 0:25:58.280
<v Speaker 1>new one. In fact, that second one was, you know,

0:25:58.480 --> 0:26:01.840
<v Speaker 1>sometimes preferable, because as often the repair costs would be

0:26:02.359 --> 0:26:04.399
<v Speaker 1>about the same or maybe even more than buying a

0:26:04.440 --> 0:26:07.520
<v Speaker 1>new TV. Now, the emergence of h D t V

0:26:08.280 --> 0:26:13.280
<v Speaker 1>and the migration from analog TV to digital TV helped

0:26:13.520 --> 0:26:17.119
<v Speaker 1>change that a little bit. But after h D t

0:26:17.320 --> 0:26:21.879
<v Speaker 1>V came out, improvements in television were incremental or sometimes

0:26:21.960 --> 0:26:26.159
<v Speaker 1>not even noticeable, like you were reduced to arguing that

0:26:26.240 --> 0:26:30.199
<v Speaker 1>your television was better at reproducing colors, for example, but

0:26:30.520 --> 0:26:35.159
<v Speaker 1>you couldn't otherwise show some sort of technological advantage that

0:26:35.280 --> 0:26:39.359
<v Speaker 1>differentiated your TV from any of the other dozens of

0:26:39.400 --> 0:26:41.920
<v Speaker 1>televisions that were coming out at that same time. So

0:26:42.440 --> 0:26:45.480
<v Speaker 1>how do you create a demand for new televisions that

0:26:45.560 --> 0:26:48.520
<v Speaker 1>reaches beyond the small percentage of folks who are either

0:26:49.080 --> 0:26:52.879
<v Speaker 1>buying their very first TV or they're replacing, you know,

0:26:53.040 --> 0:26:57.840
<v Speaker 1>a broken television. Well, you have to introduce new features,

0:26:58.080 --> 0:27:02.080
<v Speaker 1>and three D was a new feature, one that companies

0:27:02.400 --> 0:27:06.280
<v Speaker 1>hoped would catch on, and they pushed really hard. For

0:27:06.320 --> 0:27:08.800
<v Speaker 1>about three years, you could not find a new TV

0:27:08.880 --> 0:27:13.480
<v Speaker 1>in store that either wasn't three D or three D ready.

0:27:13.760 --> 0:27:18.320
<v Speaker 1>It was pretty much a standard feature, and companies pushed

0:27:18.400 --> 0:27:22.280
<v Speaker 1>hard to get people to adopt three D televisions. But

0:27:22.320 --> 0:27:25.760
<v Speaker 1>there was a really big problem. Customers did not buy

0:27:25.800 --> 0:27:28.720
<v Speaker 1>into the hype cycle, at least not like they had

0:27:28.760 --> 0:27:32.280
<v Speaker 1>with other types of technology. See, most people didn't care

0:27:32.359 --> 0:27:35.080
<v Speaker 1>for the idea of having to wear special glasses just

0:27:35.160 --> 0:27:38.560
<v Speaker 1>to watch television, even if that TV had dynamite three

0:27:38.680 --> 0:27:41.760
<v Speaker 1>D effects. It would mean having to keep track of

0:27:41.880 --> 0:27:44.160
<v Speaker 1>yet more stuff, and in the case of active three

0:27:44.240 --> 0:27:48.040
<v Speaker 1>D glasses, you would have to keep that stuff charged

0:27:48.119 --> 0:27:50.359
<v Speaker 1>so that it works. The active three D glasses have

0:27:50.440 --> 0:27:53.800
<v Speaker 1>little shutters and the lenses and they alternate, so like

0:27:54.240 --> 0:27:56.760
<v Speaker 1>the left shutter is closed and the right shutter is open,

0:27:56.840 --> 0:27:59.200
<v Speaker 1>and then they switch and they do this many many

0:27:59.280 --> 0:28:01.560
<v Speaker 1>times a second. But in order to do that you

0:28:01.600 --> 0:28:04.680
<v Speaker 1>have to actually charge the glasses. They are powered, their

0:28:04.720 --> 0:28:08.679
<v Speaker 1>battery powered. So that proved to be too much for

0:28:08.760 --> 0:28:11.639
<v Speaker 1>the market to bear, and adoption was low, and the

0:28:11.680 --> 0:28:15.919
<v Speaker 1>skepticism in the press, particularly in the tech journalism field,

0:28:16.600 --> 0:28:20.640
<v Speaker 1>was really high, and after a few years, manufacturers quietly

0:28:20.760 --> 0:28:24.840
<v Speaker 1>phased out marketing three D television's. I mean that doesn't

0:28:24.840 --> 0:28:27.560
<v Speaker 1>mean that there are no televisions out there that support

0:28:27.640 --> 0:28:31.119
<v Speaker 1>three D these days, but rather that stopped being the

0:28:31.280 --> 0:28:35.320
<v Speaker 1>feature that that companies like Panasonic and Sony were pushing.

