The 7 challenges of virtual and augmented reality


Summary

  • 150 billion in revenue in 2020
  • Mobility
  • Vision
  • Immersion
  • Usage
  • Flexibility
  • “Wearabilité”
  • A budget for everyone

150 billion in revenue in 2020

In 2020, the augmented reality and virtual industry could pay off 150 billion in revenue according to Techcrunch (120 billion euros for augmented reality and 30 billion for virtual reality). But what are the guiding principles for the development of these technologies?



In any market, competition is inevitable. Virtual and augmented reality is not yet well established and developed, its development is taking shape.

This competition begins to be created between brands in the market, but it is taking placebetween virtual / augmented reality players and designers of other hardware devices (mobiles, tablets…). At this point, in order to stand out, only strong development drivers can make the difference. But beware, even if credit should be given to this analysis, things are likely to change in the next 6 months according to Techcrunch.

Mobility

Mobility is more sought after in augmented reality than virtual reality. Indeed, virtual reality has a more important place in semi-closed spaces such as the business,. , Augmented reality must be able to adapt to all environments. But it still has to make progress in this area: equip yourself with portable batteries with an autonomy of at least one day.

 especially for mobile virtual reality devices, such as the Samsung VR or the Oculus Rift.

Vision

Visual quality is the sinews of war, because these two technologies aim to reproduce reality the way a human eye would or to offer superior visual quality and not only in its applications for cinema.



Gopro and Google have announced their partnership in a project to develop a 3D camera, Project Jump. Samsung has already released its 360 camera, the Beyond project, a camera allowing 360 ° allowing to capture film in 3D, equipped with 17 cameras.

Immersion

But the importance of the visual can take other forms: the Jaguar brand developed at the beginning of this year “The Cave”, a virtual environment that allows you to explore the interior of a car engine. This technology could adapt to other fields such asaerospace or health.

Virtual reality could eventually allow immersion in a wide variety of worlds. Immersion is for the user of a virtual reality device to move his head and his gaze 360 ​​° in a virtual space. What can be the applications of this immersion? Some examples :

- Immersion in the field of research: Ultimately, it will be possible to reconstitute the structure of an atom using virtual reality, for example.

- Immersion is also present in entertainment: At thewas 2016, the theme park The Void, located in the United States, should see the light of day. Its creator Ken Bretschneider has already invested 16 million. On the program: game rooms where visitors can, equipped with sensory combinations, immerse themselves in fantasy worlds.

Usage

The added value of virtual and augmented reality goes beyond providing their dose of visual and technological innovation, to offer a service equal to or even superior to that of other types of software design platforms. Virtual or augmented reality design platforms will have to take into account the manufacturing costs of objects, but also provide constantly improved comfort.



For the moment, the comfort and size of devices has not been a priority for designers of virtual and augmented reality. Device control functions (by voice, body, eyes, environmental control) are also one of the expectations of users. Designer brands of processors such asIntel, Qualcomm or even Nvidia and ARM could carve out a good share of the virtual reality market to meet these needs.

Flexibility

Another challenge to achieve: designers will have to create multi-purpose devices. Virtual reality headsets will have to include several applications as is already the case with smartphones or tablets.

“Wearabilité”

Virtual or augmented reality has yet to improve the design of its objects. If the designers of virtual reality headsets want to gain market share and find a place in every home, they must first take into account the aesthetic expectations of future users. Size, weight, battery life are all considerations that they should take into account.



A budget for everyone

Price, the last factor in the generalization of virtual reality objects. It is a general observation. Virtual reality objects will have to be cheaper to enter the mass market. The Samsung VR is currently marketed at 199 euros andOculus Rift will be marketed in the first quarter of 2016. The development of their adaptability to a smartphone is a step in this direction. According to a study by the research institute CSS Insights, smartphones will represent 90% of sales of virtual reality devices.

Google has apparently already understood this when developing its Cardboard, an adaptable virtual reality device on your smartphone. The countdown has now started to make the new virtual and augmented reality devices attractive to the public. The first phase of transition to virtual and augmented reality from 2016 to 2020.





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