Weâ€™re Seriously Underestimating the Virtual-Reality Market
J Thoendell stashed this in Oculus
I believe this analysis seriously undervalues the VR market, because it overlooks two key fundamentals. First, it assumes that VR hardware will generally resemble the Oculus Rift â€” a fully immersive, wraparound headset. And second, it doesnâ€™t really consider the enterprise market. For many professionals, the ability to visually demonstrate concepts and create situational awareness from a distance will be huge drivers of VR adoption.
Most of the VR prototypes weâ€™ve seen so far use a wraparound headset. But this â€śshut out everythingâ€ť hardware paradigm could seriously limit adoption, especially in consumer markets. Thereâ€™s actually an emerging category of virtual experiences that allow a user to experience digital objects as if they were real, without the need for a wraparound headset. There hasnâ€™t been as much chatter about it, but â€śnon-envelopingâ€ť VR could be one of the biggest, most important parts of this new wave of digital-analog world interfaces.
What does non-enveloping VR look like?Â This videoÂ from zSpace shows an example, where students can collaborate around a virtual experience â€” separate from the real world, but not totally isolated from it. Unlike wraparound experiences, non-enveloping VR can be fully collaborative, allowing multiple people to view the same images at the same time.