0:28:36.080 --> 0:28:38.240
<v Speaker 1>But man, they really did try and make a go

0:28:38.400 --> 0:28:40.640
<v Speaker 1>of it for a few years. There was more than

0:28:40.680 --> 0:28:44.920
<v Speaker 1>one c s I attended where these companies were really

0:28:44.960 --> 0:28:48.760
<v Speaker 1>trying to make three D TV at talking point. So

0:28:49.480 --> 0:28:54.600
<v Speaker 1>the hype cycle isn't necessarily a foregone conclusion. I'll explain

0:28:54.640 --> 0:29:05.280
<v Speaker 1>more after we come back from this quick break. So

0:29:05.640 --> 0:29:08.800
<v Speaker 1>not every technology is going to go through the hype

0:29:08.880 --> 0:29:13.560
<v Speaker 1>cycle sequence, and certainly not every tech will ultimately reach

0:29:13.640 --> 0:29:17.480
<v Speaker 1>the plateau of productivity. Some will just fade away. Uh.

0:29:17.840 --> 0:29:22.200
<v Speaker 1>You know, here's the crazy thing. The merit of the

0:29:22.240 --> 0:29:26.520
<v Speaker 1>technology itself doesn't necessarily play into whether it survives the

0:29:26.560 --> 0:29:30.360
<v Speaker 1>hype cycle or not. There are technologies quote unquote out

0:29:30.400 --> 0:29:34.000
<v Speaker 1>there that don't really do anything, that are essentially scams

0:29:34.640 --> 0:29:39.040
<v Speaker 1>that make it through and become profitable and and persist.

0:29:39.400 --> 0:29:42.880
<v Speaker 1>There are other technologies that arguably could be really useful

0:29:43.040 --> 0:29:46.680
<v Speaker 1>that don't survive this cycle. So you have to keep

0:29:46.720 --> 0:29:50.520
<v Speaker 1>in mind that surviving the hype cycle and being a

0:29:50.560 --> 0:29:56.280
<v Speaker 1>good technology don't necessarily overlap perfectly. You have a much

0:29:56.280 --> 0:29:59.000
<v Speaker 1>better chance of surviving the hype cycle if your technology

0:29:59.000 --> 0:30:01.960
<v Speaker 1>has merit. It's just not a guarantee, and it's not

0:30:02.000 --> 0:30:04.560
<v Speaker 1>a guarantee if your technology doesn't have merit that you

0:30:04.600 --> 0:30:08.760
<v Speaker 1>won't survive. That's the fun thing about human beings. Some

0:30:09.560 --> 0:30:12.600
<v Speaker 1>tech will enter that downward slope after they peek and

0:30:12.680 --> 0:30:15.520
<v Speaker 1>never pull out the dive. Some might have a more

0:30:15.560 --> 0:30:18.200
<v Speaker 1>gradual path from the point of introduction to the point

0:30:18.200 --> 0:30:20.840
<v Speaker 1>where they proved to be productive, but they don't have

0:30:20.920 --> 0:30:23.840
<v Speaker 1>dramatic highs and lows like it's not a technology that's

0:30:23.880 --> 0:30:26.800
<v Speaker 1>considered to be so sexy that they go through the

0:30:26.920 --> 0:30:30.680
<v Speaker 1>crazy hype cycle and then the trough of disillusionment. They

0:30:30.760 --> 0:30:34.120
<v Speaker 1>might have a more steady path from point A to

0:30:34.160 --> 0:30:38.120
<v Speaker 1>point B, with point B being the plateau of productivity.

