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Virtual reality has arrived, somewhat Most are limited to gaming so far
Addtime: 2016.01.04        View:

NEW YORK — With the launch of Samsung’s Gear VR headset a few weeks ago, virtual reality for the masses is finally a thing. Now comes the next big challenge: Who, exactly, will care?


If you’re a gamer, the appeal of immersing yourself in a virtual world might be obvious. Strap on a headset and you could find yourself in a three-dimensional death match with opponents who could — almost literally — creep up right behind you. Early trends look promising: The $100 Gear VR briefly sold out at many retailers. Research firm TrendForce projects sales of 14 million VR devices in 2016, mostly for gaming.


The rest of us, though, still need convincing. Sure, the idea of watching a basketball game from courtside seats — without leaving your living room — sounds pretty cool. But you’re not going to be doing that any time soon, as there’s precious little so far in the way of major sports available in VR. And while bungee jumping off a virtual dam could be a striking experience, it’s also the sort of thing you might try a few times, then set aside as you look for something else to do.


The tech world has been down a similar path before. Just a few years back, manufacturers lined store shelves with 3-D TVs capable of projecting stereoscopic images into your living room — and on those shelves the sets stayed. Among the reasons 3-D TV flopped: You had to wear uncomfortable glasses, and the experience made some people dizzy. Perhaps most important, there just wasn’t much in the way of good stuff to watch.


Sound at all familiar? Virtual reality requires people to wear large headsets that block out the real world, and immersive video has made some viewers nauseated. It’s not exactly a friends-and-family experience, either. If you chafe when your companions are glued to their phones at dinner, you’ll want to watch your blood pressure when they start wearing VR headsets in the living room, tuning out other people along with reality.


Another hurdle: Virtual reality’s initial apps are heavily weighted toward games.


Jason Tsai, TrendForce’s wearable devices analyst, said companies are reluctant to invest in nongaming VR media until they’re sure there’s a real market for it. And that’s a big part of virtual reality’s chicken-and-egg challenge.


Many leading companies are betting on VR. Google, for instance, offers a low-rent, though still effective, virtual-reality system it calls Cardboard — a folded-cardboard contraption that holds lenses and a smart phone for playing VR apps.


The Samsung headset is a step above that; it also uses a phone to play video, but includes its own motion sensors to better track the movement of your head.


More sophisticated headsets are on their way. Sony’s PlayStation VR won’t need a phone and attaches to a PlayStation game console. Oculus, which helped develop Samsung’s Gear VR, will release its own VR set called Rift next year. HTC’s Vive is due by April. Prices for these systems haven’t been announced yet, though most are likely to cost at least a few hundred dollars.

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