Virtual and augmented reality interfaces include an array of devices which can be used to experience 3D Virtual Environments. With a variety of devices coming to the market in 2016-2017, industry experts expect more than 12 million devices are expected to be purchased in 2017 and over 24 million in 2018.
Virtual reality is likely to be the technology with the biggest impact in the short term, as technology heavyweights such as Facebook, Google, Sony, Samsung and HTC have already launched devices. Whilst much of the early adoption was for gaming, the availability of 3D Virtual Environments is likely to be a significant drive in sales in the coming years.
- HTC Vive
- Oculus Rift (Facebook)
- Sony PlayStation VR
- Google Cardboard
- Intel Project Alloy
- Avegant Glyph
- Dive 5
- ImmersiON-VRelia BlueSky Pro
- Project StarVR
- Samsung Gear VR
In addition other major technology firms such as Microsoft and Apple are rumoured to have VR Interfaces in development, as well as numerous start-ups and crowd funded enterprises are likely to launch products to the market in 2017-2018.
Dedicated augmented reality devices are also coming to the market, although it is possible to harness the power of AR through devices such as smartphones, as was noticeable in mid-2016 with the Pokémon Go craze. Again major technology companies are developing products to capture a share of the multi-billion dollar industry, with Microsoft’s HoloLens one of the early offerings.
The range in features and pricing of VR-AR Devices is profound, with some devices costing more than one thousand dollars to the Google Cardboard which harnesses your smartphone costing as little as 99 cents. However we believe that whilst the growth in the range of devices is necessary to enable users to enter the world of virtual and augmented reality, it will be the 3D Virtual Environments that users experience that will drive uptake, and we believe that the creators of the content will be the major beneficiaries from the demand for this technology.