5 factors shaping the future of XR
In this post, we wrap up our series on the future of XR in 2020, sharing my thoughts and some of our partners’ ideas on what’s cooking and the role of eye tracking as a foundational technology in AR and VR.
Karen Zu: We see two key areas that will affect the XR market:
1. The current VR products are more virtual reality without “real reality,” which can be viewed as a barrier for some. With XR, the fusion of ‘virtual’ and ‘reality’ in combination with a more mature technology and ecosystem for XR (better FOV and display quality, reduced costs and improved revenue stream) will reduce these barriers and open up the market to a broader consumer audience.
2. We expect to see more XR applications in both the consumer and enterprise markets. Since the beginning of the COVID-19 pandemic, we have seen a number of businesses (and consumers) adopting XR technology to solve newfound problems in dealing with self-isolation and distance learning. Now that they have started to delve into to these types of solutions, they will be open to exploring them further, which presents a great opportunity for XR to introduce new ways of engagement.
Karen Zu: There are some common challenges with XR adoption for both consumers and enterprises, such as comfort and wearability (still heavy and bulky), visual fidelity (for both display and content), and interactive technology (needs to be more natural and intuitive). For AR, it requires more mature technology with improved user experience which is more affordable. But the consumer and enterprise segments are different in some ways. As far as we have observed, the consumer market’s biggest challenge now is the lack of content; especially ‘killer’ content. When 6-DoF standalone VR headsets are launched, the basic VR experience is there (ease of use, natural interaction, good enough display quality), but better content is expected to drive growth within the consumer market. For enterprises, the challenges are still on the technology side — the adoption within some verticals require a more mature technology or specific interactions, such as eye tracking to meet the needs of certain businesses
Karen Zu: For the consumer market, I am quite positive. Since the launch of Oculus Quest, we have seen positive feedback in VR. Content availability has grown significantly, and developers saw positive returns on their investment in the form of content revenue. Down the road, key improvements and innovation in new technology will further unleash the adoption of XR such as lighter devices, more accurate interaction between the real and virtual worlds, and improvements to combine VR with real experiences from a front-facing camera. All these technological improvements will further increase the adoption in both the consumer and enterprise verticals.
Karen Zu: We can already see strong potential growth areas such as healthcare, education and training.
The idea of medical treatment and patient engagement across vast distances (Telehealth) also opens up the possibility of improving the livelihood and patients in isolated areas without diluting the quality of the care given by the lack of in-person interaction.
With education and training, the access to information and the level of interaction offered through XR applications will further enhance the learning experience. It has already been shown that this type of engagement through VR has positive results in information retention and can redefine skills training to improve student test scores, and we expect this to grow even more so through XR.
Karen Zu: XR is a technology that could potentially benefit many areas in an unparalleled way, especially in training.
For example, training of employees through XR could rapidly speed up the learning process, especially in maintenance training. By having a direct feed overlay or a person showing them, live, the correct way to repair the item, the staff can be learning with the physical object at hand instead of using a simulation. They will also have all the training and guidance right in front of them, instead of having to look away to obtain guidance or instructions. There are also good examples of how VR is used to learn complex tasks, such as surgery, more effective to perform better in operating rooms.
In this post, we wrap up our series on the future of XR in 2020, sharing my thoughts and some of our partners’ ideas on what’s cooking and the role of eye tracking as a foundational technology in AR and VR.
Peter Peterson, Head of XR Software and Solutions, R&D at HP, gives his views on current XR market trends and possible challenges impacting the XR market.
In this post, David Weinstein, director of virtual and augmented reality at NVIDIA, outlines key trends driving the XR market, as well as possible challenges ahead and strong use cases.
Brian Vogelsang, Senior Director of Product Management for Qualcomm Technologies’ XR business group, discusses trends driving the XR industry forward.
Drew Bamford, Corporate Vice President of HTC Vive Creative Labs, discusses key trends and possible challenges impacting the XR market.
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