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  1. #1
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    Default VR started with gaming—but it will take over every other industry

    Q: Which industry is set to benefit most from virtual reality? A: All of them.

    “We are looking at sensory immersion. The ideal scenario with virtual reality is to get it as near to real as possible for you to maximise that environment.

    “From the autonomous driving point of view, it’s a big thing.”

    Brian Waterfield is virtual reality and high-end visualisation technical lead at Jaguar Land Rover (JLR), and he is not talking about virtual reality’s potential in the near future; this is technology he is developing and working with right now.

    This might seem surprising at a time when virtual reality (VR)—and its close cousin augmented reality (AR)—are mostly thought of as gaming and entertainment technologies. Yet UK developers, not least those emerging from London’s tech incubators, are successfully pushing themselves to the forefront of industrial and business applications for VR.

    MarketsandMarkets, for example, initially suggested that VR would reach $1.06 billion (£820 million) by 2018, but this estimate has since been revised; the industry was already worth $1.37 (£1.06 million) billion last year—and could hit almost $34 billion (£26 billion) by 2020 for VR alone.

    TrendForce is more optimistic still, predicting a total market in 2020 for both VR and AR of some $70 billion (£54 billion), while Digi-Capital goes all-out with a forecast of $150 billion (£116 billion).

    High-end gaming will continue to be the public face of VR for a while yet. But much of that predicted market share will lie in everyday business, health, and manufacturing applications, with developers overjoyed at being able to take advantage of the new wave of inexpensive and increasingly mobile VR hardware spawned by the games industry.

    “We’ve moving from old school to new school,” admits Michael Kaplan, who heads up VR development at Nvidia. “Gaming is low-hanging fruit. The professional side of VR will become more important going into the future.”

    Take it up a gear

    Back at JLR, Brian Waterfield is quick to point out that the company started using a four-wall VR cave within its vehicle packaging department, which does space-assessment for new vehicles, almost 10 years ago.

    “We found VR gave us a lot more scope across the business,” he says. “The high resolution and functionality of the cave allowed us to trial it in different areas of the business such as manufacturing and service. That developed and now it touches on the whole of the development process.”


    In JLR’s current Virtual Innovation Centre, Waterfield added HMDs to the mix—“we’re using Vive HMDs which are more in the gaming and entertainment sector but we’re trying to enhance them to industry”—and has more recently introduced motion capture techniques not too far removed from those used by Hollywood.

    “You’ve got all these little balls on the joints of your body. Optical tracking picks up their infrared reflection and sends it to software that has a skeleton. This can then work out the movement of the body in relation to muscle stresses and strains on the operator or, from the customer point of view, how the experience of driving may be affected.

    “Say you’re going down the track [the manufacturing production line] and there’s an operation such as fitting a wheel. We would set up the same thing in the virtual world and record the body movements while that activity was going on. Then we can look at how to maximise that process, but also look at the safety of the operators themselves.

    “It’s a study of the body of movement.”

    JLR has used these techniques to optimise the customer experience too. For example, the company made changes to its vehicles’ stowage design after studying in the virtual world how luggage areas of the boot were accessed.

    The VR cave now covers the whole product line: “We have designers in there, engineers from development, and the manufacturing and service guys too. We even have some of the marketing and sales people.”

    Of course, tweaking the low-level manufacturing environment and processes by way of VR modelling and simulation might not be practical in every situation. Another approach is using HMDs to simply boost the efficiency of day-to-day working. Vuzix, for example, has some smart glasses that, backed by some clever software, send real-time updates to warehouse pickers. Those glasses, with the right setup, could also overlay a map that shows the most efficient route for a picker to take.


    http://arstechnica.co.uk/business/20...-and-industry/
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    Can't knock the head of VR development at nvidia for doing his job, has he seen steam statistics on VR hardware though?

    its abysmal
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    Quote Originally Posted by michealo View Post
    Can't knock the head of VR development at nvidia for doing his job, has he seen steam statistics on VR hardware though?

    its abysmal
    Are you talking about how the Vive got no traction after the initial rush of rich people?
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    Quote Originally Posted by michealo View Post
    Can't knock the head of VR development at nvidia for doing his job, has he seen steam statistics on VR hardware though?

    its abysmal
    Very myopic point of view on a hardware and tech push.
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    Quote Originally Posted by CorruptedDragon View Post
    Look at God of War. That is one of the best looking games I have ever seen.
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    I've always been optimistic about VR's wide-ranging applications. I'm still waiting for that "A-Ha" moment that most of us are going to miss, but it's going to be drop dead obvious what the benefits are once it comes out. Then the people who are dismissive of the technology will have to reframe their arguments to say "Oh, but when it does THAT, of course, it's going to be successful. I meant it would fail if that didn't happen, but it did, and everyone knows that was going to be huge."

