The reports on the death of virtual reality are greatly exaggerated. In fact, far from dying, the virtual reality industry is poised for explosive growth in the short term, analysts say.
Modern VR helmets arrived less than three years ago. But to hear the experts speak, you think that technology has already reached its zenith of development. Looking more closely, it turns out that these people usually refer to virtual reality Thu Platform. To condemn virtual reality, on this basis, is to say that the robotics industry is a failure because giant robot fights have not started yet. We are always optimistic.
The games are great. but virtual reality is much more than the technological evolution of pong.
VR as a platform
When most of us think of virtual reality, we imagine this:
As the pessimists of virtual reality quickly point out, the current generation of virtual reality gaming hardware is little better than a novelty over consoles and dedicated PCs. So, why do the two biggest players in the virtual reality industry, HTC and Oculus, seem to be unilaterally tied to the gaming market? This is because players are better people.
Well, we are better consumers. Virtual reality companies want to sell products to consumers because there are many more people on the planet than companies. But VR headsets – the real ones, and not those glorified Viewmaster experiences with sliding your smartphone – are not only expensive, they require a monster to run them. Players are a market segment that already has these machines.
Ultimately, immersive games could gain popularity. But for now, the idea is to put the helmets in people's hands so that they can be subjected to stress tests, examined and discussed. If HTC or Oculus is waiting for the technology to be perfect to launch a product, someone else will get there first. And it will never be perfect.
Players are hardware beta testers, OS and UX from the world of virtual reality. However, as a sector, virtual reality does not depend on the ability of HTC or Oculus to sell helmets to players. Just as Nvidia's advances in artificial intelligence are powered by graphics cards developed to meet the needs of players, Rift and Vive follow the same path.
VR as a non-game platform
The gaming market is worth a lot of money. Experts predict that it will cost $ 180 billion worldwide by 2022. And virtual reality? Analysts say it will be worth $ 117 billion in the same amount of time. No trace of a technology dying there.
According to market research, this growth will be driven by business adoption, not gaming. A report published in MarketWatch indicated that the following three factors will play the most important role:
- Growing demand for software applications and hardware devices based on virtual reality and virtual reality in medical sectors.
- Increased VR and AR demand from the e-commerce and retail sectors.
- Increased interest of large technology companies.
But VR and AR are not future technicians: they are now Technology. They quietly transformed the training of the workforce. Companies like Walmart and Verizon conduct training of employees in RV. The army uses virtual reality to prepare battlefield warriors, flight pilots and remote deployment operators. It is also a fantastic educational platform. Universities such as MIT, UNC at Chapel Hill and Arizona State all have a virtual reality learning programs.
And the immediate future of virtual reality is not limited to educational and commercial applications. Virtual reality is a biometric feedback and psychographic analysis vessel, a portal for generating emotional empathy responses and an entertainment platform that goes far beyond games.
You put on a headset, do some guided tasks in virtual reality, and then a series of "biometric algorithms" write a detailed neurological report on how your brain responds to stimuli. This is not only the logical extension of fun entertainment applications such as Cognify and Luminosity, but it is also a treasure trove of data.
TNW has maintained with Amir Bozorgzadeh, CEO of VR startup Virtuleap, about the entry of his company into the virtual reality space. Rather than playing games, Virtuleap designs biometric algorithms that "translate body postures, gestures and movements into psychographic and demographic data about users in virtual reality and virtual reality environments". We did not really know what that meant, so we asked.
We examine the changes of frequency and the anomalies in the movements. The body movements that are triggered by the part of the autonomic nervous system, which controls involuntary actions … Our maths can interpret these signals.
Virtuleap Laboratory of attention The ludo-educational application will be available on the Oculus Rift store later this year.
Generation of empathy response
The best way to help people understand a complex problem is to let them see it themselves. For example, if you were a tree, you might wish humans had more empathy for the forests. Fortunately for trees (and the future of our planet), HTC's impact VR belongs to the generation of empathy sector. It proposes virtual reality experiences that can have an impact on society, particularly those that underpin the United Nations Sustainable Development Goals, and funds those it has selected.
The aptly named Tree, The latest version of VR for Impact, lets you see what a tree looks like in a sprawling forest. You start the experiment as a freshly planted seedling and become a … well, we will not spoil what is happening. In other words, they are not all soothing breezes and floating branches.
These types of virtual reality experiences can have a profound impact on how humans perceive the world in which we live. Living life as a tree allows you to visualize the problem – the effect of humanity on the environment – from a totally different angle. Tree is currently available on HTC's Viveport.
Another example is Stanford's Become homeless. During a particularly heartbreaking part of this experience, users find themselves homeless and travel on a bus to warm up. Unfortunately, players are caught between looking at their bag in front of them and watching a dangerous man behind them. You have to whip your head every few seconds to keep the man and your bag in view (the man approaches you when you do not look at him, your bag moves further when you are ). It becomes obvious that being homeless is a nightmare alive without respite.
This might not be a fun way of using technology, but it is an important solution. In addition, you can still have fun with your helmets, even if you do not play.
Entertainment beyond games
Believe it or not, there are other forms of entertainment that the Final Fantasy and Fortnite. And Hollywood quickly realized that RV was worth investing. STX Entertainment, a heavyweight studio that has managed to become an empire Since its inception in 2014, its value has reached billions of dollars. She is optimistic about the virtual reality of movies and television. And its STXSurreal footprint has already proven that there was an audience for high quality Hollywood VR content.
TNW called the first version of his series of action directed by Robert Rodriguez, The limit, the first must-see film of the era of virtual reality. The company plans to launch several new experiments in the near future, including series by Kevin Smith (clerks, Chasing Amy) and Dave Bautista (WWE, Guardians of the Galaxy).
And these examples are just the tip of the iceberg. We did not even talk about what Google, Microsoft or Varjo (a company that manufactures $ 5,995 in headphones). No matter how you look at it, virtual reality is just starting. Of course, the game in VR is not quite there yet. But virtual reality technology is here. It's certainly not dead, dying or over-excited.
The PlayStation Vita started what the Nintendo switch perfected