0:30:38.240 --> 0:30:41.440
<v Speaker 1>But for certain technologies, we definitely can look at how

0:30:41.480 --> 0:30:46.360
<v Speaker 1>they emerged and plot them against this sort of general observation,

0:30:47.000 --> 0:30:50.000
<v Speaker 1>and that brings us back to the metaverse. I would

0:30:50.040 --> 0:30:53.640
<v Speaker 1>say we're still headed toward the peak of inflated expectations

0:30:53.640 --> 0:30:57.600
<v Speaker 1>at this point. We're still in that initial crazy hype

0:30:57.640 --> 0:31:01.320
<v Speaker 1>phase which has been pushed primarily by companies like Meta

0:31:01.480 --> 0:31:06.360
<v Speaker 1>Slash Facebook. However, at least some media outlets have not

0:31:06.600 --> 0:31:10.520
<v Speaker 1>butt into the hype and have not pushed that further,

0:31:10.680 --> 0:31:14.480
<v Speaker 1>pushed that narrative toward that peak um and they have

0:31:14.800 --> 0:31:18.360
<v Speaker 1>offered up a more level headed perspective. I would say

0:31:18.400 --> 0:31:22.520
<v Speaker 1>that the tech journalism side in particular has taken a

0:31:22.560 --> 0:31:27.400
<v Speaker 1>more realistic, or if you prefer, cynical view of the metaverse.

0:31:27.920 --> 0:31:30.120
<v Speaker 1>I count myself in that field. By the way, when

0:31:30.160 --> 0:31:34.240
<v Speaker 1>I say cynical, I'm not I'm not saying that they're wrong,

0:31:34.320 --> 0:31:37.640
<v Speaker 1>because I fully agree with them. Uh, they point out

0:31:37.680 --> 0:31:39.880
<v Speaker 1>that we just we don't even have a definition for

0:31:39.960 --> 0:31:42.680
<v Speaker 1>what the metaverse really is. We've got a lot of

0:31:42.920 --> 0:31:46.840
<v Speaker 1>competing definitions out there, so we we definitely don't have

0:31:46.880 --> 0:31:49.800
<v Speaker 1>a clear path to get into the metaverse because we

0:31:49.840 --> 0:31:53.240
<v Speaker 1>don't even all agree on what the metaverse is. Outlets

0:31:53.280 --> 0:31:57.240
<v Speaker 1>like The Verge have published some really great pieces about this,

0:31:57.880 --> 0:32:01.360
<v Speaker 1>and once you start to straight outside of tech journalism,

0:32:01.400 --> 0:32:04.880
<v Speaker 1>that's where reporting can get a little more loosey goosey.

0:32:05.240 --> 0:32:08.040
<v Speaker 1>You typically see this in places where the person who's

0:32:08.040 --> 0:32:11.520
<v Speaker 1>presenting the piece doesn't actually have a tech background, and

0:32:11.680 --> 0:32:14.600
<v Speaker 1>they're primarily repeating bullet points that might be laid out

0:32:14.600 --> 0:32:17.440
<v Speaker 1>in marketing literature. This is another issue we see a

0:32:17.440 --> 0:32:20.719
<v Speaker 1>lot in I mean, it's it's you can't really call

0:32:20.760 --> 0:32:22.640
<v Speaker 1>it journalism at that point, right, but we see it

0:32:22.680 --> 0:32:26.400
<v Speaker 1>done a lot of blogs that cover tech where the

0:32:26.440 --> 0:32:31.040
<v Speaker 1>blogger is essentially regurgitating a bullet list that was presented

0:32:31.080 --> 0:32:35.080
<v Speaker 1>by some PR firm to cover a technology and they're

0:32:35.120 --> 0:32:38.880
<v Speaker 1>not applying any kind of critical thinking or independent research

0:32:39.240 --> 0:32:41.960
<v Speaker 1>or any kind of investigative journalism to it at all.

0:32:42.000 --> 0:32:47.360
<v Speaker 1>They're just presenting the bullet points practically as is, and

0:32:47.400 --> 0:32:50.960
<v Speaker 1>They're just elevating that that message, which again may not

0:32:51.160 --> 0:32:54.800
<v Speaker 1>be reflective of reality. Uh, and that's how they play

0:32:54.880 --> 0:32:58.400
<v Speaker 1>into that hype cycle. Metaverse. I'm not seeing that as much,

0:32:58.440 --> 0:33:00.480
<v Speaker 1>and I think a big part of that actually has

0:33:00.520 --> 0:33:02.640
<v Speaker 1>nothing to do with the concept of the metaverse itself,

0:33:03.200 --> 0:33:09.080
<v Speaker 1>but rather the growing distrust in Facebook you know now meta.