    Kind of like people retroactively saying they always knew that cars were going to be a sure-fire fail with with the masses, unless they got easier to drive and price came down. Of course, if it does that, it'll do just fine.

    It didn't take very long, but I know some real estate companies are already using VR, specifically Vive to showcase future properties in development. I think architecture and interior decorating are going to benefit a lot from VR, and EA would be incredibly short-sighted to not take advantage of this with the Sims franchise at some point.

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    Quote Originally Posted by Shoeless View Post
    I've always been optimistic about VR's wide-ranging applications. I'm still waiting for that "A-Ha" moment that most of us are going to miss, but it's going to be drop dead obvious what the benefits are once it comes out. Then the people who are dismissive of the technology will have to reframe their arguments to say "Oh, but when it does THAT, of course, it's going to be successful. I meant it would fail if that didn't happen, but it did, and everyone knows that was going to be huge."

    Kind of like people retroactively saying they always knew that cars were going to be a sure-fire fail with with the masses, unless they got easier to drive and price came down. Of course, if it does that, it'll do just fine.

    It didn't take very long, but I know some real estate companies are already using VR, specifically Vive to showcase future properties in development. I think architecture and interior decorating are going to benefit a lot from VR, and EA would be incredibly short-sighted to not take advantage of this with the Sims franchise at some point.
    Pretty much.

    Cost are high now, so the elite is the only ones playing with it. It doesn't make the tech a failure, just means the tech is niche at the moment. However, it's out there. It's available and time will only make that more abundant and cheaper. Hell, a $800 solution is coming out soon (PS4). That's already cheaper than the PCs offering.

    VR doesn't need a "killer app." Not in the context that it sells itself to the masses. I don't think it will be one thing, but a culmination of a lot of different things. I don't think it'll ever fail, but it will evolve.
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    Quote Originally Posted by CorruptedDragon View Post
    Look at God of War. That is one of the best looking games I have ever seen.
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    Quote Originally Posted by weasl View Post
    Are you talking about how the Vive got no traction after the initial rush of rich people?
    yes, if the early adopters are underwhelmed. what does that mean for the regular kind of adopters?
    over-selling VR makes its own stigma
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    Quote Originally Posted by twonunpackmule View Post
    Very myopic point of view on a hardware and tech push.
    Quote Originally Posted by Shoeless View Post
    I've always been optimistic about VR's wide-ranging applications. I'm still waiting for that "A-Ha" moment that most of us are going to miss, but it's going to be drop dead obvious what the benefits are once it comes out. Then the people who are dismissive of the technology will have to reframe their arguments to say "Oh, but when it does THAT, of course, it's going to be successful. I meant it would fail if that didn't happen, but it did, and everyone knows that was going to be huge."

    Kind of like people retroactively saying they always knew that cars were going to be a sure-fire fail with with the masses, unless they got easier to drive and price came down. Of course, if it does that, it'll do just fine.

    It didn't take very long, but I know some real estate companies are already using VR, specifically Vive to showcase future properties in development. I think architecture and interior decorating are going to benefit a lot from VR, and EA would be incredibly short-sighted to not take advantage of this with the Sims franchise at some point.
    Well, the title here, and the gist of the guys points are "VR started with gaming—but it will take over every other industry."

    It started like a fart in the wind with gaming.

    The prices are outrageous, the gaming apps are minimal, the gear is ridiculous by 2016 standards (large bulky tech hasn't been acceptable for years; I don't see J6P rushing to put a wired bucket on his head). If you pair that with Michaelo's point that steam adoption has ground to almost a complete halt, at well below 1% of total users, and there's no amazing PR surrounding it now to provide hope for re-accelerating growth? Those are bad signs. That means that for VR to eventually succeed, someone will have to be willing to take substantial losses on further pushing the tech WAY way up hill toward mass adoption.

