For fitting - in a helmet, in school - in glasses of mixed reality
The first helmet of virtual reality American engineer Ivan Sutherland constructed in 1967. The image for a bulky device was generated by a computer, and the invention was carried out not by consumer products, but by promising scientific developments far from the end user.
In the 1990s, the moment of transformation seemed to come: British futurist Jaron Lanier popularized the term "virtual reality" ( VR ) in the meaning of a system of input and output devices, the Pentagon began to spend hundreds of thousands of dollars to develop VR gadgets for training soldiers to operations, and Nintendo even released the Virtual Boy console to the market. But the boom did not happen. The breakthrough was prevented by the backlog of technologies from user requests, explained in early 2016 in the report of analysts Goldman Sachs: VR-prefix for the quality of graphics is much inferior to the "real" competitors and a couple of years the Japanese corporation refused to release and support the gadget.
19 years old WAS PALMER LUCKY, WHEN HE HAS BASED OCULUS VR COMPANY
A new breath for VR development gave rise to the development of social platforms in 2010, and the most famous conductor of the revolution was the Californian enthusiast Palmer Lucky. As a teenager, he began to collect virtual reality helmets at home from the details of other manufacturers' concepts, at the age of 19 he founded Oculus VR and conducted one of the most successful in the history of crowd-hosting campaigns (collecting $ 2.5 million), and in 21 he sold the Facebook business for $ 2 billion.
Today, Oculus is one of the leaders in the emerging VR
according to the forecast of the analytical company SuperData, in 2016 the Facebook-owned maker had to sell 0.7 million virtual reality helmets Oculus Rift. More was expected only from two electronic giants - Samsung and Sony (3.5 million and 2.6 million sold helmets, respectively). At the same time, all leading players offer advanced technological solutions to users: helmets can already be immersed in games that are not inferior in quality to computer ones.
As the industry develops, technology will become more affordable and affordable. Also in previous years, "other" gadgets "democratized": for example, smartphones, according to Goldman Sachs, for ten years, cheaper by an average of 6% per year. The rapprochement with the mass audience will lead to an explosive growth of the market, experts agree. The same Goldman Sachs expects that by 2025 the world market of virtual and augmented reality (AR ) technologies will amount to $ 80 billion (of this amount, about 60% will be for hardware, the rest for software). Analyst company Digi-Capital predicts that by 2020 the market volume will reach $ 120 billion. IDC analysts are even more optimistic: in the same time horizon they expect the growth of the market volume from the current $ 5.3 billion to $ 163 billion.
80 billion dollars of such volume will reach the world market of virtual and supplementary reality by 2025
Augmented reality (and its subsection "mixed reality" - MR ) experts often call technology even more promising than VR AR-products are already monetizing at an unprecedented pace: the Pokemon Go application from the developer Niantic Lab (which was captured in the summer of 2016) was founded in Google, later became a separate company) broke many commercial records, among other things becoming the first mobile game to exceed the $ 500 million revenue line in just two months.People around the world fell in love with so-called AR filters in visual mobile applications - "masks" in MSQRD (Belarusian application, purchased in 2016 by Facebook) and special effects in Snapchat. Snapchat, the favorite service of American teenagers estimated by investors at $ 24 billion, has released the first "physical" product - glasses in which users can shoot short video or photo and impose on them those very special effects.
AR-glasses, a few years ago associated with the failure of Google Glass, may soon receive another chance to become a new industry standard. Startup Magic Leap, according to Forbes magazine and The Information portal, in 2018 is preparing to introduce the first user version of the device, the prototype of which is called PEQ. According to the publications, this will be MR-glasses: a person, putting PEQ, will be able to see transparent virtual objects on the background of real objects. Potentially, such a gadget in the future will be able to "bury" the industry producing physical media and communication media, such as monitors and TVs, Forbes noted. However, the sources of The Information suggested that PEQ could be a "bubble", at least in the demos of the device Magic Leap embellished reality.
The key competitor of Magic Leap in the niche of MR is the powerful Microsoft. Passing through a period of deep business transformation, the software corporation in recent years has presented a number of VR and AR technologies claiming the status of "breakthrough". So, the Microsoft Hololens MR helmet is already available to developers - for the time being at a high price of $ 3 thousand. And in 2017, the test stage should reach the Microsoft VR-headset for the Windows 10 operating system. This headset pretends to be the computer of the future.
Which of the developments will take the dominant position and become the most effective business in the new industry is still unclear. But VR and AR technologies will inevitably change the way people communicate with gadgets. Managing functions will rely even more on our instincts, intuition: users will "free" their hands and be able to give commands by gestures - this is how the consequences of the technological transformation of Goldman Sachs analysts describe.
20 billion dollars will have to spend business, to work with the AR and VR, TO STRENGTHEN THE FIGHT AGAINST leakage of personal data users
The rapid development of VR and AR has its own risks. According to the estimates of KPMG analysts, only by 2020 the economic damage from the use of technology will reach $ 20 billion: this amount will have to be spent by the business working with VR and AR on improving the effectiveness of combating leaks of user personal data, for example, about their location. Money will go to insurance of risks, payments for restoration of reputation damage, improvement of mechanisms of cybersecurity, lists KPMG. The risks associated with the spread of virtual, augmented and mixed reality technologies are quite objective: on July 10, 2016, for example, the O'Fallon police department in the US state of Missouri published on its Facebook page warning of armed robbers who lured the victims, using Pokemon Go.
On the other hand, with the development of VR, AR and MR technologies, the forecasts of a fundamental change in a number of sectors - not only the entertainment and retail industry , but also medicine and education - are linked .