Tuesday, September 1, 2009

Virtual Reality will become A Main Stream Technology by 2014

 












Picture your self walking or driving down the street, with augmented reality displays which look much like a normal pair of glasses, informative graphics will appear in your field of view, and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head.

For years, virtual reality has been associated with head mounted displays, gloves and bleeding edge technology. Many companies have come and gone – failing to create a sustainable business model that can help customers increase their sales or reduce their costs. Some venture capitalists have given up on pursuing such companies or business models. This VR path follows the well known Gartner curve where in the beginning many overestimated the potential and under estimated the challenges of the new technologies which led to a peak and then a crash of the VR market. This has been experienced by virtual reality companies in the mid 90s to early 2000s and then development the VR market was suppressed again – after the dot.com bust. However, EON Reality has since taken the lead in business focused virtual reality and is becoming the market leader in a niche that is now rapidly growing. 

Why is this happening right now and why will Virtual Reality become one of the most important disruptive technologies over the next ten years? 
Simply put, bulky and cumbersome computers, as we know them today will shortly cease to exist. The future is already here consisting of portable mobile devices such as the new ultra mobile devices being by Intel, Samsung and Sony.
These portable mobile devices are:
· 
  • Wirelessly connected

  • Have graphic power that is increasingly fast 

  • Provide context relevant information GPS and have built in tracking systems – six degrees of freedom


Why are portable mobile devices important?
 
 Because such devices are helping us in our daily mobile lives and Virtual Reality is the best way to interact in the new Internet and mobile environments as such environments depend on context relevant intuitive input.  We soon will always be carrying our “computer” with us and getting information when we need it - as we need it – on demand! The question then becomes – what kind of software provides the best interaction method or capabilities – given this new world of portable mobile devices? The level of abstraction with computer software has continued to simplify – this began with very old text based user interfaces in the 1970s and then advanced to primitive graphical user interface systems in the 80s and 90s, and, now, the 2D interface. This trend of technological advancement will continue until the computer interface virtually mimics or mirrors the real world, meaning a 3D interactive environment that blends with our physical reality - the dream many have talked about in the past – augmented reality.
 

These technology solutions are not science fiction any longer
EON Reality’s contributions in today’s technology marketplace will take virtual reality from a geeky niche to one of the world’s most important computer interaction and knowledge transfer technologies (See example).  At EON we have initially focused on things that provide Integrated Product Content Management (3D Customer Interaction Management) which helps companies increase their sales and lower their maintenance and training costs. Also the blending of video, tele presence communication with 3D is integrated as a component part of EON’s launch of Augmented Tele Presence devices. Furthermore, the aspect of using interactive 3D worlds online is probably the largest application area where Internet is converted from a 2D world to a fully interactive 3D world and that of Rich Media Publishing. Additionally, Location Based Entertainment assists in spreading the technology to the volume masses. Our prediction is that by 2014 virtual reality will be one of the key interaction modality for computer communication and thus finally become a main stream technology for business and education. See reference: http://www.cyberedge.com/mkt_r_vr.html

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