That’s a wrap for 2017….

magic leapThough we didn’t reach the pinnacle of VR that The Guardian or other sources predicted, 2017 still closed with major updates in the VR/AR/MR/etc. space. This past year we saw an explosion in content, as well as updates in existing hardware. Some of the most notable outcomes were the Magic Leap announcement and the introduction of ARKit and ARCore. TechRadar even claims that we’re in a ‘second wave’ of virtual reality. From both an entertainment and enterprise perspective, the market seems to be in a prime position to continue growth an expansion.  

…and entering 2018

2018 is here and is already filling up with pertinent announcement and product releases. Everyone and anyone is making note of what’s coming and how it might change the game (perhaps most significant will be standalone VR headsets).

In the midst of announcements regarding both updated software and hardware, comes further proof that VR/AR is far more versatile. 

amazon mirror2

One of the biggest fears of eCommerce (and missteps for many CPG companies) was that consumers wouldn’t buy things that they couldn’t feel. This assumption, that we need kinesthetic senses to make that leap from the shopping cart, to check out, to purchase was proven unfounded (I mean, where do you buy most of your goods/media content/clothing?). And yet, eCommerce companies are still looking for ways to integrate a deep sense of reality within the shopping experience. Enter Amazon, which has submitted a patent for a VR mirror that dresses you in virtual clothes. It’s not a far cry from the dream mirror of every girl, as shown in Clueless.

In other news, the cost-prohibitive Hololens still is one of the main HMD (head mounted displays) in the current market. We’ve discussed medical uses before but Nomadeec created a Hololens program to assist first responders and doctors for making tough decisions.

Furthermore, VR experiences as a form of preparation are continuing to arrive (recall the simulation Walmart created for Black Friday). In one example, VR simulations are becoming part of programs for juvenile inmates who are about to re-enter society as adults.  

Last but not least…Ready Player One

While hype has already begun for the VR film of the year (i.e. the photoshop snafu of Tye’s leg), 2018 brings us even closer to a film that will likely change the public’s perception and consumption of VR/AR. When we think about VR representation in media, we consider content such as Black Mirror, the Matrix, Tron, etc. While these shows and films laid groundwork for actual technology, Ernest Cline’s novel feels much more familiar. It takes concepts and hardwares that already exist, products that are on the shelves and intensifies them in a grim reality. Like most of our peers, we too are waiting for the ball to drop.