Augmenting our reality
What is changing?
Market
- Virtual reality will be more of a niche market at $30 billion by 2020.
- Augmented reality will be four times bigger at $120 billion than virtual reality.
- Augmented reality and virtual reality will add up to a $150 billion business by 2020.
- Virtual reality will become a mainstream technology for the world.
- 25 million head-mounted VR headsets will be sold worldwide by the end of 2018.
- Major content networks such as sports networks and video creators will start supporting AR and VR devices.
- Facebook will continue to invest heavily in virtual reality in order to be on the cutting edge of technology's next important shift.
- HoloLens could allow Microsoft to regain the glory it lost to Apple in the last decade.
- 5G will push augmented reality and virtual reality into the mainstream.
Design
- Head mounted displays (HMDs) will be the prevailing form-factor for both AR and VR devices.
- Virtual reality designers could make physical interactions with the real world play a role in the virtual reality experience.
- Flexible multiferrorics could enable new wearable devices such as health monitoring equipment or virtual reality attire.
- The integration with virtual reality and motion-gesture gaming will equally compliment the realism by providing with each game 100% full immersion.
Experience
- People could have an engaging mind-blowing experience with physically immersive virtual reality.
- Organizations and universities will leverage the technology to bring the best facilitators to teach employees everywhere.
- Virtual reality designers could make physical interactions with the real world play a role in the virtual real
- 3D TV that does not require glasses and truly immersive virtual reality entertainment will be mainstream and for many will replace classic TV screens.
- Developments such as super wide photography and 3D graphical representations will be combined to recreate the live experience.
- Virtual reality will offer experiences that simulate live-action viewing.
- Travelers will be able to capture 3-D experiences using virtual reality devices.
- Populating virtual worlds will help enhance the experience with in hotels, restaurants etc.
- Virtual reality will create environments that allow patients to share point-of-view information and concerns directly with medical caregivers.
Implications
Development
- The rapid advance of information and communication technology will likely continue apace.
- Apple could leverage its close relationships with app developers and the thriving App Store to create virtual reality apps.
- Collaboration between dispersed teams will be more possible as the virtual realityand possibly holograms becomes a common working practice.
Business
- Virtual reality tools (as Oculus Rift) will enter the workplace.
- AR's scale could prove a bonanza for mobile networks' voice and data businesses.
- Forward thinking news organisations will start experimenting with ways of using VR tech for storytelling.
- Robotic technology combined with Artificial Intelligence will assist humans in manufacturing, space, military and transportation sectors.
- Travel companies will give clients virtual tours of hotels, cities and experiences.
Society
- Visualisation and modelling into virtual reality-based outcomes and scenarios will help to both shape guide and form public opinion.
- 3D TV that does not require glasses and truly immersive virtual reality entertainment will be mainstream and for many will replace classic TV screens.
- Virtual reality/second life will be widely used in education.
- Virtual reality will begin to feel 100% real.
- Travelers will be able to capture 3-D experiences using virtual reality devices.
Risks
- New disease categories due to the excessive use of virtual reality (VR) solutions in gaming and other industries will appear.
Learn more
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