Its interesting to me that one of the huge components of the new Holocam from Microsoft is the interaction between that device and 3d printers. I was talking about the impact of VR on 3d print more than a year ago. The connections are beginning.
Interestingly there was a report shared on Linkedin from Andreessen Horowitz on their top 16 trends for 2015 and beyond. I find their list interesting mostly because I’ve blogged about most of the components they discussed either on this or another of my blogs.
In reviewing the post (follow the link above) I find I agree with the 16 trends they have selected. I do think they could consider much more of an impact – for example while VR is cool today the impact it will have on the “sensorization” of the enterprise and 3d printing make it even more interesting. Imagine a Minority Report (movie by Stephen Spielberg) enterprise security system that mixed virtual and physical security systems into a single viewable system. Imagine also, the smaller more agile VR helmet you could don to view that system.
The report shows the trends. I think in the end the real value of forwarding looking views is the interconnections. Where security and application containers merge with VR infrastructures to support not only a real time view but the ability to deploy counter measures in a VR reality. Where the vulnerability’s of your infrastructure are mapped out before you and you can see what could stop the attacker. The best security isn’t making the right move every time. The best security is when you make the attacker guess correctly 7, 8 or 9 times. With a VR security view you can change the next question on the fly so that the attacker in the end now has to guess correctly questions they had already answered that now have a new answer.
Within the interconnections is where the reality of innovation lives. One of the points of the articles is the connection today between non-medical programmers and the medical profession. Devices brought to the market that are written by people that don’t practice medicine but instead are IT professionals. That interconnection today has actually changed the medical profession but pushing that data further out, into the Internet of things creates an even greater connection.
The trend is towards unification towards connection. The value in the future of IT is the connection of the information, people and ultimately the business processes in a way that will drive value for the users. A unified collection of virtual assets designed to improve the way people do and can interact with the compute world around them. It is the secondary tenant of the book “The Syncverse.” Sharing information in an effective and managed form that is easily consumed.
Connecting trends creates a very interesting reality. Unification is a game that often goes unrewarded. Einstein chased the unifying string theory for the last 40 years of his life. In the end he was unsuccessful in bringing all things physics together. The same is true for the Andreessen Horowitz list. They have 16 trends that are highly interconnected but are not linked today. Some of the interconnections don’t have stable realities yet. None are beyond the capabilities we have today simply beyond the vision that has been laid out.
Still that is my quest. To join together the 16 wind mills presented into a unified single view. Most likely connecting the realities with VR. Image for a moment an IT security group in the future. They step into the VR room and evaluate the threat to the enterprise. They see in one part of the network a red spot that is growing. They quickly shut down the applications running in that space and move the services to another network connection. The launch a security bot attack on the growing threat. Then they restart the application containers in a new environment and change all the passwords quickly. Users systems are prompted for the new security paradigm. The uses computer checks with the secure fob that checks with data produced in the known users home via a remote sensor. The user never knows they were logged out and logged back in.
On the other side of the world a young 14 year girl has a great idea for a better way to play a board game she loves. She submits her idea to the crowd funding sties (all of them at once) and quickly finds a world wide audience of other 14 year old girls that also love to play that board game. Her new company is up and running, and she reaches out to the virtual manufacturing company to begin producing her new product. All from a desk in Indonesia.
All 16 A-H projects are interconnected to each other. We just have see the connections and in the end find the path to make them real.