A third of small and medium to use AR or VR next year

(Image courtesy GetApp.)

Around 35 percent of businesses plan on implementing virtual or augmented reality technology in 2021 according to a recently published research report by GetApp, involving 700 small and medium business leaders from around the world.

According to the new report, small businesses will adopt virtual technologies to respond to new customer behavior mainly to enhance remote work solutions.

“Augmented reality and virtual reality are also revolutionizing how employee training efforts are designed and carried out by fostering interactive learning environments,” Senior analyst Zach Capers wrote in a post. “These tools are particularly beneficial for jobs that involve dangerous situations e.g., power line maintenance or distant environments e.g., remote pipeline.”

More customers are turning to virtual reality shopping and need tools to support them. GetApp found in a different research report that 59 percent of consumers surveyed in Australia said they desire to try 3D or virtual reality shopping even though just 12 percent have done it before.

Additionally, companies need ways to survive hard times like COVID-19 pandemic. In June this year, GetApp found out from a survey of 577 small business leaders that 40 percent of small businesses created a new virtual service to respond to changes in business models, customer behaviors, and management issues brought about by COVID-19.

Business model pivots. Many businesses had to change tac due to COVID-19 pandemic. (Image courtesy GetApp.)

Therefore, companies and organizations, and groups need better tools to remote manage, train, meet with, and collaborate with workers, and enhance remote customer experiences and shopping. This will make more companies continue to look at solutions that can help meet those needs.

“Augmented reality and virtual reality are also revolutionizing how employee training efforts are designed and carried out by fostering interactive learning environments,” Senior analyst Zach Capers wrote in a post. “These tools are particularly beneficial for jobs that involve dangerous situations e.g., power line maintenance or distant environments e.g., remote pipeline.

Companies will also implement virtual and augmented reality technology to make it easier to explore and present data through virtual reality enhanced data visualization software, to improve experiences like in virtual tours for realtors and in real estate shopping, according to the new report by GetApp.

More companies will implement augmented reality for remote instruction, repair and maintenance, and to speed up order picking in warehousing and simplifying of package identification in deliveries.

The new report by GetApp adds that 35 percent of all businesses surveyed in the new report plan to invest between $10,000 and $50,000 in the next year for virtual and augmented reality.

The new report by GetApp also agrees with another projection research by Gartner that 40 percent of organizations will implement virtual and physical experiences. This, according to Gartner report, will help companies increase productivity among its workforce, and also help them reach more customers.

GetApp found out that 35 percent of businesses will also adopt artificial intelligence and machine learning, and an additional 37 percent conversational user interface, by next year. 73 percent are planning to spend more than $10,000.

GetApp found out that 37 percent of businesses plan to adopt conversational user interface (CUI) to facilitate text and voice interactions between people and machines.

Gartner Identifies Immersive Experiences As Among 2019 Technology Trends

Marketshare analysis company Gartner is known for its work in charting the emerging technology scene and tracking what companies and technologies will have a wider impact. Gartner have now published its Top Ten Strategic Technology Trends for 2019.

Gartner identify a number of areas of interest, including Blockchain, artificial intelligence (AI), autonomous vehicles and immersive experiences, a category which folds in augmented reality (AR), virtual reality (VR) and mixed reality (MR).

The analysis defines immersive experiences as: “The spaces that surround us define ‘the computer’ rather than the individual devices. In effect, the environment is the computer.” a definition which incorporates smartphone-based AR and VR as well as headsets such as Oculus Rift, HTC Vive or MR devices like the HoloLens or Magic Leap One.

The report also notes that a rising number of devices are moving processing from centralised servers and back towards the end-user side, with techniques such as cloud services and distributed servers. The roll-out of 5G networks is likely to support this move, and has been noted elsewhere as a development that could also aid in the uptake of VR and AR technologies.

One of the major subjects of the report was regarding ethics and privacy, a topic that has been increasingly in the spotlight recently, particularly since several high-profile data breaches, including one involving Oculus parent company Facebook, something which was addressed during the Facebook F8 Conference.

The Gartner report refers to privacy and ethics as: “A growing concern for individuals, organisations and governments. People are increasingly concerned about how their personal information is being used by organisations in both the public and private sector, and the backlash will only increase for organisations that are not proactively addressing these concerns.”

Mark Zuckerberg @ F8 2018 - Virtual Reality

For future coverage on developments in VR and AR, keep checking back with VRFocus.

Gartner’s Brian Blau on the State of the VR & AR Industries

Brian-Blau-2017Brian Blau is the vice president of research for personal technologies at Gartner Research where he’s in the business of making predictions about the consumer adoption of virtual reality and augmented reality technologies. I last interviewed Blau in 2015 when he was saying that his predictions were a lot more conservative than other analysts who were predicting more explosive growth for VR, and Blau tells me that his more conservative estimates have more closely matched with reality where he slightly overestimated PC VR market and underestimated how fast the mobile VR HMD market would take off.

LISTEN TO THE VOICES OF VR PODCAST

I had a chance to catch up with Blau at Google I/O on May 17th, 2017 where we talk about the state of the VR & AR industries and what some of the potential catalysts for consumer adoption might be. A big point that Blau makes is that technologies get adopted when people are not explicitly thinking about them, and that there may be more drivers of immersive technologies through other ambient computing innovations.

Gartner formulated the oft-cited ‘hype cycle’. As of July 2017, the firm puts virtual reality on its way up the ‘Slope of Englithenmen’ with two to five years before reading the ‘Plateau of Productivity’, while ‘AR is just headed to the bottom of the ‘Trough of Disillusionment’ with five to ten years to the Plateau.

This interview was conducted a few weeks before Apple announced ARKit on June 5th and then Google ditched the Tango brand and depth-sensor hardware requirement for their phone-based AR on August 29th when they launched ARCore. Then on September 12th, Apple announced front-facing cameras on the iPhone X for companies like Snapchat to do more sophisticated digital avatars, as well as Animojis that provide the ability to embody emojis with recorded voices messages. Apple also announced it’s now possible to make phone calls via the Apple watch + Airpods, and so this is a push towards ambient computing with conversational interfaces, and moving away from solely relying upon screens on phones.

Like Duygu Daniels told me in 2016, Snapchat is an AR company, and it’s possible that they have had more of an influence on driving Apple’s technological roadmap than virtual reality has. The consumer use of services like Snapchat and Animoji may prove to be key drivers of immersive technologies since Apple decided to put a depth sensor camera on the front of the camera rather than on the back. The front-facing camera offers more sophisticated ways to alter your identity through AR filters, which when you can see in the virtual mirror of your phone screen changes the expression of identity through the embodiment of these virtual avatars. You can see how much Apple’s Craig Federighi changed his expression of himself while recording an Animoji during the Apple keynote:

Snapchat’s Spectacle glasses received a lot of grassroots marketing from users who were recording Snaps absent a phone. But will the additional digital avatar, face-painting features of the iPhone X inspire extra demand for consumers to want to pay $999 for these types of feature that are only made available by a front-facing depth camera?

It’s clear that the technological roadmap for mobile computing has now started to include volumetric and immersive sensors. Google made a bet with Tango that adoption would be driven by a depth sensor pointed outward into the world for AR, but it looks like Snapchat could be a key app that popularizes front-facing cameras and the use of augmented and mixed filters that change how you express yourself and connect to your friends.


Support Voices of VR

Music: Fatality & Summer Trip

The post Gartner’s Brian Blau on the State of the VR & AR Industries appeared first on Road to VR.