Virtual Reality: Is Rebirth Ever Possible?

essidsolutions

The article describes the current state of virtual reality (VR) and its main trends in 2020. Readers can find valuable info about crucial concepts of extended reality and grasp the importance of this industry.

The very idea of virtual reality (VR) was in our minds since the first half of the 19th century. In 1968, researchers created the first head-mounted display. In 2010, Oculus Rift presented the prototype of its set. In 2016, the golden year for VR, Rift saw its commercial release. Back in the day, releases of Oculus and HTC looked like a real revolution. Enthusiasts said that we would be surrounded by VR devices: at work, at school, at home.

But what’s up with the industry today? Numbers indicate evident growth. According to StatistaOpens a new window , VR revenue will reach $22.9 billion this year compared to just $3.6 billion in 2016. Regular industry evangelists have at least one headset, large companies invest billions in this market. However, skeptics insist that VR lost its momentum. We don’t see gadgets in universities, and they’re too expensive to become as popular as laptops or smartphones.

This guide clarifies the current state of virtual reality and relevant technologies. By its end, you will be able to answer if VR is a lost cause, or it still can disrupt industries.

Learn More: Busting the 5 Most Common Myths of 5GOpens a new window

Understanding the Idea of Extended Reality

First and foremost, remember that virtual reality isn’t a unique idea. It combines with augmented reality (AR) and mixed reality (MR) to create what’s known as the world of extended reality (XR). Let’s quickly agree on key terms:

Augmented Reality or AR

This aspect creates a virtual space that overlaps the real physical world. AR doesn’t support interacting with virtual objects, so you can just get information. For instance, using IKEA Place, customers can see how furniture will fit their rooms. And Pokémon Go lets catching fantasy creatures on the real streets.
Virtual reality or VR. This part generates an entirely virtual environment that has no relation to the physical space. Via head-mounted displays, users jump into this reality where they can interact with virtual objects, just like in video games. Examples include such games like Beat Saber and creative spaces like Matterport.

Mixed Reality or MR

Combining two approaches, MR creates virtual objects, loads them into the real world, and lets people interact with them. It looks like extra digital layers that you can touch, rotate, and do other wonderful things. MR apps are widely used in manufacturing, education, healthcare, architecture, etc.
These three concepts overlay and form XR – the sum of all simulated environments available to people through wearables. Most likely, we will see the unequal development of different XR parts with the highest focus on MR.

What we see now is similar to the early development of any groundbreaking hardware technology. Computers were large and cumbersome, but now we use them every day. Phones were connected to landlines, but now they are just as powerful as small portable computers. These success stories are bound to functionality and convenience. VR headsets may follow this road. Or they may remain niche tools for enterprises.

Learn More: How 5G will Drive the Smart Factory of the FutureOpens a new window

Virtual Reality Trends in 2020

Apart from the high cost of development, limited implementation options, and focus on enterprise-grade initiatives, VR has one more flaw. It’s called an isolation factor. Virtual reality takes a person from the real space and puts him/her into a simulated one. AR and MR ideas are less prone to this issue, but they also require better socialization. Paired with tech progress, attenuation of social isolation can boost the industry significantly.

Let’s review a few crucial trends that will affect VR in 2020. They can help us to understand where the industry is going and if it has any chances to be reborn.

1. 5G and Edge Computing Are on the Top

As new technologies arise, VR/AR/MR fields can benefit from them. Better connectivity that becomes available thanks to 5G unites with more processing power for wearables – the idea postulated by edge computing authors. More sensors with better computing capabilities will facilitate wide adoption as users will have better control over their experience.

2. Defying Distance to Fight Isolation

One of the key goals for Facebook’s Oculus is to destroy distance, as the representatives say. It’s a vital step towards socialization for VR. Developers want to create headsets with content that will allow customers to dive into it instead of just sitting near. Teams push social VR thanks to apps like RecRoom, Altspace, and Facebook Spaces.

3. Developers Push the Industry

This point combines two approaches. On the one hand, VR devs try to create better hardware devices and eliminate effects that worsen the immersive experience. On the other hand, game studios with other content authors deliver new apps. Here are the examples:

Hardware. Better resolution, eye/motion tracking, and haptics. Inside-out tracking. Foveated rendering. Elimination of a screen door effect.

Software. New games, social spaces, educational, and healthcare apps. Better back-office solutions. Improved traditional apps ported to VR headsets.

Learn More: 3 Ways to Get Started with Data AnalyticsOpens a new window

4. Education May Enhance Adoption

Education is one of the most promising markets for virtual reality. Earlier, we haven’t seen too wide adoption, but 2020 may change it. Almost any lesson can be transformed to present some VR or AR features, e.g. human anatomy visual representation, archaeological studies in simulated environments, etc. VR usage can attract the attention of more students, as well.

5. VR Becomes More Accessible

To be honest, the issue of the high cost of VR devices can disappear this year. Nowadays, there are hundreds of headsets, from the simplest gadgets that cost around $10 to enterprise solutions of HTC Vive that top at $2,000. However, even top-rated sets like Oculus Quest can be found for affordable prices – near $400.

The (Bright) Future

Sam Rutherford from Gizmodo concludes that VR isn’t dead, definitely. The case is its focus shifted from consumer products/services to enterprise ones. Nevertheless, large brands like HTC, Valve, Microsoft, and Oculus continue supporting regular customers as they create new headsets and content. Yes, we don’t see updates too often. But this doesn’t mean that the industry is stagnating. Instead, it means that development is difficult.

Thus, take a breath. Virtual reality is here. Our thoughts about VR gadgets in each class are alive. And there are high chances that we will see significant progress in this sphere in the 2020s.

Let us know if you liked this article on LinkedInOpens a new window , TwitterOpens a new window , or FacebookOpens a new window . We would love to hear from you!