0:33:09.480 --> 0:33:12.560
<v Speaker 1>So there's this growing distrust in that company and of

0:33:12.600 --> 0:33:16.320
<v Speaker 1>Mark Zuckerberg in particular, and I think that is playing

0:33:16.400 --> 0:33:19.880
<v Speaker 1>way more into the narrative than necessarily the concept of

0:33:19.920 --> 0:33:23.320
<v Speaker 1>the metaverse itself. Uh. Even so, though even if you

0:33:23.360 --> 0:33:27.920
<v Speaker 1>remove Facebook from this this entire you know equation, I'm

0:33:27.960 --> 0:33:32.000
<v Speaker 1>still pretty skeptical that we're going to see a metaverse

0:33:32.160 --> 0:33:35.600
<v Speaker 1>in you know, the near future. I mentioned last week

0:33:35.960 --> 0:33:38.880
<v Speaker 1>in a tech News episode of Tech Stuff that there

0:33:38.920 --> 0:33:42.320
<v Speaker 1>was a blog post written by Intel's Rajah Kaduri. He's

0:33:42.360 --> 0:33:46.480
<v Speaker 1>the senior VP of Intel's Accelerated Computing Systems and Graphics

0:33:46.480 --> 0:33:49.560
<v Speaker 1>group and could dury estimates that in order to support

0:33:49.560 --> 0:33:51.680
<v Speaker 1>a metaverse akin to something that you might see in

0:33:51.720 --> 0:33:55.640
<v Speaker 1>science fiction like Ready Player one, that it's going to

0:33:55.680 --> 0:34:00.120
<v Speaker 1>require something like a thousand times more computing power or

0:34:00.200 --> 0:34:05.320
<v Speaker 1>than what we have at our disposal today that includes processing, storage,

0:34:05.800 --> 0:34:08.680
<v Speaker 1>um networking infrastructure. All of that's going to have to

0:34:08.719 --> 0:34:12.400
<v Speaker 1>be considerably more powerful than what we have today in

0:34:12.520 --> 0:34:17.560
<v Speaker 1>order to support the version of the metaverse that a

0:34:17.560 --> 0:34:19.520
<v Speaker 1>lot of people are talking about, this idea of this

0:34:19.640 --> 0:34:23.799
<v Speaker 1>persistent and pervasive virtual world that ties in with our

0:34:23.800 --> 0:34:28.160
<v Speaker 1>physical world in some meaningful way. We just aren't there yet.

0:34:28.239 --> 0:34:31.080
<v Speaker 1>And in fact this is you know, kind of proven

0:34:31.120 --> 0:34:34.319
<v Speaker 1>by the fact that most of the virtual environments that

0:34:34.400 --> 0:34:37.520
<v Speaker 1>are kind of the proto version of the metaverse that

0:34:37.560 --> 0:34:41.719
<v Speaker 1>we have today are incredibly limited and primitive. They might

0:34:41.760 --> 0:34:45.000
<v Speaker 1>be limited to something like twenty or fewer participants in

0:34:45.000 --> 0:34:49.520
<v Speaker 1>a given space. Well that's not that's not a metaverse, right,

0:34:49.600 --> 0:34:51.360
<v Speaker 1>That's not what you think of when you hear the

0:34:51.400 --> 0:34:55.960
<v Speaker 1>word metaverse, you do. You think of interconnected worlds that

0:34:56.000 --> 0:34:59.279
<v Speaker 1>you can move in between easily and that can have

0:34:59.680 --> 0:35:01.879
<v Speaker 1>hunt ards of thousands of people in it. Well, we're

0:35:02.000 --> 0:35:05.680
<v Speaker 1>nowhere close to that, and so we're not likely to

0:35:05.760 --> 0:35:12.120
<v Speaker 1>see a version of the metaverse that even closely resembles

0:35:12.160 --> 0:35:16.520
<v Speaker 1>what's being marketed in in in the near future. Also,

0:35:16.560 --> 0:35:18.920
<v Speaker 1>the VR and A r ideations of the metaverse are

0:35:18.920 --> 0:35:22.040
<v Speaker 1>going to require people to invest a significant amount of

0:35:22.080 --> 0:35:25.840
<v Speaker 1>money into hardware in order to access those services. You know,

0:35:26.239 --> 0:35:28.839
<v Speaker 1>virtual reality has gone through the hype cycle a couple

0:35:28.840 --> 0:35:31.880
<v Speaker 1>of times, like I mentioned, and there is you know,

0:35:32.040 --> 0:35:36.719
<v Speaker 1>a customer base for virtual reality, but it's still pretty small.

