Virtual reality (VR) has been come a long way from the world of gaming to the business landscape and is now preparing to go mainstream for some time. But the coming revolution of reality will look different than what we are used to seeing today. VR in general is a simulated, physical-like environment that is computer powered using immersive design and sight and sound, giving users to a totally different virtual world. The market of consumer virtual reality hardware and software is growing at a striking rate, from US$6.2 billion in 2019 to over US$16 billion by 2022.
The virtual reality technology will enable users to see new places in a virtual environment, giving them an entirely immersive experience. In recent years, the exponential use of smartphones, rapid technological advancements and the significant reduction in VR headsets costs at the point, are giving the rise to the VR market and is expected to continue to grow in the coming years.
Here we have accumulated top future trends of virtual reality that is set to shape the industry.
VR Will Become More Physical
As the market these days are demanding applications that go beyond leisure, tourism or marketing and are more affordable for users, virtual interfaces must be improved to thwart defects such as clipping that enables certain solid objects to appear as though they can be passed through. The days are no longer when the VR will involve more than headsets and game controllers, rather it will be much more physical. While virtual reality technology has catered to the visual senses since its arrival to the world, industry leaders are expecting this tech to become more sensory oriented in the coming days.
Dawn of 5G
The widely available game engines make the process of developing VR applications more straightforward and effortless than in the past. This rapid progression also led the applications to new heights in terms of usage across industries. Now the arrival of 5G, super-fast mobile networks, to the real world will further bolster the potential of mixed reality (XR), the amalgamation of VR and AR, thereby this will reinforce its presence in entertainment and make further inroads into industry in the future. 5G would allow for higher flexibility in AR and VR use cases. With this network technology, designers of VR and AR tools will be unencumbered by the need to deliver their experiences into a low-bandwidth, low-powered environment.
Virtual reality can be used to improve the learning and engagement of students. It has the potential to transform the way educational content is delivered. It works on the premise of creating a virtual world and allows users not only to see it but also to interact with it. The VR education will be perfect in distance learning, as it will enable students to join classrooms virtually. This means learners don’t miss the benefits of learning in a collaborative environment, while AR training helps ensure that access to the information needed to carry out a job is always on hand.
The continuously growing demand for untethered headsets, together with the intrinsic limitations of human eyes, has accelerated the necessity of the synchronization of visuals with 3D audio for a real immersive experience. The use of digital signal processors in order to improve audio quality is becoming a standard requirement in the VR market now. Several companies are already exploring the potential of 3D audio in VR. For instance, in April 2019, social networking giant Facebook announced plans for a new voice assistant on Oculus devices. Besides, search engine Google has yet to integrate Google Assistant into Daydream VR and Lenovo’s Mirage Solo. But the biggest leap in this area from Amazon is effective, which incorporated its conversational interface, Lex, into its Sumerian VR/AR managed service.