Share, , Google Plus, Pinterest,


Posted in:

NextGen Virtual Reality / Augmented Reality Experiences

Branded VR headsets like Google Cardboard will be this year’s No 1 Xmas present – expect the audience of 5 million cardboard headsets to grow to 500 million worldwide in one quarter.

Gaming is expected to dominate VR, but applications in education and training are emerging quickly. These will improve learning, reduce costs, and place VR squarely in mainstream technology.

Despite technologies like VR being in their early days of development, they can serve as key enablers of new innovative user experiences, and highly personalized services might be available pretty soon in 2016.

As processing power increases, we’ll most likely see a dramatic increase in portability. What we’re seeing now with HoloLens and Rift is far from what we will end up with.

VR is transforming the property industry – virtual tour and 3D mapping combined with online collaboration technology will enable entirely digital customer experiences from inspection through to contract negotiations and purchase.

The initial winners in the AR market will emerge this year and will reach a boiling point by year end. Expect a shakeout with massive acquisitions and M&A activity.

Major players try to enter the mass market. So far only Apple hasn’t presented VR hardware, but their recent acquisition of Metaio makes everybody hold their breath.

The tech world is obsessed with two things right now: virtual reality and live video. So why not combine them? The sports industry is on course to merge these two and revolutionize TV viewing.

Lytro Immerge and Lytro Cinema are the way of the future bringing the real world to 3D. Their 6 degrees of separation means that you can tilt your head in any direction and move forward and back.

VR – Imagine your class is in Rome, and walking around Uluru without leaving your classroom. That is coming, very soon. Live Interaction with Schools from around the world.

These technologies will tailor to specific markets, different features available depending on the sector’s needs. AR will bring an experience to you whereas VR will bring you to the experience.

AR definitely has a place in industrial applications, but without a compelling reason to buy, and a “creep-factor” to overcome, consumer VR may struggle for traction in the short term.

No need to drive in downtown Los Angeles to look for your next luxury home. Virtual Reality will make it possible.

There will be greater utilization of VR in education, healthcare and training, as people look past the novelty of the technology to where it can actually make an impact.

Every major brand will have a VR component within their 2017 strategic plan.

In Asia, we see smartphones are still the “gateway drug” to AR, and with more variant usages decoupled from 3D. Meanwhile AR on smart glasses will come back for industrial applications.

Brands will have new opportunities to leverage AR / VR platforms to build customer experiences that will be innovative, unique and ground-breaking.

First dramatic changes will be in entertainment industry (starting with pornography and games); mostly VR. AR will be more relevant to business environment when devices become less obtrusive and experience gets integrated into “normal” work environment.

Fans will be able to virtually attend sporting events using VR headsets that are already in the market. The current barrier is stadium infrastructure, and equipment is already being installed.

VR will mostly have the same growth as now, but AR will grow very fast, especially because of Microsoft HoloLens release.

In the next couple of quarters VR/AR will disrupt healthcare e.g. by providing virtual or augmented environments for treating mental diseases and improving lifestyles of people with disabilities.

We should start seeing some great content and use cases for Augmented Reality, with developers starting to receive their HoloLens and Meta 2 dev kits from Q3 2016 in Australia.