0:35:37.560 --> 0:35:40.279
<v Speaker 1>So right now, those would be the people who would

0:35:40.400 --> 0:35:44.120
<v Speaker 1>arguably have the hardware that might allow them to access this,

0:35:44.640 --> 0:35:47.080
<v Speaker 1>although that's not clear either. It may be that by

0:35:47.080 --> 0:35:50.239
<v Speaker 1>the time we actually have a quote unquote metaverse available,

0:35:50.960 --> 0:35:54.520
<v Speaker 1>the tech we have today, like the hardware like VR

0:35:54.560 --> 0:35:57.160
<v Speaker 1>sets and stuff, won't be up to the task. We

0:35:57.200 --> 0:35:59.120
<v Speaker 1>don't know. I mean, if you want to have an

0:35:59.200 --> 0:36:03.600
<v Speaker 1>untethered experi ants, that's gonna cost you more, obviously, So

0:36:03.640 --> 0:36:06.520
<v Speaker 1>that's gonna limit the audience for the metaverse to people

0:36:06.520 --> 0:36:08.600
<v Speaker 1>who can afford it. So you're gonna have haves and

0:36:08.680 --> 0:36:11.239
<v Speaker 1>have nots, right because they're going to be people who

0:36:11.280 --> 0:36:14.160
<v Speaker 1>just can't go out and purchase a computer system and

0:36:14.280 --> 0:36:19.200
<v Speaker 1>VR hardware and are hardware to be able to experience it.

0:36:19.640 --> 0:36:22.759
<v Speaker 1>So you're gonna have a digital divide based on you know,

0:36:22.920 --> 0:36:27.839
<v Speaker 1>economic status. Beyond that, presumably everyone who can afford it,

0:36:28.000 --> 0:36:30.359
<v Speaker 1>not not all of them will be interested in it, right,

0:36:30.440 --> 0:36:33.040
<v Speaker 1>Like there's gonna be people who actually could technically afford

0:36:33.480 --> 0:36:36.040
<v Speaker 1>to access the metaverse who might not have any reason

0:36:36.080 --> 0:36:38.719
<v Speaker 1>to do so, so they don't have any you know,

0:36:38.960 --> 0:36:42.680
<v Speaker 1>impetus to get involved. So that means that the percentage

0:36:42.680 --> 0:36:45.359
<v Speaker 1>of people who will want to and be able to

0:36:45.400 --> 0:36:48.520
<v Speaker 1>access the metaverse will be pretty limited. It might be

0:36:48.600 --> 0:36:52.160
<v Speaker 1>so limited that it doesn't go anywhere. So there are

0:36:52.200 --> 0:36:54.239
<v Speaker 1>a lot of reasons to doubt that the metaverse is

0:36:54.280 --> 0:36:57.600
<v Speaker 1>going to come along at least any time in the

0:36:57.640 --> 0:37:01.520
<v Speaker 1>near future. It may be inevitable, but we're talking about

0:37:01.560 --> 0:37:06.120
<v Speaker 1>a much longer timeline than what is typically presented to

0:37:06.239 --> 0:37:12.000
<v Speaker 1>us through marketing pushes. So it's something that we need

0:37:12.040 --> 0:37:14.399
<v Speaker 1>to keep in mind. I think the hype cycle, while

0:37:14.520 --> 0:37:18.000
<v Speaker 1>you know it's it's again not universal. We can't apply

0:37:18.120 --> 0:37:22.680
<v Speaker 1>to every single technology, not all of them participated in

0:37:22.719 --> 0:37:25.600
<v Speaker 1>the hype cycle at the same pace as everything else. Right,

0:37:25.600 --> 0:37:28.640
<v Speaker 1>There's some things that over the course of many years

0:37:28.880 --> 0:37:31.520
<v Speaker 1>went through this process, and somewhere maybe it's over the

0:37:31.520 --> 0:37:34.560
<v Speaker 1>course of a year and a half um But I

0:37:34.600 --> 0:37:36.239
<v Speaker 1>think it's useful for us to think of in the

0:37:36.360 --> 0:37:40.280
<v Speaker 1>in the sense of keeping ourselves grounded when something new

0:37:40.560 --> 0:37:44.439
<v Speaker 1>is debuting, and to remember the promises that are being

0:37:44.480 --> 0:37:47.960
<v Speaker 1>made early on may not at all come to pass,

0:37:48.600 --> 0:37:51.680
<v Speaker 1>and that it's okay to be excited with new technology.

