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What will VR be like in 2025?

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What will VR be like in 2025? In the next five years, virtual reality is expected to see exponential growth, according to several industry surveys. The future of virtual reality is the topic of this lesson. We will start by examining the market prognosis for virtual reality based on a number of leading research studies and studies.   We'll also examine the specifics of the anticipated growth for virtual reality components, products, and market subsectors. 1) From 2019 to 2022, the markets for virtual reality (VR) and augmented reality (AR) will grow by a factor of 21.

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Kaspersky

The VR and AR industry will reach 15.5 billion euros by 2022, predicts research by International Data Corporation (IDC). Spending on AR and VR will climb to $18.8 billion in 2020 from $10.5 billion, a 78.5% increase, and expand at a five-year annual growth rate (CAGR) of 77.0% through 2023. According to this estimate, virtual reality and augmented reality will be at the core of the digital revolution, and businesses and consumers will spend more money overall by an extra 80%. More than half of the budgeted amount will go into gear for virtual and augmented reality.   Personal and consumer services, which will account for $1.6 billion of this increase, will be followed by discrete manufacturing and retail. By this year or the next, investment on AR is anticipated to surpass that on VR.   2) Play VR/AR games on your phones

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The VR and AR industry is anticipated to expand at a CAGR of 63.3 percent between 2018 and 2025, according to a research by Valuates. By 2025, it will grow at a CAGR of $571 billion. The continuous usage of smart devices, increased Internet connection, and the expansion of mobile gaming will be the main drivers of this rise.   The VR and AR industry is still dominated by North America, but the Asia-Pacific region will see the most growth, with China, India, Japan, and South Korea seeing the strongest interest in head-mounted gaming device displays.

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However, the absence of strong design for user experiences and the delayed uptake in developing nations will make the business continue to suffer.   3) Your standard smartphones and tablets will soon support VR and AR.

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A research by Vnyz Research predicts that the AR and VR industry would increase at a CAGR of 48.8% from 2020 to 2025. By 2025, it will generate 161.1 billion in sales.   The market will expand as AR and VR are more widely accepted and people are more interested in the technology. The industry will see the fusion of augmented reality (AR) and virtual reality (VR) to create a hybrid experience that will be used in upcoming applications. The growing use of tablets, laptops, and smartphones as well as the excessive concentration of large tech firms in AR and VR globally will serve as the main drivers of this expansion in addition to technical advancement.   In terms of revenue, the hardware sector is currently ahead of the software market. However, owing to a rise in demand from the entertainment and media industries to address demands like AR-based game simulation, the software market will expand more quickly.   The economy's healthcare and retail sectors will drive a rise in AR and VR usage.   According to this analysis, consumer AR applications outnumber commercial, aerospace and military, enterprise, health care, and other AR and VR applications in terms of market share. Commercial applications are where there is the most demand for VR applications.   The bulk of the AR and VR market share last year was accounted for by the North American area, and this is also the case today. However, over the anticipated time, the Asia-Pacific market grew the quickest. Increased investment in the commercial and military sectors of the Asia-Pacific market will drive its expansion.   According to this analysis, the rise in industrialists and advancements in technology will lead to a growth in the market.   According to the research, Alphabet Inc., Oculus VR, LLC, Microsoft, Qualcomm Technologies, Intel, Himax Technologies, Samsung Electronics Co. Ltd., PTC Inc., and Sony Corporation are the major participants in the AR and VR industry.   4) Increase your revenue by using material for virtual and augmented reality. This AlltheResearch report claims that a rise in the demand for AR and VR devices as well as an increase in the number of augmented reality VR headset makers like Google, HTC, Oculus, and others would lead to a growth in content in this industry.

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Fingent

Users are still downloading virtual reality (VR) and augmented reality (AR) content for their smartphones from Google Play, Oculus, and other stores, particularly for mobile devices with AR capabilities.   The demand for 360-degree videos is expected to continue growing, giving content producers more chances to produce this kind of material.   In the next few years, the expansion of the VR and AR market is anticipated to be dominated by the training sector, particularly in businesses for instructional and promotional reasons. This article claims that businesses like Walmart, Boeing, UPS, and others are embracing augmented reality and virtual reality for training, which is or has been driving demand for the material.   This is true even as businesses like Boeing and Agco continue to see the advantages of employing AR for training, such as a decrease in operating time. Boeing's operating time has decreased by 25% as a consequence of employing augmented reality glasses.   The research categorises the material by kind, including games and 360-degree movies, by application, including 3D modelling, training, and monitoring, and by end-user, including the automotive, consumer, aerospace, military, health care logistics, and retail industries.   #5 The need for AR/VR chipsets will be quite large.

