Given the previous post of defining high definition and demonstrating how it varies from natural visual information and how it varies from the natural visual information we have evolved with, we can now analyze what this means.
In an example of the driving with sell phone debates it’s argued that it’s not the physical device of the cell phone that is distracting to drivers but the mental functions required to hold a vocal conversation that may be the true distraction.This theory comes from a theory that humans at the present time are not wired to process the information of a vocal conversation while keeping the attention to driving an automobile, or that we have a limit on how much information our minds are able to process and use at a given time just like some limits on the their physical strength, performance and the ability to lift increased amounts of weight with their bodies.
As this relates to our high definition posts we can only wonder how much definition our minds are able to process, and how our minds will process visual information in the future with possible 1600p 2560x1600p or even 1080p ( a fictional 19200x10800 resolution that may be possible in the future).
Perhaps when that time comes the media involving pixels will itself be obsolete giving ways to holograms, projections, or virtual reality goggles in which we will have a different way to measure the clarity or resolution as well.
There have been a few cases in which the blind have been wired sensor directly to the brain to give a view of shapes of objects, not to say we bill be viewing our work like the matrix movie series but atleast closer along the lines of enabling those few with artificial imagery that mirrors the simplicity of how our vision starts in infant development.
Regardless of what may come with or artificial visual representation we can see from consumer products alone that the rate at which the quality, resolution and amount of visual information that humans are being exposed to on a daily basis is increasing and an accelerated rate.
Which in turn is raised on visual standards and demand for visual quality and well as how we interface and use technology such as computers, games and other consumer products.