0:37:51.719 --> 0:37:54.160
<v Speaker 1>It's okay to be interested in new technology. If you're

0:37:54.160 --> 0:37:57.759
<v Speaker 1>an early adopter. It's okay to adopt that technology as

0:37:57.760 --> 0:38:00.040
<v Speaker 1>long as you're doing so with the knowledge that it

0:38:00.920 --> 0:38:03.760
<v Speaker 1>might not live up to the hype, and that could

0:38:03.760 --> 0:38:06.279
<v Speaker 1>be okay. As long as there is you know, a

0:38:06.320 --> 0:38:10.000
<v Speaker 1>good use case for it, then it's okay. If it

0:38:10.040 --> 0:38:12.680
<v Speaker 1>doesn't live up to the hype, it's okay if it

0:38:12.680 --> 0:38:18.200
<v Speaker 1>it has uh returns, they're not nearly as grand as

0:38:18.239 --> 0:38:22.600
<v Speaker 1>long as everyone's willing to, you know, take that chill

0:38:22.680 --> 0:38:27.240
<v Speaker 1>pill and and go forward with a more level headed approach.

0:38:28.000 --> 0:38:30.919
<v Speaker 1>The issue is that we often don't see that happen.

0:38:30.960 --> 0:38:34.359
<v Speaker 1>I mean, that's why the hype cycle was even uh

0:38:34.400 --> 0:38:37.239
<v Speaker 1>something that you could say is a thing. You know,

0:38:37.440 --> 0:38:40.120
<v Speaker 1>that's a trend that we've seen happen many times, that

0:38:40.280 --> 0:38:43.439
<v Speaker 1>history repeats itself. That people get caught up in these

0:38:43.480 --> 0:38:48.000
<v Speaker 1>ideas and they drum up the hype and they also

0:38:48.120 --> 0:38:51.640
<v Speaker 1>drum up the disappointment when the hype fails to match reality.

0:38:52.680 --> 0:38:54.760
<v Speaker 1>This is something that we're probably gonna keep on seeing.

0:38:54.920 --> 0:38:58.279
<v Speaker 1>But as individuals, if we're aware of it, we can

0:38:58.560 --> 0:39:01.520
<v Speaker 1>limit its effect on ourselves, elves, and maybe on people

0:39:01.600 --> 0:39:04.080
<v Speaker 1>with that we care about, so that they don't, you know,

0:39:05.120 --> 0:39:08.280
<v Speaker 1>put all their money in f t s for example.

0:39:09.280 --> 0:39:12.160
<v Speaker 1>Al Right, well, I hope you found this episode about

0:39:12.160 --> 0:39:16.279
<v Speaker 1>the hype cycle interesting. I really love talking about it

0:39:16.320 --> 0:39:19.080
<v Speaker 1>because I do think it's a useful tool to to

0:39:19.239 --> 0:39:23.359
<v Speaker 1>kind of examine really marketing trends in tech more than

0:39:23.440 --> 0:39:27.920
<v Speaker 1>tech itself, and it allows me to look back on

0:39:28.000 --> 0:39:31.399
<v Speaker 1>my own history with tech and see the times where

0:39:31.440 --> 0:39:34.600
<v Speaker 1>I bought in to the hype and times where I

0:39:34.680 --> 0:39:38.960
<v Speaker 1>felt truly disillusioned by the realities of tech, and of

0:39:39.000 --> 0:39:41.279
<v Speaker 1>course also the times where I bought into the tech

0:39:41.360 --> 0:39:44.160
<v Speaker 1>after it has gone through that cycle because I couldn't

0:39:44.200 --> 0:39:47.239
<v Speaker 1>afford to do it before that, so I bought it

0:39:47.320 --> 0:39:50.319
<v Speaker 1>when I knew what the tech could and could not do,

0:39:51.280 --> 0:39:55.880
<v Speaker 1>not because I was smart, but because I was poor. Anyway,

0:39:56.080 --> 0:39:58.839
<v Speaker 1>I hope you enjoyed that episode. If you have suggestions

0:39:58.840 --> 0:40:01.279
<v Speaker 1>for topics I should cover tech stuff, reach out to me.

0:40:01.360 --> 0:40:03.759
<v Speaker 1>The best way to do that is on Twitter. The

0:40:03.760 --> 0:40:07.000
<v Speaker 1>handle for the show is text stuff h s W

0:40:07.680 --> 0:40:17.080
<v Speaker 1>and I'll talk to you again really soon. Yeah. Text

0:40:17.080 --> 0:40:20.560
<v Speaker 1>Stuff is an I heart Radio production. For more podcasts

0:40:20.560 --> 0:40:23.320
<v Speaker 1>from my heart Radio, visit the i heart Radio app,

0:40:23.480 --> 0:40:26.600
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.