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VR/AR Association

According to this analysis, the AR/VR chip market would expand at a CAGR of 23 percent between 2019 and 2026.   In addition to Qualcomm Technologies Inc., NVIDIA Corporation, Imagination Technologies Limited, MEDIATEK Inc., Intel Corporation, Spectra 7, Advanced Microdevices Inc., International Business Machine Corporation, Samsung Electronics Co. Ltd., and Huawei Technologies Co. Ltd., it also profiles Spectra 7, Advanced Microdevices Inc., and Imagination Technologies Limited.   As manufacturers continue to improve the quality of cellphones, laptops, digital recorders, and other consumer electronics, the market for consumer electronics will become more competitive, which will lead to a rise in chip consumption. During the focal period, a growing gaming community, a rise in the adoption of smartphones and gaming consoles, and technological advancements will drive this expansion.   For instance, there will be a 90% increase in video gamers.   6) Participate in Live VR/AR Events

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VR/AR Association

According to this study by Goldman Sachs Global Investment Research, consumer applications such as video games, live events, and video entertainment will generate $18.9 billion in revenue over the next nine years, with the video game industry leading the way with $11.6 billion. Meanwhile, enterprise categories such as engineering, real estate, retail, military, and education will generate $16.1 billion in revenue, led by the healthcare sector at $5.1 billion.   Future Trends in Virtual Reality   1) VR/AR for education, training, and medical treatments   Even during the coronavirus epidemic, the use of mixed reality has recently increased in the healthcare, education, retail, and tourist sectors. For instance, it is being tested or used in healthcare for virtual home-based treatment and surgery. It is being utilised here in conjunction with other technologies including video, sensors, and displays.   The use of virtual reality in the treatment of individuals with phobias and anxiety-related illnesses is likely to increase. It is utilised in treatment to support the social and communicative skills development of autistic patients. Patients with visual or mental disorders are diagnosed using eye-tracking technology based on AR and VR.

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Even if lockdowns or partial financial apathy persist, distant VR and AR training systems are being used more and more in education and training during the COVID-19 pandemic. The tourist industry is experiencing the same thing.   The combination of augmented reality, artificial intelligence, and virtual reality will improve the ability to customise VR and AR content to the preferences of the users. In spite of this, an eMarketer poll predicts that 30 million Americans will use VR in 2021.   #2) Use your mobile device and headset to experience VR/AR while on the road The size barrier for AR and VR, particularly VR, is significant since the generation of visuals that are confined inside the headgear requires strong processing technology, which is often enormous.

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We've seen a trend toward tethered experiences, where high-end virtual reality (VR) experiences are often only possible when the headphones are connected to personal PCs, which serve as the primary processing units. However, since the wire can't extend that far, this creates a significant mobility issue.   High-end, non-tethered virtual reality headsets are now available, such as those made by HTC Vive, Oculus Quest, Valve, and others. Additionally, Apple will soon release 8K mixed VR/AR glasses that are not connected.   #3) Use VR/AR on the web without downloading any apps. Both AR and VR, particularly AR, will be significantly impacted by 5G, as well as mobile applications. Virtual picture creation, processing, and high data transport requirements are inherent to AR and VR, particularly VR. With the launch of 5G compatibility on more mobile and Internet devices, this will become better.   Additionally, 5G is expected to improve user experience even in situations with limited bandwidth and power. Therefore, 5G will enable users to enjoy a variety of superior augmented experiences on less expensive headsets and devices.

