How does the epidemic of the coronavirus affect the future of virtual reality?
Senior wife and granddaughter have fun at home with augmented reality glasses
They trap millions at home and are searching for an escape. Life in quarantine is a challenge, and for this moment virtual reality ( VR) looks tailor made.
For years, virtual reality has struggled for widespread adoption by consumers. Now the structural shifts that alter all facets of society—from the workplace to the health care system—are generating new chances of transforming VR.
Industry Augmented Reality: 2012-Presented
Perhaps the sensorama, a 1962 machine which simulates a Brooklyn motorcycle ride using all five senses, was the first real "VR" experience. More recently, VR has been growing and starting with the announcement by Oculus in 2012 of the Rift and the 2014 Facebook acquisition, and the 2016 Playstation, HTC and Samsung Gear VR devices.
Last year, Oculus released the Quest, the first $400 headset to provide the best VR experience on a fully fledged device that does not require a gaming computer. In the 2019 holiday season, US participation in the Search surpassed that of any VR headset in the previous 10 years. But overall headsets declined in 2019, and global supply chain disruptions have frequently made supportive best-sellers such as Quest and Valve Index out of stock. Pent-up demand is still unsatisfactory.
As big, diverse tech giants such as Facebook, Sony, and HTC all invest heavily in customer competition, RV based manufacturers, such as Varjo and Pico, have generated growing market niches through unique technological capacity building and corporate use.
Although essentially complementary, the company and consumer VR markets each have specific dynamics and maturity stages. For instance, companies adopt VR twice as quickly as consumers.
Healthy rivalry between manufacturers of headsets, frequently corporate design solutions, and general advancement in computer vision are likely to lead to a wide range of high-quality hardware choices. Such developments support a increasing industry of application developers and service providers.
User VR a Gaming Landgrab
The consumer demand for VR might lead to increasingly blurred boundaries between large platforms and web developers in a user- and user-data battle.
For example, Oculus bought Beat Saber, the developer of the # 1 VR game. Valve builds a mobile app store for video games, headphones, and Steam. Steam is an impressive success story for vertical integration. The monthly connected headsets follow an unprecedented pattern of growth since 2016.
If this trend continues, gaming will probably promote consumer VR growth in the immediate future. With its introduction later this year, the VR-compatible PS5 supply chains with signs of recovery and reports of a coming Search refresh, the holiday season in 2020 will deliver a significant bell weather for the maturity of the consumer VR industry.
Covid-19 Implications on Enterprise VR in 2020
Covid-19 has forced many societies to transform. Our work, education and health systems will never be the same, and several interesting experiments—and opportunities—are taking place in these areas.
Remote jobs and apprenticeship
Man works with a headset and laptop for virtual reality at home.
In just a few months, Zoom went from 10 M users to 300 M users. This tremendous usage growth has led to fresh cases of use (e.g. virtual conferences), best practices (e.g. liberal use of the silent button), and norms (e.g., virtual backgrounds are acceptable now).
Both these interactions require a certain amount of visual processing and interpretation. Increasingly, as our digital life becomes more 3D, these interactions can create a sense of presence that facilitates the successful exchange of ideas and information.
The development of a presence requires no headset. For example, Argodesign's artificial window definition simulates working with a colleague — right up to the eye — and VirBela lets conference participants travel through computer-based video game-like worlds.
In the meantime, companies with full spatial audio and 3D telepresence solutions such as Spatial construct experience that allow you to take part in both a device and a VR. These types of cross-platform interactions are likely to make the adoption curve easier for users.
After the financial crisis of 2008, the Affordable Care Act centered the US health care sector more on preventive, community-based services and encouraged the use of technology to build value. Covid-19 expected to speed up these developments.
Home health is America's fastest-growing healthcare market. Faced with heightened concerns regarding safety measures in nursing homes and hospitals, many Americans are gradually taking care of the elderly.
Government regulators enable this to expand access to tele health for Medicare and publish new guidelines for digital health devices that treat psychiatric disorders. Although these changes occurred in the coronavirus, they will (and should) remain long after the crisis is over.
If this is obvious from Covid-19, this is the world matters. When you look around and invest your time, what you see deeply affects your feelings.
Virtual reality allows us to create synthetic contexts which elicit specific physiological and emotional responses. This power can provide a new type of medical procedure for pain, anxiety, phobia, strokes, dementia and many other conditions.
We now see immersion in the Medical Toolbox as a regular tool alongside medications, tools, surgeries, and procedures.
Catalyzing New VR Chances
It is extremely difficult to alter deep-rooted attitudes and habits, which often impede the use of potentially changing new technologies.
Now that at least a third of the world's population locked down, coronavirus has forced a big change in actions. Technologies that can help us develop limited physical environments have never been more important. With the technology of virtual reality advancing rapidly, groundbreaking new technologies are ready to fulfill this need.
Amit Caesar Israel's Virtual Reality wrote the article 2013.