    The posts you guys make sort of treat VR like a commodity that's a necessity, so it'll stick around and be funded/pushed for a long time (for whatever reason) until it inevitably gains mass adoption. I think the opposite; I think they were hoping for a flash in the pan, excellent marketing buzz and good word of mouth out of the gate. They don't have any of that; the public awareness that exists around it is that Oculus was bought by facebook, and that VR is expensive. Meanwhile, inexpensive HDTV's are increasing in image quality, and the prices of large sets are more affordable than ever.

    Balancing all factors, VR is not desirable at this time. I think that, much like 3D, it probably goes back on the shelf in a couple year's time until they figure out the next iteration of the tech. Some here will undoubtedly/unfortunately spend a cool grand on it before that time, and will then basically get to put it in the closet with Kinect.
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    This reminds me of Kinect being used in non-gaming ways.

    I think AR will be bigger than VR, both still have a long way to go though.
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    Good to see we are imagining the possibilities.
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    I'll say this...I actually finished 3, I couldn't bring myself to finish 4. It was so boring.

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    Quote Originally Posted by hdinred View Post
    I think AR will be bigger than VR, both still have a long way to go though.
    AR will probably have a huge boost once portability issues are addressed. If they can get an AR display down to the size of a pair of sunglasses, with equivalent lightness, that will be the the time it goes mainstream. I`m already so used to navigation "bread crumbs" in games to help me negotiate an environment. If I could get the same thing in real life, I'd use it all the time, especially in unfamiliar cities.

  12. #12
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    Quote Originally Posted by hdinred View Post
    I think AR will be bigger than VR, both still have a long way to go though.
    I think both will do very well. Both have completely different aims and goals. So, use will not carrying over from one to the other. Both will co-exist and have their appropriate strength and weaknesses.

    For example, I think AR will do wonders for boardgames and physical manipulation for applications based around building and whatnot.

    VR will be better for First Person applications. Like, surgeries, travel, and gaming.

    I don't see how AR will benefit something like Halo outside of Forge level alterations/building. But, I can see VR offering an experience for combat.

    I'm glad MS is focusing on AR instead of the Illumination shit tech from a year or two ago.
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    Quote Originally Posted by Badger3920 View Post
    Balancing all factors, VR is not desirable at this time. I think that, much like 3D, it probably goes back on the shelf in a couple year's time until they figure out the next iteration of the tech. Some here will undoubtedly/unfortunately spend a cool grand on it before that time, and will then basically get to put it in the closet with Kinect.
    Naw. The tech is already figured out. Time will shrink it. Time will lower the requirements. Time will improve it.

    This board is silly in it's determination of "successes." It's why I generally don't talk much about it here. However, to label VR a failure is utterly silly. The success of VR is that it arrived. It's in our hands. That is a massive success in and of itself. All the other complaints time will resolve. Tech evolves, and the path is being laid out as we speak. Peasants will get their hands on the PSVR and they'll love it.
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    Quote Originally Posted by CorruptedDragon View Post
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    Quote Originally Posted by twonunpackmule View Post
    Naw. The tech is already figured out. Time will shrink it. Time will lower the requirements. Time will improve it.

    This board is silly in it's determination of "successes." It's why I generally don't talk much about it here. However, to label VR a failure is utterly silly. The success of VR is that it arrived. It's in our hands. That is a massive success in and of itself. All the other complaints time will resolve. Tech evolves, and the path is being laid out as we speak. Peasants will get their hands on the PSVR and they'll love it.
    I cant label the simple emergence of a product as a success; the bar for success has to be something meaningful. In the "If you build it, they will come" sense, the miracle was that people showed up -- not that it was built. PSVR looks kinda like poop at the moment, so jury is out there.
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    I define success as consistent sales growth for a product line, not two guys in an office making a "mild usage" app, and a PR person at another company cheering them on. We saw these same sorts of applications developed for Kinect, and how did that work out? Remeber after Avatar there were all those people predicting 3D was going to take over movies and and TV?

    If VR can find success on other fronts than gaming, great. But that doesn't really matter to this board. We're here for games. Either VR gets some unique killer apps that set it apart as another pillar in gaming, or it doesn't. So far, it's been nothing but the later.
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