Reality 2.0

The thought of changing ones perception and entering a Virtual or Augmented Reality is not new.  However over the last few years the technology has advanced to where the price point is now within everyone’s grasp.  Back in June 2016 I wrote about AR so this time I will provide some insights into VR.

Virtual Reality as we know it today originated from Science fiction and its first reference is believed to have come from the 1935 short story “Pygmalion’s Spectacles” by Stanley G Weinbaum  where he described a goggle-based virtual reality system with holographic recording of fictional experiences, including smell and touch.  Since then there have been numerous products which have lead us to today and I imagine everyone has used something that tried to enhance reality  (Back in 1939 View-Master  stereoscopes were introduced) or seen a Program that glorified the Technology (In 1974 the Holodeck made its debut on Star Trek. ).   In its infancy VR mainly resided in the gaming community however recently it has fragmented into multi price point options accessible by all.

At the low end we are seeing headsets which range from Cardboard to Googles Latest Daydream View  where Apps can be downloaded onto your phone and the phone used as the viewing platform.  Just search VR on the Apple or Google App stores and see the options; they are not just games.

At the high end however even more Innovation is being seen.  With the likes of the HTC Vive  and the Oculus Gear or Rift suddenly enterprise grade headsets are appearing that can solve enterprise problems.  Applications are now being created where the headsets can be used for immersive, education, engineering and medical procedures.  In the Business environment you just need to forget the gaming angle and suddenly the possibilities are endless.  Any Digital process which can be changed in real time could be viewed via a headset and changed in seconds to enable Agile development.  Think of the Marketing opportunities and how the sales process could start before the final product is finished.  As the technology matures over the next few years and its price point moves to a consumable item everyone will be embracing Reality 2.0.

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2016 Technology which will change the world

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Disruptive technology inevitably changes the future when it reaches critical mass and especially so if it interacts with larger supply chains. In 2016 there are a number of expected disruptive changes which eventually could enter mainstream and then migrate to the enterprise.

Electric Vehicles – It is expected that a new entrant will enter the electric vehicle market in 2016 (Faraday Futures) who will go head to head with Tesla (there are rumours that this could also be associated with Apple). As more entrants enter this market place to advance electric vehicle and battery technology not only will it disrupt the car market but the whole supply chain will be effected from fuel (Charging) to parts to Insurance.

Drones – To date drones have been great fun however their short battery life (usually around 20 minutes) has constrained their uses albeit Amazon has been considering them for deliveries. Drones are now being tested that use hydrogen fuel cells which can increase flight time to more than an hour which could open up a whole new scenario of user cases. Once the challenge of restricted air space and flight times are addressed not only could they be used for deliveries but you could see application in emergency services and anything that needs visual inspection from building quotes to insurance claims etc.

Wearables – The wearable tech industry is projected to grow 64 per cent over the next three years, reaching $25 billion in 2019 when more than 245 million devices are expected to ship. As this industry matures and proactive health monitoring becomes the norm which inevitably will lead to increased lifespan, ripples could be sent through the health, insurance and pension industries.

Augmented Reality – Even though the games industry is very excited about virtual reality one technology which could have an even greater reach is augmented reality (this is the ability for the user to engage with the “real world” rather than virtual); significant developments have made in this space which already allows you to explore the inside of foreign landmarks, treat phobias, better train medical professionals and virtually attend events and much more. This technology could certainly disrupt any service that would benefit from additional information overlays.

This list is only an example of some of the major change which is on its way. In the past most enterprises have focussed on mobile and internet based disruptions however there are a number of disruptions on their way which will effect the way businesses operate and serve their customers.