HP Innovation Journal Issue 06: Spring 2017 | Page 8

H eadlines in 2016 proclaimed, “The Year of Gear VR headset. Smaller players have also flood- Consumer VR has driven the first wave of VR!”, heralding unmistakable momentum ed into the industry in the past year. commercial VR. Customers in HP’s commercial reflected by exciting new product arrivals Mark Zuckerberg’s declared intent to invest segments including product design, AEC, digi- (notably headsets), tal media and enter- a vibrant ecosystem, tainment, training and and steadily increasing simulation, health- The View-Master system was introduced in VC investment. This care and education, 1939, four years after Kodachrome color film came to market. Early units were made of looks to increase even are testing VR in their Bakelite. further in 2017; here workflows. Stereoscopic photography Sutherland’s numerous mid-1800s graduate students went are some promising In the automotive on to sow the seeds of modern computer indications. industry, VR enables graphics and VR. immersive design re- The Sword of Damocles, created in 1968 by computer scientist Follow the views for dispersed Ivan Sutherland, is considered to have been the first head-mounted teams. Solutions are money virtual reality and augmented reality also proliferating in system. The equipment was so Brewster-type heavy it was suspended by an stereoscope, 1870 Facebook’s acquisition training: a recent proj- arm overhead—hence the product name. It showed images in of Oculus in 2014 was ect by Brazil’s power stereoscopic display tracked to head arguably the tipping distribution company movement. point for mainstream intends to reduce costs virtual reality. It woke the industry and the public another $3 billion in the next decade reflects and improve safety. Major theme park provid- to the technology’s potential and validated the industry optimism about the outlook for VR, ers and movie studios are creating VR content market. Since then, venture capital investments in despite lukewarm sales of VR products. to deliver new experiences to their customers. VR and AR reached $2.3B in 2016 alone. Goldman Where’s the smart money and momentum Sachs estimates the market for VR and AR to in the consumer and commercial VR markets? Technology maturity: Ready reach $80 billion by 2025. Gamers are VR’s early adopters. But de- for Prime Time Microsoft and Google are making strategic veloping AAA (highest quality) gaming titles is platform investments. Microsoft is releasing expensive. With emerging content, as well as Technology maturity may be the simple reason Windows Holographic this spring and is partner- movies, sporting events and concerts get closer we are seeing VR finally take-off. In VR, the user ing with all major PC OEMs on low-cost, high-res- to true 360° VR and Cinematic VR experiences, experience needs to be excellent, short of which, olution Head Mounted will result in motion Displays (HMDs) with sickness and dizzi- Manufacturing Maintenance Research inside-out tracking. ness for the user. The Design Training Marketing Google has intro- minimum acceptable duced the Daydream level has at last been platform, based on reached, though there Android. is much room for im- The HTC, Oculus provement. Consider and Sony invest- the elements required ments in VR head- to deliver a quality VR sets has yielded three experience, and the great products which technologies which launched in 2016. support them. A number of VR Resolution: ready PCs were also Watching a monitor launched, including from a few feet away HP’s OMEN products. These PCs, with top-shelf they are expected to attract a larger audience the field of view is quite small, roughly 30-40 GPUs, are capable of driving rich VR experiences for mainstream consumer adoption. The cost degrees. In an HMD it’s roughly 100 degrees. As with the new headsets. Microsoft, Google, Intel, of production in this category is comparatively the display resolution is stretched across this and Qualcomm all have detailed their plans for low, and content distribution is on a larger scale, much wider field of view, individual pixels can VR, and Samsung released a second-generation following a pay-per-view model. become visible resulting in “screen door” artifacts and indistinct imagery. In 2017, the industry will Milestones on the road to Virtual Reality 8 Innovation Journal · Issue 6 · Spring 2017