Virtual Reality (VR) and Augmented Reality (AR) are still in their infancy as technologies. The PlayStation VR headsets from Samsung and Sony have gotten a lot of attention recently.
Because the smartphone accepts VR technology, there will soon be an abundance of new technologies and apps available to people worldwide. It’s exciting to see the future for VR and AR technologies, which are only getting started on their long and successful path.
The next generation of computing
Although the focus of AR and VR has shifted to gaming and the entertainment filmmaking industry, offering the ultimate real-world experience through powerful applications, Mark Zuckerberg, the founder of Facebook, believes that Virtual Reality could be a good next step for business and computing in a recent interview.
VR could be a strong option for future communication technology and computing platform generation because it exceeds our existing assumptions and boundaries.
In terms of words and language, photographs and videos are becoming richer and more emotional. So, the market could explode if this technology could be used to complete social communications in a more sensory “FaceTime” form.
Again, virtual reality is still in its early stages of development, so it will take some time to establish momentum in the market and cease being a novelty. According to Zuckerberg, it will take 5-10 years for this technology to enter the mainstream and be used in everyday life. The technology and applications are currently fairly limited, and as the program progresses, so will the appeal of the technology.
Research teams at well-known companies like Facebook, Sony, and Apadmi are working to develop excellent applications that cater to user demand. Because of a lack of public interest, Facebook is currently closing down between 200 and 500 demo sites. The future of virtual reality will be a long and painful journey, but it will be worthwhile.
Experiencing the globe
VR technology provides a unique perspective on the world, allowing users to go to far-flung locations from the comfort of their own homes. VR will enable users to explore faraway, hazardous, and interesting settings like the Amazon rainforest, under the sea, and event space, allowing them to make new memories and have actual experiences.
Furthermore, filmmakers, explorers, and documentarians feel that VR might be utilized to collect home movies and films, thereby bridging the gap between memory and reality in the virtual world. This is now only a concept, but it could become a reality in the future.
Sensory Virtual Reality
VR and AR are currently only available in the visual and aural senses, although this could change in the future. If developers and artists can find a method to tap into our other reasons, the line between virtual reality and reality will dissolve, making it more convincing. Sensory VR is reminiscent of a 4D film experience incorporating touch and smell.
As VR headgear and devices become more widespread, the possibility for a more immersive and in-depth experience will increase. Developers working on VR-based solutions are already considering how the technology will progress from immersive to completely interactive in the coming years.
By 2020, the virtual reality market is expected to reach $22 billion, which will comprise the sale of both hardware and software applications. When this amount is paired with AR, the market is estimated to be worth $121 billion, with room for even more growth in the future.
One of the best things about becoming a potential VR and AR investor is that the process is slow but effective, so the time for investing and reaping the benefits hasn’t passed.
Although there are many unknowns in this business, the substantial study undertaken by various industry specialists predicts that popularity, success, and profit will all rise in the next years.
Virtual reality is still in its early stages of commercialization; from the Sony PlayStation headset to the HTC Vive to the Samsung Oculus, only a few are currently in use and are utilized daily rather than for novelty entertainment purposes.
However, when the technology’s hardware and software improve, consumer interest will surge, and there will be an avalanche of sales, bringing VR and AR into the mainstream for everyday use.