In this blog I often discussed Cloud, Sensors, AI, VR, 5G, WLAN, 3D printing and the various use cases, may be never considering all of them together. Indeed, there are plenty of application areas for these technologies and the more they evolve the broader their application areas become.
Having said that I should not have been surprised to find this technologies mentioned in an article, were it not that the article was about evolution of sex in this decade!
OK, if you want to get the full article, including the variety of “operation deails” you can just click here.
The key take away from the article is that in this decade we are going to see a significant growth of sex gadgets, driven by the above mentioned technologies that will promote, support?, sex at-a-distance for couples that are taken apart by working commitments.
The 2019 turn-over for sex toys, according to the article, has totalled 26.5 billion $ (worldwide) and it is expected to grow to 34.8 billion $ in 2023, with the focus shifting from women to men gadgets. If want want to know more take a look at what is happening at CES 2020 right now!
Technology allows the control of a sex toy from remote, even from a continent away (through, you guessed it, an app on the smartphone, to know more you can take a look at the video in the article and at companies like We-Vibe that are active in this market segment) and the so called teledildonics is evolving to support a distributed mesh network of sex toys that can harvest a variety of data from the user turning them into info on what feels good and what doesn’t.
Now, from a purely engineering and technologist viewpoint … I can see the point:
- Wireless broadband will become (almost) ubiquitous in this decade and it will support high definition 360° video, the sort that is needed for a virtual reality presence;
- Sensors can be embedded in soft materials and flexible electronics can stand deformation, thus providing ways to harvest data and transmit them through a gateway (read your smartphone);
- Cloud can host advanced data processing, rendering and services, with AI making it possible to customise the processing to those users “history” learning along the way;
- VR content is progressively easy to make, special 360 degrees high def cameras are available and software gets more and more powerful in stitching various streams of filming into one VR content. At the same time VR viewing devices have progressed quite a bit (they no longer need tethering for power or signal since WLAN are delivering plenty of bandwidth) and we can expect further improvement in this decade;
- 3D printing is supporting the creation of a variety of shapes and in this decade I expect not as much a big penetration of 3D printers in the home but for sure the availability of 3D printing services on demand.
Now, from a societal and cultural standpoint I am no expert. I can only say that the idea of remote “engagement” does not take my fancy. On the other hand my feelings are rooted in the last century so may be -just may be- other people will feel differently. If the market estimates are correct, they surely do!