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In addition to 5G, WebVR is already boosting virtual reality adoption. One benefit of WebVR is that it eliminates the need for users to download native programs to their computers or mobile devices in order to consume VR and AR content. This is due to the fact that it enables users of Google Chrome, Mozilla Firefox, and other web browsers to experience VR and AR.   Fourth-Place Sports and Events Now, sporting events are embracing immersive experiences and entering the game industry. Large athletic VR and AR to improve sports and events.   As was the case during the COVID-19 lockdowns, a large number of individuals and businesses have been using VR and AR to organise virtual yet immersive meetings and activities beyond the typical video meetings. Examples include groups from the National Football League like the San Francisco 49ers, New England Patriots, and Dallas Cowboys.   Fans of games will be able to feel immersed in them thanks to improved VR and AR technology, and partners and workers will be able to feel involved in meetings and events.   Nowadays, virtual store walkthroughs, product evaluations, and buying are all commonplace in virtual reality and augmented reality marketing initiatives. They are enabling businesses to create more engaging customer experiences than the typical video-based promotions.   #5: More affordable VR/AR devices and headsets Nowadays, high-end virtual reality (VR) and augmented reality (AR) are often more expensive. This is mostly due to the expensive VR headsets, which start at $400. However, it is still feasible to buy the inexpensive cardboard devices, which provide extremely subpar experiences, for $20.

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Mid-range headsets, like the Samsung VR headset, cost a little more or a little less than $150 and provide experiences of mid-range quality. Virtual reality technology, such as simulation training, health systems, and developer kits, are too expensive for many mid-sized firms to purchase on an organisational level.   However, with continuing investment in them, virtual and augmented reality technologies will also become more accessible over time, much as mobile phone technology. Even while more businesses continue to produce, fund, or brand headsets and associated devices and content, this has already started to happen, particularly for augmented reality.   Virtual Reality's Advantages The material is pleasant because of VR's and AR's immersive qualities. Immersing the user in something they like is different from just allowing them to watch it. Customers like doing anything they please with the strength of the presence they experience in what they are witnessing thanks to life-size pictures and interaction.   #2) An additional aspect of interaction Through methods like VR controllers and eyeballs in gaze control mode, augmented and virtual reality engages the user in real-time and allows them to actively participate in what they are discovering.   As a result, users may interact with avatars and other characters anyway they choose in the immersive movie. This adds another level of immersion and has created several possibilities for VR users in marketing and other industries as well as for students, coaches, remote maintenance teams, and games.   Self-directed excursions and explorations   The ability of VR consumers to experience 360-degree, VR, and AR information from a point of view that may vary from the storyteller marks a significant departure from traditional video content.   The storyteller won't have to manipulate the narrative to suit their purposes and sway the audience since the latter may seek for more in-depth supporting evidence within the same material than they would in a typical video tale.   4) Online and without endangering your life   Organisations don't have to put the safety of their workers and employees at risk by putting them in potentially hazardous situations in order to reproduce, test, and replicate real-world actions for military, healthcare provisioning, education-based training, and other objectives.   #5 Reduces expenses   This needs no explanation. Organisations save money on travel and other expenditures when students and their instructors participate in VR-based virtual training, which is advantageous owing to its immersive and engaging nature.   The first issue facing the VR industry is affordability.   Regular and common use is discouraged by the expensive cost.   #2) There is little to no demand from customers.   There is almost no market rivalry for businesses who are experimenting with and using virtual reality. This hinders the creation of virtual reality and augmented reality systems and the rapid acceptance of such technologies. Early adopters and tech aficionados primarily use the technology. Even as use expands outside entertainment and games, this is becoming better.   Furthermore, there aren't enough strong business models. Strong industry standards, sustainable business models, and an industry-leading vision are absent, as well as companies.

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  1. Technology is still being tested
  With just a small number of users worldwide, there is a poor application of technology in actual life, not merely in terms of content. There are a few platforms for VR material as well, although there isn't as much of it accessible.   Despite this, many individuals don't care about virtual reality since they don't regularly use it. Virtual reality (VR) is not financially reaching the intended population, and many people are unaware of it and its capabilities. There aren't many use-case examples or demos.   #4) Limited alternatives for consumers   Low adoption implies fewer headsets and VR systems are available, which reduces consumer alternatives, particularly in high-end device categories.   #5: Health issues   Although studies have not shown any significant long-term health advantages of virtual reality, there is little research that does. For consumers to cease suffering from transient side effects like headaches, nausea, and dizziness, the technology must also advance.   Conclusion The future of VR technology is covered in this virtual reality course. Given advancements in technologies like smartphones and Internet technologies and as gadgets and technologies become more accessible and less expensive, the majority of studies indicate the potential of technological developments that will be witnessed soon - in the range of 5 to 10 years.   Although there are obstacles to be addressed before VR can realise its full potential, we have seen that the advantages it offers have shown its promise in the future.
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